Siblings are a nightmare. Anyone who has ever had a younger brother or sister knows the specific, burning rage that comes from a destroyed toy or a ruined save file. That is exactly how Max: The Curse of Brotherhood kicks off. It starts with a kid named Max who, in a moment of pure, unfiltered frustration, finds a spell online to make his brother, Felix, disappear. He reads it. It works. Then, immediately, the soul-crushing weight of regret hits because a giant, hairy claw reaches through a portal and drags Felix into a literal wasteland.
Bad move, Max.
It is a simple hook. Honestly, it is a trope we have seen a thousand times, but Danish developer Press Play—the folks who were part of Microsoft Studios before being shuttered in 2016—did something special here. Released originally as a follow-up to Max & the Magic Marker, this 2.5D puzzle-platformer didn't just iterate; it completely reimagined what a "magic marker" could do in a 3D space. It is beautiful, it is frustratingly difficult in the later levels, and it remains one of the most charming physics-based games from the Xbox One launch era that people still talk about today.
The Magic Marker is Actually a Physics Lesson
The core of Max: The Curse of Brotherhood is the marker. You aren't just jumping over pits; you are literally drawing the environment. At first, it feels a bit gimmicky. You find a glowing spot, hold a button, and pull up a pillar of earth. Easy. But then the game starts layering mechanics like a mad scientist. Soon, you’re drawing branches to climb, vines to swing on, and streams of water to propel you through the air like a soggy cannonball.
The physics engine is the real hero here. Press Play didn't just make "set pieces" where things happen the same way every time. If you draw a vine too short, you won't reach the ledge. If you draw a pillar of earth and then cut a branch above it so it falls, the branch will actually bounce off the pillar based on the angle. This leads to some genuinely "Aha!" moments that feel earned. It’s not just about reflexes. It is about spatial reasoning.
You’ve got to think three steps ahead. For example, in the later desert levels, you might need to create a pillar of earth to block a fire-breathing plant, then draw a vine from a ceiling hook, swing across, and mid-air, use your marker to create a water jet that pushes you toward a hidden collectible. It's frantic. It’s sweaty-palms territory.
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Why the Visuals Still Hold Up
Even though this game dropped years ago, it looks like a Pixar movie that went through a "gritty" phase. The art direction is fantastic. You move from lush, vibrant forests into gloomy, subterranean caves and then into a weird, steampunk-ish fortress. The scale is what gets you. Max is tiny. The world is huge. Seeing a massive, screen-filling monster chase you while you’re desperately trying to draw a vine to escape is a legitimate rush.
The lighting deserves a shout-out. Because you’re often dealing with dark environments punctuated by the orange glow of your marker or the sickly purple light of the "Old One" (the main villain, Mustacho), the atmosphere feels heavy. It feels dangerous. Most "kid-friendly" platformers play it safe with bright colors and happy music. Max: The Curse of Brotherhood isn't afraid to feel a little bit like a fever dream.
What Most People Get Wrong About the Difficulty
A lot of reviews back in the day complained that the controls felt "fiddly." Let's be real for a second: drawing with an analog stick is never going to feel as precise as a mouse or a stylus. On the Xbox or Switch versions, there is a slight learning curve to the "aiming" of the marker.
But here’s the thing. That "fiddliness" is actually part of the tension.
If it were too easy to draw the platforms, the game would lose its stakes. The challenge comes from the fact that you are a kid in over his head, trying to use a tool he barely understands to save a brother he thought he hated. When a giant beast is breathing down your neck and you fumble the drawing of a branch, that’s not a bug; that’s the experience. It forces you to master the mechanics. By the time you reach the final encounter with Mustacho, you aren't just "playing" the game; you are painting your way through it.
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The Legacy of Press Play and the "Curse" of the Studio
It is impossible to talk about Max: The Curse of Brotherhood without mentioning the tragedy of its developer. Press Play was a powerhouse of creativity in Denmark. After Microsoft acquired them, they seemed to be on a roll. This game was a showcase for the Xbox One's early indie/digital push. Then, in 2016, Microsoft closed the studio and canceled their next project, Project Knoxville.
It was a gut punch to the industry.
However, the DNA of Max lived on. Flashbulb Games, founded by former Press Play members, eventually brought the game to more platforms, including the Nintendo Switch and PlayStation 4. This is why the game is still relevant. It didn't get stuck on a dead console. It survived. It’s the ultimate "underrated gem" that somehow manages to find a new audience every time it goes on sale for five bucks.
A Masterclass in Wordless Storytelling
Max doesn't talk much. Neither does Felix. The story is told through action and environmental cues. You see the ruins of a civilization that Mustacho has enslaved. You see the fear in Felix’s eyes when he’s being hauled away in a cage. You don't need a twenty-minute cutscene to explain why you need to keep going.
The relationship between the brothers is the heartbeat of the game. It starts with a "I wish you were gone" and ends with a "I will do anything to get you back." It’s a classic coming-of-age arc wrapped in a puzzle-platformer. Honestly, the ending hits harder than it has any right to. You feel the exhaustion Max feels. You feel the relief.
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The Strategy: How to Actually Beat the Harder Puzzles
If you’re picking this up for the first time, or maybe returning to grab those missed collectibles, you need to change how you think about the marker.
- Gravity is a tool, not an obstacle. Remember that objects you create have weight. A branch isn't just a platform; it’s a counterweight.
- Combine elements. A water jet can move a vine. A vine can hold a rock. Think about the "chain reaction" required to clear a room.
- Speed vs. Precision. In chase sequences, don't try to draw the "perfect" line. Just get the anchor point down and move. The game is surprisingly forgiving with the hitboxes during high-speed segments.
- Look for the "Eye" collectibles. These aren't just for achievements. They usually force you to use the marker in ways the main path doesn't require, which actually trains you for the late-game difficulty spikes.
Is It Still Worth Playing?
Absolutely. In a world of bloated open-world games and endless live-service shooters, a focused, 6-to-8-hour puzzle adventure is a breath of fresh air. It’s a "weekend game." You start it on a Friday night, and by Sunday afternoon, you’ve experienced a complete, satisfying story.
There are no microtransactions. No battle passes. Just a kid, a marker, and a really angry monster.
The game manages to capture that specific "Amblin Movie" vibe from the 80s—think The Goonies or E.T.—where the world is scary and the adults are useless, so the kids have to step up. It’s an era of gaming that feels increasingly rare. Max: The Curse of Brotherhood isn't perfect, but it has a soul. It has personality. And most importantly, it has mechanics that actually require you to use your brain.
Actionable Next Steps for Players
If you want to experience the best version of Max's journey, here is what you should do:
- Check the Platform: If you want the most "natural" feel for the marker, the Nintendo Switch version allows for touch-screen drawing in handheld mode. It’s a game-changer for the more complex puzzles.
- Don't Skip the Prequel: While not strictly necessary, Max & the Magic Marker (the original 2D game) provides great context for how the mechanics evolved. It’s available on PC and various mobile platforms.
- Focus on the Eyes: To get the "True" feeling of mastery, aim for a 100% run of the "Evil Eyes." These collectibles are essentially mini-puzzles that test the limits of the physics engine.
- Look into Flashbulb Games: If you love the vibe of Max, check out Trailmakers. It’s a different genre (vehicle building), but it carries that same "tinker and play" spirit that the original Press Play team was famous for.