Braid - This Game Wounds Time

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Zuhzuhzombie!!
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Braid - This Game Wounds Time

Post by Zuhzuhzombie!! »

If we've learned from a mistake and become better for it, shouldn't we be rewarded for the learning, rather than punished for the mistake?

What if our world worked differently? Suppose we could tell her: "I didn't mean what I just said," and she would say: "It's okay, I understand," and she would not turn away, and life would really proceed as though we had never said that thing? We could remove the damage but still be wiser for the experience.
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Braid is a time shifting platformer/puzzle game for the PC and Xbox 360 that is touted as doing for platformers to what Portal did for FPS'. It has it's own sense of style and requires you to think "outside of the box" to solve a few puzzles.

Puzzles are solved through manipulating time and space with rules that change from world to world. The puzzles will change and become harder the further you make it into the later levels.

Image Image Image

Braid's gameplay is framed by it's amazing artwork and ambient soundtrack, and bookended by a bitter sweet story.

I found some interesting quotes from the developer at another forum I frequent.
While playing through the first few worlds of Braid, I can't help but notice the references to other 2d platformers, such as the huge "The Princess is in another castle," an homage to the first Super Mario Bros. What other things have influenced the development of Braid, along with your general philosophies on game development?

Too many to mention. Definitely Italo Calvino's book "Invisible Cities" was a core influence, as was Alan Lightman's follow-up book "Einstein's Dreams". Gameplay-wise, Braid came from just thinking about the nature of the laws of our universe (what time is and where it comes from, why the rules of quantum mechanics don't seem to mesh with the macroscopic workings of the universe). With regard to rewind, there was a definite influence from other games (seeing rewind used in games like Prince of Persia: Sands of Time, and Blinx: The Time Sweeper, but not really liking the way it was done, and wanting to do it very differently).

...

What was your philosophy behind the gameplay itself? Time shifting and puzzle mechanics have been tried before, but very few seem to pull it off as well as Braid does.

Keep in mind that all these puzzles were made by the end of 2005 (and I was showing them at places like the Experimental Gameplay Workshop at the GDC), so a lot of the smaller flash games that have been doing time puzzles did it later -- they just have much shorter development cycles!

But there is a core philosophy to Braid's gameplay, which is focus. That means two things. One, that the puzzles you encounter in various worlds are about the specific behavior of time in that world -- there is no puzzle in World 3 that could have been done in World 2, for example. They are in World 3 because that is where they had to be. Two, that there are a minimal number of extraneous objects in the levels. The levels are about presenting the puzzles to you in as simple and clear a manner as possible. It is easy to make any puzzle harder by making it more complicated; it is much more interesting to make a puzzle difficult (or just interesting) by stripping it down to its bare essentials, to distill it down into almost an abstract expression of what the player has to learn from its particular situation.
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CRITICAL ACCLAIM

Eurogamer: 10/10
Judged purely as a game, it's cunning, ingenious and endlessly surprising. The puzzles are varied, the level design is revelatory and the whole thing clicks together like clockwork. For those only interested in gameplay, it's simply an excellent puzzler-cum-platformer. But there's so much more here, a desire to create a game experience that is more than mere technical craft. That it succeeds in creating an abstract emotional experience, one where each player can find their own level of meaning and personal context, all within the confines of the 2D platformer, is perhaps the most astonishing achievement of all.

Braid is beautiful, entertaining and inspiring. It stretches both intellect and emotion, and these elements dovetail beautifully rather than chaffing against each other. Still wondering if games can be art? Here's your answer.
EDGE: 9/10. Text not online, but summary from a subscriber:
Plays upon conventions of Mario, but closer to Portal
Designed just as well as Portal (!!!)
Each level has a new mechanic: act 3's is brilliant - steps to the right advances time, steps to the left reverses it.
Fails somewhat with it's storytelling - "trite in it's self-conscious obscurity"
Story's themes aren't reflected well in-game until the final level.
One of the finest original titles on Xbox Live Arcade.
IGN: 8.8/10
Xbox Live Arcade needs more games like Braid. Heck, gaming on all platforms needs more titles like this. Imaginative, innovative, and engrossing, Braid is a spectacular achievement. If only the experience lasted a little longer and there weren't as many puzzles with singular solutions. Despite its short length and robust pricing ($15), Braid is definitely worth downloading.
Quotes:
"Braid is an ingenious and startlingly creative puzzle game, built with an understanding of good game design that even some of the industry's most revered figures could learn from."
-PC Gamer Magazine (UK)

"It's the most original and fresh platform game I've played in at least ten years, and almost every single puzzle in it will make you grin with happiness and clap with appreciation at the cleverness of it."
-Graham Goring, The Arsecast

"Braid has the potential to change the way you think about reality. It will certainly change the way you think about video games."
-Jason Roher, Arthouse Games

"Beyond Braid's enchanting hand-painted visual style, beyond its often haunting score, and beyond its musings on love and personal growth... Braid is one of the most progressive platform/puzzle games we've played in years."
-Cam Shea, IGN Australia

"Braid's artistic design is as imaginative as its puzzles. The whimsical world looks like a painting come to life."
-Hilary Goldstein, IGN

"Braid is a risky experiment climaxing in glorious success. Ask yourself when last you felt a sense of reward and achievement playing a game; not Achievement with a capital 'A' and ten Microsoft points, but an actual sense of pride... And when did a game really make you look at the world differently?"
-Xbox World 360 Magazine

"I love this game.... I feel like I'm using parts of my brain that have never been used before, like parts that haven't evolved yet."
-Frank Lantz

"One of the most interesting, satisfying, beautiful game experiences I've ever had."
-Reverend Anthony, Destructoid

"We're not used to being able to manipulate time in the ways that Braid allows you to... You can sit staring at it for hours, feeling entirely clueless as to how the next jigsaw piece could even be possible to reach. But with a bit of patience, everything just clicks, and you can't help but smile to yourself at how elegantly simple the whole thing is. It was never difficult at all - you just weren't thinking in the right way. That's videogaming Zen.
-Sean Bell, DarkZero

"Braid remains a beautiful and brilliantly demanding game that barely contains its dense population of ideas, taking its place alongside Geometry Wars and Pac-Man Championship Edition as one of the finest original titles available on Live Arcade."
-Edge

"The end level is ****ing ingenious."
-Gamer Hate
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OFFICIAL WALKTHROUGH AND LIST OF CHEATS

Found here on the developer's website.


Here's a link to the music featured in Braid:

“Maenam”, by Jami Sieber, from the album Hidden Sky.
“Undercurrent” and “The Darkening Ground”, by Jami Sieber, from the album Lush Mechanique.
“Tell It By Heart” and “Long Past Gone”, by Jami Sieber, from the album Second Sight.
“Downstream”, by Shira Kammen, from the album Music of Waters.
“Lullaby Set”, by Shira Kammen and Swan, from the album Wild Wood.
“Romanesca”, by Cheryl Ann Fulton, from the album The Once and Future Harp.
Last edited by Zuhzuhzombie!! on Thu Aug 07, 2008 3:53 pm, edited 3 times in total.
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Zuhzuhzombie!!
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Post by Zuhzuhzombie!! »

My thoughts so far:

Me and my brother were pretty much playing it together last night. We'd get a good laugh at how to solve some puzzles, find it hilarious that the game was intentionally screwing with me, and generally worked together to figure some puzzles out. Plenty of, "Oh. I get it!" moments, along with, "Dude. Check this out."

The music is great. I've always been a fan of ambient sounds and it really compliments the game's art style and environments.

Braid's puzzles can be a little frustrating at first but once I figured them out I never felt like they were "cheap", like, crazy logic wise. Of course, I haven't beaten the game, but I've yet to see some of the ALL CAPS posts about it like I used to see back on USEnet with some adventure games. Loads of moments where you'll go, "OOOOOOOOOOOOH. GOD I'M AN IDIOT FOR NOT SEEING THAT."

Aesthetically, the game is pretty impressive. I like how "World 1" is just the outside and inside of the house. I don't think the game is as totally forward thinking as it was made out to be. Gameplay? Yes, definitely. It's fun, it's completely different, and it requires you to think differently. Just like Portal. Unlike Portal, which has a really distinct presentation, Braid still suffers from a few problems. It's probably due to the nature of the game itself, it's going to be difficult mixing story, setting, and gameplay together in a platformer. The story is pretty much told to you, optionally, before each level. You enter a level, have access to books that spell out the situation, and then you go on to complete it. The writing is ok.

Apparently there are some secrets left.

I wonder what the bathroom is for.

If I had to assign a numerical value to this game, so far it's a 9 out of 10. Great gameplay, great artwork, great music, decent setting and premise, and the way the game is presented is incredibly fresh. It rewards curiosity and there are several moments in Braid that I really enjoyed either a quirky NPC, the "power" you use in that world, the solution to a puzzle, or just the puzzle itself.

Ghost_Hands/Jonathan, you're really onto something here. With an introduction like this, I don't think you'll have any trouble finding an outlet for future games. Whether they'll be similar in design or not, I'll trust you to keep the production values high, and the game interesting.

Thank you for a very enjoyable, gaming experience.
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Post by indstr »

So this is out now? I had heard some hype about it on indy gamer websites... And I thought it was xbox only. So there is a PC version? Gonna have to definitely give this a try
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Zuhzuhzombie!!
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Post by Zuhzuhzombie!! »

PC later in the year.
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Post by Ruldra »

Posting a couple of Braid videos:

Video 1

Video 2

Looks interesting...
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Post by Ceph »

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Post by Jon »

Great, yet another neat looking game that is only available through XBLA. I really need to get a wireless router. :?
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Post by Minzoku »

Late to the party!

Only thing to add:
Django! wrote:I like how "World 1" is just the outside and inside of the house.
Slight spoiler:






























No, it's not.

Django! wrote:I wonder what the bathroom is for.
Nothing, it's aesthetic. The original PC version doesn't have it.

I've heard people ask about a sequel or level editor, but Jonathan Blow's thoughts reflect mine: "If I work on Braid 2: The Quickening, it means I am not working on the game that would be much better than Braid 2: The Quickening."

It seems like not even making a level editor is stiffing the fans, but the doujin scene proves that we don't need him to rehash his stuff when he doesn't want to ;)
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Post by Necronopticous »

Not as life altering as, say, Portal, but a fantastic puzzle/platformer that succeeds in going a few places that no other video game has ever gone.

I did everything the game had to offer from start to finish in just over three hours, without rushing it, so that might be a drawback to some.
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Post by Udderdude »

I don't like games that make me feel like an idiot .. :(
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Post by Necronopticous »

Minzoku wrote:
Django! wrote:I wonder what the bathroom is for.
Nothing, it's aesthetic. The original PC version doesn't have it.
Gotta love the subtle FPS reference in there, though.
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Post by junkeR »

Does Zack & Wiki compare to this game - as far as puzzle "think out of the box" solving is concerned?
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Post by Ed Oscuro »

More proof that the 2D games of yore didn't take the side-view game even close to its limits.
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Post by Jockel »

Would anybody who bought it lend me his gamertag for a few minutes so i can download it for free? ^^"
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Post by 320x240 »

Ed Oscuro wrote:More proof that the 2D games of yore didn't take the side-view game even close to its limits.
And neither does Braid. Far from it. It's all very homebrew-like from what I have seen. Some nice ideas, good execution and a shitload of hype and pretence. (Who would ever have thought a basic side-scrolling platformer would be surrounded by such quasi-intellectual hype?)

Gameplay-wise it looks a little too stiff in it's execution and in need of some tightening up.
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Post by Necronopticous »

320x240 wrote:It's all very homebrew-like from what I have seen.
It is a homebrew game.
320x240 wrote:(Who would ever have thought a basic side-scrolling platformer would be surrounded by such quasi-intellectual hype?)
It's a puzzle game, the platformer skin is just a guise, and it's anything but fucking basic.

Did you even play this game?
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Post by Ex-Cyber »

Necronopticous wrote:
320x240 wrote:It's all very homebrew-like from what I have seen.
It is a homebrew game.
It's really stretching the meaning of "homebrew" to apply it to a game that was done for profit, by a professional team, with official licensing and distribution.
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Post by Minzoku »

Necronopticous wrote:I did everything the game had to offer from start to finish in just over three hours, without rushing it, so that might be a drawback to some.
Seriously? If you got the secrets THAT fast, I'd be surprised and want to know how you did it :o

Jockel wrote:Would anybody who bought it lend me his gamertag for a few minutes so i can download it for free? ^^"
Would that work? :? I was pretty sure that was a known bug, that registered Gamertags on a different 360 could only view the game in demo version.
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Post by Neon »

this sounds like that flash game

chrono somethingorother

can you change the thread title because it really pisses me off for no good reason
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Post by CMoon »

Neon wrote:
can you change the thread title because it really pisses me off for no good reason
What? You mean the King Crimson reference? (assuming it is intentional)

http://www.elephant-talk.com/wiki/FAQ_- ... efer_to.3F
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Post by Necronopticous »

Minzoku wrote:Seriously? If you got the secrets THAT fast, I'd be surprised and want to know how you did it :o
Since posting that, I have heard that there are a few hidden stars, of which I had no knowledge on my initial playthrough. I haven't gone back to look for those, yet. Got all the puzzle pieces and finished the game in just over three hours, though, yeah.
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Post by subcons »

Ex-Cyber wrote:
Necronopticous wrote:
320x240 wrote:It's all very homebrew-like from what I have seen.
It is a homebrew game.
It's really stretching the meaning of "homebrew" to apply it to a game that was done for profit, by a professional team, with official licensing and distribution.
Not really. The game was pretty much designed and made by the one guy. There was collaboration with artists for artwork on the backgrounds and music, but other than that, it's just the guy. So it pretty much is a homebrew game. He had to borrow money just to finish it and he's hoping to make enough money off of this one so he can not work and do another game.

It's a weird sort of game in that respect, especially considering it's such a personal piece of work. It's really well-crafted and enjoyable to play through, it just has zero replay value.

EDIT: And yeah, there are seven hidden stars. You can see the cluster in the sky where they are missing in one of the screens on your way from the title over to the building with the rooms leading to the stages. Some people have found all of them already. I haven't even bothered looking for them though. I'll get around to it eventually.
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Post by Etrian »

Necronopticous wrote:Not as life altering as, say, Portal
How is Portal "life altering"? The game takes.. maybe 3 or 4 hours. You go through a bunch of puzzles, and.. who didn't see the end coming? I would think that Team Fortress 2 was far more life altering. They practically revived the genre with characters that had personality, unique weapons, fun maps, graphics that will last forever, and online multiplayer.

Actually, the entire Orange Box is life altering in a sense. But if it was just Portal I wouldn't be saying that..
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Post by Necronopticous »

In your questioning, you pass off Portal because it is a game designed for a single-sitting experience, and because it is nothing more than a bunch of puzzles. Explaining its merits to you will clearly do no good.
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Post by Etrian »

Necronopticous wrote:In your questioning, you pass off Portal because it is a game designed for a single-sitting experience, and because it is nothing more than a bunch of puzzles. Explaining its merits to you will clearly do no good.
Reading into a game that's just a game will do you no good. This reminds me of the time someone showed me how Earthbound related to abortion, or something.. just stupid.
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Post by evil_ash_xero »

I just downloaded this. It's a head scratcher, and I don't know how much i'll like it yet(too soon), but man what a great look and sound this game has.

I always give western games grief for not looking very original...well, i'm proven wrong here. Beautiful stuff.

s/m
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Post by MX7 »

Etrian wrote: someone showed me how Earthbound related to abortion.
Link pl0x

Don't worry, found it. What a facinating reading :D
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Post by JoshF »

new games journalism
MegaShock! | @ YouTube | Latest Update: Metal Slug No Up Lever No Miss
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Post by MX7 »

Close. 4chan.
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Post by Erinu »

Etrian wrote:Reading into a game that's just a game will do you no good.
I don't think you understand the game's intentions, since every bit of text in Braid is meant to be read into. The writing is bit of a puzzle in itself.

SPOILERS






















Braid is about the atomic bomb. Yes.. the atomic bomb. I didn't understand it myself until I read it online, along with all the complaints that Johnathan Blow's writing is vague. But it's true, and how the bloody hell is the common gamer meant to realize something like this? Christ, it makes me wonder how many people went out there and bought this game and STILL don't know about Braid's true meaning.

The crap about this game "revolutionizing gaming" is just bullshit, too. However, I really liked this game for the puzzle aspects and time manipulation. Reoccurring levels bother me a bit but at least you're not overwhelmed with new stuff to take in.. I'm looking at YOU, level 5. I know time manipulation has been done so many times before (Prince of Persia, Matrix, et al) but it's fun to use. The art style is really appealing too.

Anywho I guess what I'm saying is that this game is pretty unique. It has flaws but if you give it the benefit of the doubt since it was made by a single guy, you gotta give him some cred. Mad respect.
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