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?lgarnas Tr?dg?rd
08-07-2008, 03:32 PM
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.

http://braid-game.com/walkthrough/start.jpg

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.

http://i33.tinypic.com/1572plz.png http://i35.tinypic.com/2wgvsi9.png http://i33.tinypic.com/29p2i35.png

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

Here's a quick video of one of the first levels to show you a bit of what the game is about.

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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.

http://img382.imageshack.us/img382/4509/braid2mp4.jpg

CRITICAL ACCLAIM

Eurogamer: (http://www.eurogamer.net/article.php?article_id=205102) 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: (http://xboxlive.ign.com/articles/896/896371p1.html) 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

http://img516.imageshack.us/img516/7580/braidmx8.jpg

OFFICIAL WALKTHROUGH AND LIST OF CHEATS

Found here on the developer's website. (http://braid-game.com/walkthrough/walkthrough.html)

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

“Maenam”, by Jami Sieber, from the album Hidden Sky. (http://magnatune.com/artists/albums/sieber-hidden/hifi_play)
“Undercurrent” and “The Darkening Ground”, by Jami Sieber, from the album Lush Mechanique. (http://magnatune.com/artists/albums/sieber-lush/hifi_play)
“Tell It By Heart” and “Long Past Gone”, by Jami Sieber, from the album Second Sight. (http://magnatune.com/artists/albums/sieber-second/hifi_play)
“Downstream”, by Shira Kammen, from the album Music of Waters. (http://www.magnatune.com/artists/albums/shira-waters/hifi_play)
“Lullaby Set”, by Shira Kammen and Swan, from the album Wild Wood. (http://magnatune.com/artists/albums/shira-wildwood/)
“Romanesca”, by Cheryl Ann Fulton, from the album The Once and Future Harp. (http://magnatune.com/artists/albums/fulton-once/)

?lgarnas Tr?dg?rd
08-07-2008, 03:33 PM
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.

Phakiel
08-07-2008, 03:44 PM
This actually looks incredibly interesting. What are the PC requirements as I dont, and probably will never have, an xbox 3sucky. How much does it cost?

?lgarnas Tr?dg?rd
08-07-2008, 03:45 PM
It was 15 bucks on the 360. Some would call that a bit pricey, but I didn't mind. I imagine it will be the same for Steam.

Can't see it being very taxing on your system. Though, who knows.

The game itself is around 150 megs.

Phakiel
08-07-2008, 03:51 PM
My laptop is old, a 2004er, but I think it can handle it, although you never know.

?lgarnas Tr?dg?rd
08-07-2008, 04:49 PM
Updated OP to links to soundtrack.

Sushi_b
08-08-2008, 02:51 AM
It seems like an alright game. I think my only problem with the art direction is I don't like the look of the main character, at all. He just looks weird to me. If I can get around to getting some MS points, this would be on my list of games to get, along with Bionic Commando Rearmed, 1942, Ikaruga, Rez and a few others.

Phakiel
08-08-2008, 03:00 AM
He sort of seems like Willow meets Frodo meets Eddie Munster.

?lgarnas Tr?dg?rd
08-08-2008, 04:48 PM
The last level is incredibly well done.

?lgarnas Tr?dg?rd
08-13-2008, 07:34 PM
Apparently, there's a "true" ending after you collect 8 hidden stars.

The methods to collect those stars seem to counteract the game's purpose of doing away with unnecessary item collecting.

Poofy
08-15-2008, 01:08 AM
This needs to come to the PSN....

?lgarnas Tr?dg?rd
08-16-2008, 06:32 PM
360 time exclusive only.

DrunkSwashbuckler
08-26-2008, 05:07 AM
Hands down, one of my favorite games I've ever played.