Braid Review
Everything changes.
Version tested: Xbox 360
This is perhaps the nineteenth time I've started writing this review. If this were a montage in an old movie, this is the point we'd cut to the bin next to my desk, overflowing with crumpled balls of paper, torn in frustration from an imposing, mocking typewriter. Braid has filled my head with so many ideas, so many opinions, so many emotions that wrestling them all into a coherent critique is like trying to strangle a swan made of jelly. Every time I think I've found a mental strand that leads to the natural start of the review, it unravels. I've gone to bed thinking about Braid, and I've woken up thinking about it. From the fragments I remember, I'm pretty sure I've dreamed about it as well.
Braid is that sort of game.
Boiled down to its barest essence, it's a platform game where you must travel through six worlds to find and assemble jigsaws. Control is of the basic left-right-jump variety, and levels are made up of ladders, floating platforms and cannons that spit out whimsical enemies, deadly to the touch unless you jump on their head. The twist is that you now have control over time, and holding down the X button rewinds everything you've done. Time and its manipulation, not jumping, is the overriding gameplay feature.
Even though Braid takes obvious influence from Super Mario Bros, its creative importance reminds me most of Alan Moore and Dave Gibbons' seminal graphic novel, Watchmen. On one level, it's exactly what it appears to be. For Watchmen, a superhero murder mystery. For Braid, a 2D platform game. But there's more. Much more. Both are works of homage and deconstruction, commentaries on the way we interact with their respective media. The deeper you look, the more you see.

Here's where you learn about the magic items immune to your time-manipulating powers.
More than that, it's something that could only be done in this medium. Watchmen was written and drawn to explore narrative ideas that could only work in sequential panels and word balloons. Braid does much the same for jumps, moving platforms and perambulating enemies. So many games try to justify their creative ambitions by cribbing from other forms - wannabe movies dressed up as games, relying on our rehearsed responses from non-gaming experience. Braid is a videogame. It could only be a videogame and therein lies its true genius.
At this point, I suspect I'll have lost a lot of you. Understandably wary of artistic pretension in games, and heartily sick of videogame reviewers indulging their frustrated poetic tendencies, you'll see just another low-budget platform game lavished with praise by jaded critics just because of its indie roots. You'll see a clichéd story being praised for its emotional depth. You'll see the time manipulation being praised as an act of remarkable design innovation, and you'll scoff at how Blinx, Prince of Persia and TimeShift all did it first. On all fronts, you'll be wrong.
Other games may have offered rewind mechanisms, but always as a peripheral feature firmly within an otherwise rigid gameworld. Like bullet-time in The Matrix, it was a cool visual effect but with limited impact on the core gameplay beyond saving your life. In Braid, being able to rewind your death and try again is entry-level stuff. That's the basics, the launch pad, the minimum that the concept allows you to do. Here it's more than just a limited second-chance mechanism. Not only can you rewind all the way back to the start of the level, undoing everything you did, but doing so is often essential to progress. You must look back to go forwards.

The Jumpman level - about a million times more innovative than you think.
The game soon introduces magical items - identified by a green glow - which exist independently of your timestream. In other words, when you rewind time, whatever you do to these items is not undone. The most basic example, and the one the game uses to introduce the concept, is that you can drop into an inescapable pit to grab a magical key. You can then rewind time to return yourself back to the moment before you jumped in, except you're still holding the key. Doors, platforms and even enemies can be subject to this effect, and once you get past the ingrained notion that success must come only from linear leaps, and embrace the idea that you can set things up in the future before rewinding to the past for the payoff, it's as if years of gaming blinkers have been ripped away.
And still there's more. The game never plateaus, never stops adding even more wrinkles to its temporal mischief, crafting puzzles that stretch your mind and force you to re-evaluate every assumption you ever held about how games can work. By the time you complete World 3, you'll have solved intricately brilliant puzzles that would be the design highlight of most games, yet each world has its own unique way of handling the flow of time. In World 4 time flows depending on your movements. Move right and time flows forwards. Move left and it flows backwards. There's a level based on Donkey Kong, called Jumpman, which uses this idea quite brilliantly - taking the left-to-right-to-left ascent of the arcade classic and turning it into something entirely mind-boggling.
In World 5, each rewind creates a shadow universe in which your ghost carries out the same actions as before, essentially creating two versions of yourself separated by time. If your brain just snapped you won't be alone. By the time you reach the end of the game, in World 6 and finally World 1 (yes, even the level sequence is off-kilter) it's as if you've just experienced the most charming and entertaining quantum mechanics lesson of all time. Only Portal comes close to the mentally liberating effect of Braid's construction, but even that feels like a half-measure in comparison. Time is fluid. Past, present and future are not destinations in a straight line but resources to be used, if only you can free your brain from its archaic A-to-B trajectory. Sorry Kutaragi-san, but this is 4D gaming and it could only have come from the world of the homebrew developer.
You see, Braid's creator, Jonathan Blow, has more in mind than just shaking up tired old gameplay conventions. He wants to create games that make you think and feel. Braid doesn't have a story, at least not in the traditional linear narrative sense, but there's a lead character, Tim, and his mission is to find a princess. She's not a literal princess though, but a metaphor - the romantic cliché of that perfect soul mate as filtered through popular videogame motifs. The classic Mario line "our princess is in another castle", knowingly reused here, is more than just an ironic wink to gaming history. In the context of Braid's melancholy mood, it becomes a bona fide commentary on the human condition. Our princess is always in another castle.

Even the coldest granite heart has to see the loveliness in this, surely?
Each world is preceded by a series of books, which produce text passages as you walk past. They detail fragments of Tim's past - people he left, people who left him, as he searches for this princess. "Her benevolence has circumscribed you, and your life's achievements will not reach beyond the map she has drawn" is a typical example. You can sprint past these sections, should you wish, but to do so means missing the point quite spectacularly. Surrender to the game's reflective intentions and it can be quite profound. I have no problem admitting that I found myself thinking about people and places that I'd not considered for years. Relationships that ended too soon. Some that went on far too long. Memories that no longer seem reliable. Others that are still painfully vivid. It's a platform game. It's an emotional journey. Whatever you invest in Braid, it repays many times over.
Given its lofty ambitions, it almost seems mundane to set aside a paragraph to discuss such shallow matters as graphics and sound, but both these elements are expertly woven into Braid's canvas. The hand-painted graphics are truly stunning. They're lovely to look at, but also serve a deeper purpose. The graphical palettes for each world subtly evoke and develop the themes established by the text. Musically too, there's a creative coherence. Gentle folk music soundtracks the optimistic early stages. Music box nursery rhymes play off against levels that explore the friction between childhood and adult freedoms. Even the jigsaw puzzles that you must collect and solve depict enigmatic scenes laden with abstract meaning.
What does it all mean? Whatever you want it to, I suspect. There's not one single correct answer to be found, but a series of reflections. Playing with time isn't just a gameplay element, it's the core of the whole game. What if you could take back mistakes? What if your life could carry on in two different directions at once? What if the world really revolved around you - would that help or hinder your progress?

"Yeah, about that princess. You'll never guess where she is..."
You could argue that by using the doomed romanticism of an introspective male as its core that the game is treading clichéd creative soil but in a medium as emotionally stunted as videogames it still represents an enormous leap towards realising the potential of the form. Great novelists, filmmakers and painters have cultivated entire careers and acclaimed bodies of work from this sort of thing, so it seems churlish to criticise a games designer for attempting the same.
I almost never give out full marks, generally reserving that honour for retro games that have proven their worth many times over, but Braid has me in its spell. 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.
10 / 10
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Comments (255) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Bet it looks even more beautiful in motion.
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First LostWinds on Wii and now this!
Guess games never should have gone 3D...
This is now a must buy. Thank a you for a good a review!
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Anyway, sounds really great. Indie games are really doing well at the moment.
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I second this question.
There have already been reviews of PC mags, so I guess it can't be long.
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Or let me refrase that: Do I need to pay money, to pay money for a game?
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And this makes it bad how?
Cannot wait to get home and download this. Fantastic review, Dan.
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No, You only need to pay for Live should you wish to play games online with their multiplayer mode. Xbox Live Silver gives you everything else, and is free.
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]http://ww w.gametrailers.com/player/userm...[/link]
Looks cool.
Have to play it to see if its really 10 out of 10, though.
Oh, and in this interview, the developer says something like "prince of persia Sands of Time also kind of sucked".
That's a big fail in my book.
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I'm now forced to download it.
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Well, looks like the Wii drought couldn't come at a better time
By this time next week, I'll be all over this, if Toku gets his shit together.
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And as lovely as the graphics look I have to admit that the character design, especially the main character, are a bit weird. It doesn't really fit but hopefully it doesn't really matter either.
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It's a little bit of history.
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I've read this rather lenghty interview with the creator of Braid (there's a link to it somewhere on EG) where he stated that the use of time-mechanics in PoP wasn't as central to that game as it could/should have been (whereas in Braid it apparently is).
Which is still debatable ofcourse, but makes a a lot more sense than saying it sucked. Because PoP DOES NOT SUCK.
He may not like it, but it doesn't suck and that not just my opinion, if you know what I mean.
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If you want cheap xbox live points go to tesco direct £13.97 for 2100 points
[link url=http://www.tesco.com/entertainment/product.a spx?R=844220&bci=4|Games[/url]]http://ww w.tesco.com/entertainment/produ...[/link]
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Had the chance to play it last week and, as a games designer/dev myself, I was blown away how good it was. Not only did I have an amazing time but it made me think about new ways of making games. Rarely does a game appear that breaks the rules... MUST BUY people!
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oh gosh it's beautiful :3
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What i dont get it. You just use your creditcard. No hassle at all. Its actually too easy imo.
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BTW there was a great article on gamasutra with the artist of the game talking about the development process. Check it out if you are interested.
http://ww w.gamasutra.com/view/feature/37...
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Great to see a 10/10 too. Hopefully it lives up to the hype when I download it later.
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I also don't get the graphics comment... I've said before it looks like a very well done Amiga game.
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1200. I didn't mention it in the review because I hadn't seen the price confirmed.
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How can one live in 2008 without a Creditcard or Visa? Everything must be a hassle for you if you havent got one.
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I'm really glad to see this turned out as good as it looked. Was getting sceptical of the indie hype after playing Eternity's Child.
Excellent review. Wonderful writing. Puts me right in the mood for this. Can't wait to get home from work and download it.
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But saying that, they're lethal aren't they? Well they are for me! But this game looks like another load of xbox points I'm gonna have to charge to it!
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Unless you're the sort of person who has low expectations of games and is more than happy to play stuff that looks two generations old (in which case I'd have to ask WHY you even own an Xbox 360) then I'd strongly disagree with that statement.
Sure, there's some very nice games for under a tenner but there's a good reason why they're priced that way. Would you pay £40 for the same game? No, of course, you wouldn't and that's the point; these games offer good value for what you pay but they cannot really compete with "proper" games. If they could then you'd happily pay £30-£40 for them, right?
The best games, the ones I spend days and weeks playing are those that cost a lot more, i.e. GTA IV, Oblivion, Ratchet & Clank: ToD, Virtua Tennis 3, PGR 4... I've not played any sub-£10 game that even comes close to the entertainment offered in those games and dozens more like it but then I don't expect to, I view them as simple ten minute thrills that I occasionally play between my main games.
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I wasn't going to bother with this with it being 1200 points and all but after reading this review how can I not.
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Thats your opinion. Ive had more fun with Geometry Wars 2 than any other 360 game to date i think. Believe it or not.
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these games offer good value for what you pay but they cannot really compete with "proper" games.
You were on a role there until you made the above statement. After that I couldn't take you seriously.
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Huh? So should it be marked down just because it's a puzzle game? What a bizarre comment.
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You don't have to ask us twice.
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Have you played Portal or Braid? If not you dont know what your talking about. And how much replay value do you actually need from a game at this price?
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Now had you said that these games offered better *value* then I wouldn't have disputed that at all because paying £7 for something that lasts 10 ten hours is clearly better than paying £40 for something that lasts 5...
I've yet to play any sub-£10 downloaded game for more than a couple of hours, most entertain me for about 30 minutes tops but then I'm in my early 40s and have played many of these kinds of games numerous times before. Their simple nature doesn't tend to hold my attention much these days although I'll admit I'm looking forward to playing Banjo-Kazooie again but I've a feeling that'll be a 1,200 GP game anyway (£10.80). Even the recent Soulcalibur, which otherwise exceptional, failed to keep me playing it because the meat of the game, the Mission Mode was omitted, and everything else was unlocked from the off rendering the game almost pointless for solo play.
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"in fact, oddly for a "review" it seems utterly devoid of any criticism whatsoever"
Maybe there is nothing wrong with it???
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I'll see about Braid and replay value once I get my mitts on a PC version.
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/ gets tinfoil hat
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Why are people focusing on life span all the time. Portal was only 3 hours and was great. I am sure sex with Japanese twins (marks black book) is great and probably less than 20 minutes.
I prefer a game that blows me away for 3 hours above a mediocre one that last for 200 hours.
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Geo wars 2 is absolutely a nextgen proper game in all the right ways. Im not dissapointed in this generation of games, but i think many retail games have become more a shore than a real challenge . I prefer challenging games. And about the Wii your way off dude. I love NG2 misiion mode too though. More than the game itself.
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My next XBLA purchase will be Banjo-Kazooie as I know I'll play that from start to finish and if memory serves me correctly it takes around 20-30 hours easily (my first playthrough on the N64 original took me almost 40 hours!). That'll keep me quiet until Banjo-Kazooie Nuts & Bolts arrives!
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What IS the length of the game, Dan. 2-3 hours? 3-10 hour?. I have a 7month old kid to attend, so a three-hour game, a la LostWinds would be sweet.
How's about it?
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Or maybe they're just writing for people that enjoy the odd bit of well written prose.
The reviews on EG are a refreshing break from the torrent of acronyms and leetspeak in every other nook of the internet. It's nice to see our language used properly, with some depth and feeling every now and then.
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I do get your point (and I'm not expecting 100 hours gameplay) but I never buy games I can clear in an afternoon if I wanted to. As much of what is there is apparently superb, just 3 hours of gameplay is not the sort of thing I want to encourage, so find it hard to part with my cash, especially 1200 points.
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Despite my love of Super Stardust HD on the PS3 though, which I'll admit is super addictive and is one of those rare download games I've played for more than a few hours, I don't find most of these games as entertaining or ground-breaking as most full-priced releases. To be honest I view them as £1.99 Mastertronic games to the main £9.99 releases (if you're a C64 or Spectrum owner, you'll understand what I mean), in other words they're cheap and cheerful but seldom brilliant.
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It all depends on how quickly you can get your head around the constantly shifting notions of time manipulation. There's a speed-run mode - and Achievement - so technically you could complete the game in one hour. First time through, I'd be amazed if there aren't numerous puzzles that catch you out.
It's a very good game for dipping in and out of though - you can easily unlock all the levels, and you can jump to whichever world you want, so you can pretty much pick and choose the order you find all the puzzle pieces.
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Never heard of it but now want it !
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Just for the record my objection to you was in your implying that simply because a game is sub £10 it isn't a "proper" game. That statement had absolutely zero place in the discussion because it's nonsense. I can pick up travel chess for a fiver. Does this now mean that Chess is no longer a proper game?
It's entirely right that you have an opinion about the quality of sub 10 games but, only extreme arrogance allows someone to claim that price has anything to do with what is and isn't a proper game. A child can play with the letters from a print statement on a screen and to that child the whole experience is a proper game. Even if no-one else alive knows the childs rules.
Normally your arguments are very well thought out so I have no idea where your statement about what makes a proper game came from.
Edit:The usual for all who know me...i.e spelling O_o
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Ok fair enough... but I think his review is like that on purpose to go hand-in-hand with the "feel" of the game. Does that make sense?
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I thought a reviewer's job was to clearly give their own opinion of a game, not to pressgang others into sharing their opinion. And if you could tell from the first paragraph that Dan absolutely loved it, then that suggests (to me) that he's doing his job well.
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The Watchmen comparison put me off too. So this is an overrated, irritatingly pompus and self-indulgent piece of crap then? *hides*
Seriously, quite jealous of this one since I have a 360 but no Live (don't ask). Glad it's coming out on PC then...although hopefully a bit cheaper, no?
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Agreed MS and their demo approach is much better. Sony and Ninty should adopt the same approach, I'm sure they would increase sales if they did.
I know there is a few on PSN I may have got if I could try them out first! A good example is Elefunk, Not got it yet (spending too much on games lately!) but I would never have thought about buying it at all without a demo. I recently sorted out a dodgy US account and found a demo and really liked it so now it's next on the purchase list.
Come on SCEE pull your finger out, if you let us try it we will buy!
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Yes, I understand that, which is why I was talking in terms of value for money. Most people wouldn't pay £30-£40 for Geometry Wars Evolved 2 I suspect (although I'm sure some would!) but at £7 it's decently priced whether you play it for 3 hours (like me) or 30 hours.
Anyway, I wasn't implying that my view were right, I'm just saying that I disagreed with what Widge wrote because he was stating that "all the best games this generation have been under £10". Had he written 'best value games' or that 'some sub-£10 game have been better than a lot of full-priced releases' then I'd have had no reason to disagree with him but his implication is that none of the full-price releases have measured up which strikes me as an odd thing to say. Maybe he does believe that, I dunno, but if that was me I'd have sold my Xbox 360 if that was the case because surely the reason for upgrading in the first place is to play games that make proper use of the better hardware whether it's graphics, game size or whatever?
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May I recommend gamepointsnow.com - it cut out a whole lot of hassle for me, and I've never been let down by it.
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Sodding gamer points...
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"Why are people focusing on life span all the time. Portal was only 3 hours and was great"
Yes it was, in fact I'd rate it as the best Game of last year and definitely in my top 5 of all time, but also consider that it came included with 4 other brilliant games as part of The Orange Box and had a lot of replay value if you wanted to get all the achievement points like I did :smug:
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Yep, and you'll enjoy spending them in November when they actually fucking arrive.
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And, yes, regardless of the price a game is still a game but if I buy a game for my Xbox 360 I not only want it to entertain me for many hours (to get value for money out of it) but I also want it to make decent use of the hardware. Thus I'd rather pay £20-£40 for such a game than £7 for something that typically lasts 30 minutes tops. Paying £7 for a game that might last me ten minutes at most just isn't great value and in my experience I've found the vast majority of XBLA games just don't grab me in the same way as most full-priced releases. There are a few exceptions like Super Stardust HD and Tekken 5 DR but they're extremely rare (and hopefully Rare in the case of the eagerly awaited Banjo-Kazooie, which is one of favourite games of all-time!).
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This goes twice if you like text adventure IF games, of which Braid most reminds me of. I think it's the mechanics being strewn up in the 'storytelling'.
Also, if you like fantastic art and music which go hand in hand in creating a tone which is playful and moving and mysterious, then you'll like this.
Honestly just play the demo, if you like it, buy it
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Pretty bloody amazing. However, the first time I ordered from them they took about 2 weeks to arrive. Talk about inconsistent.
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Braid works as a videogame, it works as a videogame about videogames, and it works as a videogame that shows what videogames are capable of - and that all this can be achieved using one of the most basic templates of all, the 2D platformer.
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Didn't you have a problem with the Metal Gear 4 review too? Perhaps there are other sites publishing reviews that appeal more to what you're looking for.
You don't have to continually punish yourself by coming here - it's clearly bad for your health.
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Still i complete games alot more than you do. I would actually think you would prefer games to be shorter looking at your profile.
It actually looks like you dont even play the retail games for more than a couple of hours tops. I usually like your comments but this time your way off especially since you barely touch the games you buy.
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When there's a free demo available of the game in question, and when there were so many more interesting aspects to write about, it just doesn't make sense to waste paragraphs on how the controls feel.
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@ Darren
What are you going on about? Part of the Xbox experience is great 3D HD graphics yes, but a bigger and more important part imo is the Live aspect i.e. achievements, online play, co-op play, the arcade etc. All 360 games whether under a tenner or not make some use of this Live functionality which makes playing a game on the PS2, for example, a very lonely experience in comparison.
So, no, I would say that people who enjoy lower budget games will enjoy them more on the 360 than any of the last gen consoles.
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Still doesn't change the fact it's a poor man's Dark Knight Returns though
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Not sure if you asking for someone to describe the music, but it's varied. It's like good post-rock and chamber rock, like Esmerine or early A Silver Mt Zion, or Andrew Bird in terms of solo instrumentation. Ie accomplished strings and folk. But later it's playful and brooding, and the music is tied up in the whole narrative (I mean, literally, everytime you rewind time you rewind the music), which I haven't completed so I don't know where it's heading.
I like the concept of videogames and childhood being inextricably linked, in terms of learning about life/learning about games, and the princess metaphor, which I am not sure how plays out.
Like Dan says, semiotics. It's hard to talk about without the issue of sounding like you're reading to much into it (there are plenty of people who would shout "it's just a game", but they have their own polemic), but that's a good danger for videogames to have (some would say: 'finally').
A lot of it reminds me of an IF game called Shrapnel, and also another called Galatea. In terms of graphical games, tonally it reminds me of that level in Deus Ex: IW, when you travel to Antarctica and enter JC Denton's brain-form (cue bits of Deus Ex 1 being recalled). The narrative informing the actual level design. Pretty interesting.
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"I not only want it to entertain me for many hours (to get value for money out of it) but I also want it to make decent use of the hardware."
Eh... Is that really so important to you? I do hate it when designers add things to games just because they can, not because it's a good idea. Adding heavy processor-intensive graphics and effects to Braid seems to me as silly as having a wii/ds game with ridiculous controls just because the designers felt they needed to use all the features of the wiimote/touchscreen.
I want my games to be as long as they have to be, to accomplish what they set out to do, and use as much of the hardware as they need to in order to achieve the artistic style they are going for. I don't ask for anything more and frankly I think the fact that many people do ask for more has a lot to do with why there are so many games which have great ideas which are messed up in the execution.
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I will find out things to undermine your review and the game shortly
Carry on
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Loved that walktrough. Absolutely genious. Ill be playing this all weekend. More so than SCIV for sure ( proper game or not lol ).
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They don't require you to do anything random; they don't require guessing."
Someone needs to forward that to whoever at Square was in charge of creating the "secret" stuff in FFX-2 and FFXII.
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Yes, he did have a problem with it - I don't want to speak for Arbiter, but I remember it. In short, Arbiter's view is that game reviews should at least make a effort at being objective even if they are necessarily subjective (correct me if I'm wrong).
My, and I would guess many reviewers view is that reviews should not be shy of the fact that they are subjective and that just because a review is consciously subjective doesn't mean that it's no help to a person deciding whether to buy it - because they can read the review and take what they like from it: the Watchmen comparison might not appeal to them, they may not be interested in gameplay-as-metaphor, and they just might not like 2d playform mechanics in any shape or form, they might not be thrilled by the sound of the time-shifting gameplay. All a reviewer can really do is say: this is what I got out of it, here are some of the reasons why I think I got that out of it, if you think based on that that you'll get about the same mileage, here's a score to hang on it. If not, knock a point or two on or off to taste.
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I've always felt that a lot of the FF games require you to guess or stumble upon solutions and secrets. Even FFVII had some strange way to get all of the powerful weapons and also revealed that the plot had been re-written when you got hold of Aeris most powerful staff long after she had died
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Its like they are bunged in to fuel the sale of strategy guides so that you don't miss anything.
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It's a game that has clearly been thought through from every aspect.
If only the same could be said of other 10/10 games on eurogamer.
: D
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Tell me about it. I thought I week in advance would be plenty time for my Geometry Wars 2 points to get here, still waiting.
As for Braid, I completed the demo this morning, and it just underlines the total insanity of putting this out at 1200 points. It'll doubtless sell to the Ico fans (you know the ones, the ones who pronounce it "eeko"
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Re: Braid. I want. I love the art direction, so all you tossers moaning about the graphics can go and screw yourselfs. This game is the feather in XBLA's cap that MS needed. Want!
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Braid however, well, for anyone who isn't experienced in jumping on heads platforming this game isn't nearly as enjoyable. And the time rewind to help me out from my death after death due to personal suckage at timing jumps is far less helpful than one might imagine. I normally only play jump on head platformers on emulators anyway so rewinding is a just a slower, fiddlier and ultimately just as likely to result in a second (third, fourth, fifth ad nauseum) failure version of quicksaving/loading anyway.
And I'm only on the second world so far (bought without a demo, starting to regret that decision already) but I've already seen one jigsaw piece that requires a degree of fiddly enough skill that I'll never bloody bother getting it even though I know how to because so far all the puzzles have been alarming obvious in terms of what needs to be done while frustratingly hard (for me at least) to actually accomplish which is the exact reverse of what I'd have hoped for.
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Sounds great imo. Just how i want it.
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Because people are already being paid to do that!
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Sounds great imo. Just how i want it.
+1 I like my challenges in games to be from needing skill to accomplish them rather than sitting there scratching my head until I give up and look on gamefaqs.
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Surprised to see such heartfelt writing in a game. Made me wonder if the designer was talking about himself. Also made me think that he should move on from chasing the princess.
Despite that, and because it made me think, I bought it.
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That problem is rectified
<a href="http://www.xbo x.com/en-GB/support/drm/
">http://www.xbo x.com/en-GB/support/drm/
</a>
Buy away!
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Judging how long I play games by the Achievements is pretty pointless anyway . For example, I've played GTA IV for over 45 hours and only have 195 GP. I played GRID for 30 hours and have 565 points, PGR 4 for almost 50 hours and have around the same. I completed Gears of War twice and I only have 200 odd points. I played Ridge Racer 6 for over 35 hours and only unlocked 150 GP from memory. I've played Oblivion for over 250 hours and managed 1,220 GP. The point is that I'm getting value for money from those games because I'm getting hours and hours of enjoyment from them regardless of whether I complete them or not. That's something I don't get from 95% of XBLA games. Also I play games to enjoy them not hoard meaningless points like some people (and it's pretty sad that you even bothered to check my Achievement scores in the first place really; I'm certainly not interested in yours or anyone else's for that matter).
You catch my drift?
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OK.
I still dont agree with you about Xbla games not being proper games and ive spent countless hours on some of them too.
"Also I play games to enjoy them not hoard meaningless points like some people"
Agree on this and im not like that at all. In many games the award of getting hard achievmnets add to the enjoyment though and actually add replay value. This is certaintly the case in games like Geo wars 2. In many retail games theyre just a shore to get. If you dont like the challenge of getting achievements like those in Geo wars 2 and NG2 mission mode then you dont see my point i guess.
Isnt the challenge in games a very important part of gaming?
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Incidentally, I think the quality of the downloaded games are generally better and more varied/imaginative on the PS3 even the £4.99 ones. Games like the aforementioned Super Stardust HD, Tekken 5 DR, Elefunk, echochrome and the freebie Gran Turismo 5 HD have been loaded up more than most XBLA games plus I've spent a decent amount of time playing them. And games like Siren and Warhawk are terrific games for £20. IMO, XBLA is swamped with so much sub-par tat that it diminishes my appreciation for the good games when they do come along. I think Microsoft's quality control leaves a bit to be desired really.
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Not for me it isn't. I play games to relax and have fun, I don't play games for the challenge particularly, which is probably why I don't play them online and am not bothered about silly Achievements anymore. I generally like easy games anyway as it means I can finish them (my preference is for story driven games). My rule is that if I'm enjoying a game then it's good, if I'm not then it isn't! LOL
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Ok - i guess we find enjoyment in different things then. I prefer short but challenging games over long easy ones.
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I'm going to guess these are the last two pieces, near the giant jigsaw frame? If so, working out how you can reach these was the first moment I really fell in love with the game.
I'll just say this - pay close attention to everything you can manipulate.
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This Game Is ACE!
(shame it's a tad short though)
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How is it quirky exactly?
It's doing the same as lots of games before it.. it's borrowing ideas from all over the shop.. but it does it VERY VERY VERY well.. Thus the reason it got a high score..
Game which is GOOD and FUN gets 10/10 review on Eurogamer shocker!!!!
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LOL! Yeah me too!
Cleverest thing in a game ever!
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this sounds absolutely fantastic - just my type of game. will be grabbing this first chance i get (better make a bit of a window in the games-playing schedule for this one)...
also: brilliant review, dan.
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Idiot.
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And I'm only on the second world so far (bought without a demo, starting to regret that decision already) but I've already seen one jigsaw piece that requires a degree of fiddly enough skill that I'll never bloody bother getting it even though I know how to because so far all the puzzles have been alarming obvious in terms of what needs to be done while frustratingly hard (for me at least) to actually accomplish which is the exact reverse of what I'd have hoped for.
There are several puzzles that I believed were like this, and I spent a lot of time trying to execute split-second moves to solve them. Eventually I realized that the solution was something completely different. I'm not saying that's true in your case, but it's a mistake I made several times while Braid was rewiring my brain.
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Too right - ironic that this picks up a 10/10 in the week when we've been spammed with ID shit all week (y'know, the guys who arrived Four-Horsemen-of-the-Apocalypse-stylee to kill gaming as we knew it back in 92' ...)
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I'm the same... I tried the demo but fail to see what all the fuss is about. It comes across as a bastard child of a SNES platformer crossed with Blinx the TimeSweeper to me. Looks pretty enough (although the lead character looks oddly out of place and lacks charm) and the music is nice. I'm glad I didn't buy it outright like I did Soulcalibur because I've heard it can be completed in a few hours and there's no replayability whatsoever since the game doesn't get harder (according to IGN). I'm not saying it's rubbish or anything as outrageous as that but if a game fails to grab me in the first place then I can't lie about it and says it's great.
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Ironically, the 1200 price point may have subliminally helped to make my decision, as I'm probably simple enough to believe cost=quality
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@Dan Whitehead: "I'm going to guess these are the last two pieces, near the giant jigsaw frame? If so, working out how you can reach these was the first moment I really fell in love with the game. "
.... I worked out this bit.
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*sobs loudly*
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The first world / jigsaw is complete, the second has one gap, the third two gaps... yes, it definitely gets harder.
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Very well-written. Congratulations to Dan for honestly and intelligently reviewing the game whilst managing not to sound pretentious (which would be all too easy with a game like this).
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To me, it looks like the Xbox finally got it's Ico. This looks stunning. As it's an indi game, any chance of a PS3 release after the PC?
(yeah, I know... /cries). I hope they do, because, lets face it, .like Ico, Okami and the like, it's guaranteed to be raved about by critics, be roundly ignored by the great unwashed, die a horrible financial death, and put off publishers from trying anything left field for another couple of years. Any widening of the market (and the PS crowd has a decent record of supporting off the wall ideas, like Echochrome) might make the money this richly deserves.
Eternal Sunshine of the Spotless Video Game.
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Pretentious review.
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I'm determined not to use a guide for the harder puzzle pieces but there's one on World 3 that has really got me stumped. I thought it would have something to do with the wine glass in the picture but after 15 minutes of playing around I'm still none the wiser. Any clues?
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I'm finding a few puzzles require split second/pixel timing - which may mean I'm doing it wrong. I need to find a walkthrough of the bits I've completed to check.
And yes, it probably is the bastard child of a snes platformer. There are a lot of references to platform gaming history in there.
fwiw I bought this almost on the strength of Dan's review - which, after playing I found a little over the top - but then I don't have to sit playing and having to write about derivative turgid shite for a living. Something like this must have been a breath of fresh air.
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I now have images of the collective brains on the Late Review having these arguments.
"Germaine, there is no fucking way Dom DeLillo's Underworld is worth a 7 when you gave the exhibition of modern spanish art at the Tate Modern a 9"
"Tom - fuck off. Underworld was £6.99 - cost me nowt to get into the Tate"
"better than MGS4 then Germaine ?" /fight breaks out.
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Oh, as far as puzzle design goes, Braid can stand up to and probably beat Portal any day. Don't get me wrong, I absolutely love Portal and it has some great puzzles (the part where you encounter the rocket launcher for the first time springs to mind, and the one where you are in that room with the pistons and you need to find a way to get from the bottom of a thick piece of concrete to the top) but the main thing for me that elevated Portal to one of my favourite games ever was GlaDOS and the whole way the narrative was treated - that it had some brilliant 'I am so cool' moments was just icing.. For me, Braid (so far - I've a short way to go) has more moments that make you feel really clever, and also more moments that make you feel really stupid until the solution finally clicks into place.
Everyone else:
Incidentally, I don't think 3 hours is an accurate playtime for this game. People have bandied that figure around maybe because it's about the length of first play through for Portal. I have 8 pieces left to get across worlds 5 and 6, have the final world yet to play and I'm pretty sure that I already spent around 4 hours on it. At the very least 3.5. I breezed through Portal, and I'm usually one to finish games quickly, so I think most people can expect a longer experience.
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Awesome, from now on whenever I see anyone critiquing anything at all on TV I'm going to imagine it reduced to internet discussion levels. You've just made TV enjoyable for me again.
Jeremy Clarkson talking to Richard Hammond will be "911LOL" repeated again and again.
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I think you've rather foolishly missed something entirely.
First of all, all keys fit all doors, you may just need to use them in a certain order to solve the puzzle. Secondly, yes - if something is green, then you might make an irreversable mistake and have to exit the level and re-enter. Obviously. This is bad why?
The only reason I can think of that a key wouldn't open a door is that you were playing the stage where time flows according to your left or right movements. In those stages you can't open a door by walking right to left, as that would be going back in time, see? So maybe that's the thing you missed. It's a puzzle, see?
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i've tried making a bridge out of jigsaw pieces, bending time everywhich way, arggdgfhsdafhsdfhshd
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Meh.
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and i fell in love
i actually went OOOOOOOHHHH when i worked it out, sheesh
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How the fuck.
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That's happened to me elsewhere but since contrary to my earlier statement I did go and get that piece in the end I know that getting was exactly how I thought it would be. Only if anything more annoying because I kept misjudging the rewind point as well as the jump.
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Greater game. This and GW2 in the space of a week, MS you are really spoiling us.
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Slight problem though: The jigsaw of World Six has completely buggered up with 6 or 7 of the pieces 'locking' into place despite being a jumbled mess, some not even touching the others.
I hope just collecting the twelve pieces is enough to unlock World One. If I have to build the jigsaw properly then I'm screwed and will have to start the game over.
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Just like the penny's arcade game. I prefer Castle crashers instead or bionic commando arcade priced for 800MS points.
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It's not crap, either. But nevermind.
The furore over an extra 400MS points for what is an excellent title, when other games cost £40+ and are quite simply, not as good, is funny.
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You decided that just by looking at a screenshot didn't you?
>This review is the epitome of what's worng woth game reviewers.
And that comment is the epitome of what's wrong with fuckwits who cant event spell, but yet seem to think the world shines out of their own ass when it comes to games. Let me guess, it's "crap" because it doesnt have guns and isnt first person?
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This, but spelled correctly. I didn't come here for a philosophy lesson, but that's undoubtedly what I got. It's obvious the reviewer, (for whatever reason) is in love with the game, and being unable to covey his feelings through genuinely useful gameplay information, felt the need to write a review which can only be described as borderline supernatural.
Anyone can write a ridiculously vague review then slap a 10 on the end just because they enjoy the game, how about telling us what we want to know? I still don't even know how long this game is! It may be good, but if it's only going to take me an hour I'm not buying it. Also, despite the review telling me I'm wrong when I say time manipulation has been done, I'm actually not. Yes, games like TimeShift and Prince of Persia use it merely as an anti-death mechanic, but there are plenty of non-retail indie games out there that have used the exact same time manipulation system as Braid. Is Braid still worth buying when there are games out there doing the same thing for free? I wouldn't know, because the information in this review would be better suited to a Matrix script than information on a gaming website.
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"UK print magazine Edge has published the first review of Braid, giving the game a score of 9/10. Normally I would not be happy about a 9, but Edge has a reputation for being very tough with scores." ([link url=http://braid-game.c om/news/?p=245)
]http://braid-game.c om/news/?p=245)
[/link]
It's all starting to sound a tad pretentious, what with the twenty year old 2D platform game design with a new puzzle mechanic added on. I suppose I'll need to try it though.
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1.)What it doesn't have: any of the logical information you would expect a review to present. Replayability, game modes, length of game, etc. I don't even know how the narrative is presented! Gameplay, cut-scenes, something else? I am constantly told "what the game is", but not told how it accomplishes it. Don't tell me something is "X", in a review, tell me why it is "X." For something Mr. Whitehead apparently spent a long time writing, he failed at his most basic task: conveying information about the subject he's reviewing.
2.)What it does have in spades: hyperbolic blather the likes of which (as an early comment pointed out) belongs in the Matrix. I have no idea why I should buy the game, though I completely understand that Mr. Whitehead wants to father its children. Though, again, I'm not sure why. It's a 2d platformer with a unique and apparently well implemented time dynamic. And ... exactly why is it the equivalent to the seminal graphic story of the 20th century? What the hell do the two have in common? Don't just throw that out there, explain yourself!
Also, if the reviewer is this affected by a 2d platformer with philosophical snippets woven into the theory of gameplay, he has some serious issues. It's interesting, but not life-changing or affirming. I actually went and obtained the demo, I was so frustrated by this review, and unless there's something in the full version I'm missing out on this is basically a very well executed, beautiful looking and sounding 2d platformer. Interesting, creative puzzles, but a commentary on life style and a critical dissection of the gaming medium? Please.
One of the worst reviews I've ever seen, and an excellent example of how people often fail when analyzing/expressing things they love, versus things they hate.
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"exactly why is it the equivalent to the seminal graphic story of the 20th century? What the hell do the two have in common? Don't just throw that out there, explain yourself!"
Powermonger, Dan elaborated on the Watchmen comparison a couple of times in these comments. Second page I think.
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My favourite game of last year was Portal, and this is as good i think. Better puzzles (certainly harder) but not as funny. The narrative isn't as big a part of the game either, but what there is is very interesting. It made me think about things.
This game gives you an amazing kick in the discovery, as feynman might say, when you solve something that before seemed impossible.
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Thrilled Braid looks to be so awesome, I'll have to wait for the PC release.
So ironic that the hope for independent game design would come from Microsoft. *Raises a glass to the 360*
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Really? Because to me it did exactly what a review has to do - give me some sort of sense of what it feels like to play the game.
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I'm just happy to have another game to bring up in defense of the 'games are art' debate. There's something going on in this game beyond game mechanics and you'll have to be open to it to appreciate it.
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Is it a FUN game? Yes
Is it ART? No
end of discussion
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Discuss.
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Obviously, you never played a PSN game.
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It's kind of intriguing, soothing, but so far frustrating as I seem to be skipping out so many puzzles (thinking that I'll get a high jump skill later on??).
Its ok, but not definitely not 10/10. Reviewer must have been forced to play Jumper: Griffins story for a full week whilst being forced to listen to Blazing Crew with no sleep and only being allowed to eat pot noodle. After which Braid was obviously a 10/10...
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Must not give in!
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]http://sa vygamer.co.uk/2008/08/savygamer...[/link]
Episode 1 of the SavyGamer podcast is out now.
Features an interview with Jonathan Blow, the creator of Braid.
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This is episode 1, (we did do an episode 0 too)
We're still learning, any specific constructive feedback is appreciated.
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Braid contains five hours of thought provoking entertainment. Don't play it, if thinking or entertainment causes allergic reactions in your brain. Instead go to Eurogamer comments section and seek medical advice for the inconvenience caused. Thanks for your attention.
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Congrats. What Shaka said was dumb, but not content to simply call him out on it, you manage to say something equally dumb.
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"welp, looks like art guyz 10/10!"
it's like some crappy old amiga game i'd get from my cousins when i was a kid, hundred games on a disc.
indie shite.
"UK print magazine Edge has published the first review of Braid, giving the game a score of 9/10. Normally I would not be happy about a 9, but Edge has a reputation for being very tough with scores. (Braid was the only game with a score of 9 or above in this issue [#192]; in previous issues, they gave BioShock and Metal Gear Solid 4 each 8/10."
What a fucking bellend.
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Yeah cause the only thing that matters in games is the graphics. Moron.
Braid look very good btw. But that has little to do with the 10/10 score.
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"What a fucking bellend."
That's funny, I was thinking the same thing by the time I was halfway through your post.
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a response entirely unrelated to anything i said and a link to the latest penny arcade strip that isn't braid related (but keeps up the PA tradition of being utter shit).
okay i thought about it. you're a cretin.
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+1
Typical that the stupid moron squarepusher dont even own a 360 so he doesnt know what hes talking about at all. What a looser.
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I concur. I truly haven't played a game as thought provoking as this. Plus the fact I've heard about the secret stars which aren't even hinted about in the achievements gives the game an even greater amount of depth past the speed runs which I'm currently trying to master.
@ Squarepusher: I find it very surprising that someone with your username doesn't have any appreciation of art and is able to dismiss anything that shows a step forward in storytelling in games as "pretentious indie wank".
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^ heh, yeah i was thinking that exact same thing, about someone using the name "squarepusher" and then dismissing something that tries to do things a bit differently as "PRETENTIOUS FUCKING CRAP"... then again, maybe he's got no idea who the real squarepusher is and just wanted to nick the name?
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Pull up your zipper, your ignorance is showing.
Loved the Darth Vader ending in SC IV - I guess you 360 owners will find out eventually, too.
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I was wondering, did you download the full version of Braid then?
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Braid is a puzzle game first and foremost, and the platforming is just the basic skeleton on which the puzzles are built. In effect the puzzles are the game, and if you feel the platforming is too hard, you're probably doing the puzzle(s) wrong. So complaining that the game is overly focused on puzzles is like complaining that a shooter is overly focused on guns - if you don't like the genre, don't play it.
And I wouldn't describe the puzzle solving after the first two worlds as 'simple' at all. Working out how to co-ordinate actions with your shadow, who follows what you did before you rewound time, is hardly conventional puzzle solving, nor is having to set the world up so when time rewinds, the parts of the level that exist outside of time, are in a position to help you progress. If you've completed the game, and obtained every jigsaw piece, and you genuinely found every puzzle easy, then you might be in a position to complain. But if you haven't, such as if you've only played the demo, then you're certainly not.
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According to PS3Fanboy (!), it's only a timed MS exclusive, and will be coming out on the PSN some time in the future too (probably cheaper as well).
*Raises a glass to everyone*
Though given the critical acclaim, it wouldn't surprise me if an MS moneyhat was dispatched to spoil that party and keep it 360/PC only until at least GOTY time.
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The stuff in the EG review about an emotional journey is not my experience. I found the story and text a teenage angst emo wankfest.
I also found the last level didn't really work gameplay wise. I can see what they were trying to do with the message and story, but it felt at odds with the rest of the game and actually turned it into a fairly poor 2d platformer with none of the balance and fun of the rest of the game.
Worth the 1200MSP? Yes because it has so many exceptionally well designed elements. Just ignore the emo crap.
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Doesn't have GLADoS and a JoCo song in it though, so I really can't prefer it
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Ok I'm going to take back my emo wankfest comment a little as I've dug a bit deeper around the story and there is a lot more meaningful stuff hidden behind what starts as an emo wankfest. The trouble then for me is that the true meaning is hidden to most but the hardened gamers and disguised at first as an emo wankfest
This has severe spoilers. Not sure if posted before.
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Only got stuck twice in Braid, and that didn't take too long to fix. And portal was a cake walk, no pun intended.
/superior IQ, evidently.
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Is this game so good? : |
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Assuming you want to play a PUZZLE game, this is the most innovative and fresh game in ages!!
How some of you people question the value of this game based on the replay value is mindboggling in it's own way! It's all about solving the puzzle, not executing the puzzle.. Seriously, if you are so worried about the risk of blowing 1200 points on a game that has received remarkable appraise on virtually every gamesite out there, pawn your console and buy a yo-yo.
Braid is the nuts, imo. Best review I ever saw, Dan. The overall experience of the game most definitely factors in on the final score, more so than any broken down aspect like graphics/sound/length or whatever.
Gameplay tip: If you find yourself wanting to kill your set getting stuck on a puzzle, give it a rest and come back the next day! You'd be surprised of how some of the puzzle reveals themselves to you once you reboot your brain.
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I have probably said "Det her er fandme genialt" = "This is fucking genius" quite a few times.
This game is GOOOOD! I will know by completion if it's a 10/10, but so far it's the shit
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The cloud bridge section was killing me for a bit but when you work out the puzzle A- you feel like a genius and B- you feel that whoever made this is a genius.
Plus I even liked the bit with all the text about the princess- and im as cynical as they come.
I will buy when im able to afford more than bread and water.
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Question, why is Barny in it?.....
/rewinding around 10mins of gameplay at 8x speed is the most fun ive had lying down all year...except for sex.....maybe.....
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The game is now completet!
Verdict: 9/10.
It is really really good! A must buy! And now... time to move on.
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For me I agree with the review, when reading it I found myself at times thinking of past relationships and how they went and the ideas the game threw around. The soundtrack is also amazing and the whole mood of it incredible. Well done indeed to Jonathan and whoever else worked on it.
Easily easily game of the year for me so far. Killing my 19th out of 20 Rabid Bears, scoring in the top corner from outside the box with Messi, head shotting a grunt from behind cover; this kind of stuff isn't even on the same planet as Braid as far as I'm concerned as far as what it achieves and what it's trying to achieve goes.
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That you have come up with one of the best reviews I have ever read, for what I would consider one of the most difficult of games to review adequately, and in under what, 1000 words? That has really blown my mind and inspired me about as much as the game itself! Had I not already played Braid, your review would have given me every sense of what to expect that I would have needed. It is fluid and functions fully as a piece of consumer information. But I HAVE played Braid, and reading the review again still inspired me. The parables, the language, the depth, breadth and precision of your summary and analysis really amounts to that rarest of non-forms "videogame criticism". To those who may not "get" or rate Braid, such things will indeed make you sound like the hyperbolic jaded critic you describe, but I for one see in that review a work of love, truth and distinction. Highest praise!
Perhaps the only thing you lack is to express something about the speedrunning potential of the game. I was bewildered by the presence of a speedrun element in what seemed to be part super-basic platformer (not much skill required), part puzzler (i.e. once solved = game finished), yet the scope for creativity in timeshaving and the depth of variety to navigation, and ways of solving puzzles tests and re-tests your skill (to some degree) and your lateral/creative thinking (to a much more impressive degree). So it's as though, as well as the sublime coherence between narrative and first-time gameplay, there is yet another layer of depth in the fact that you can approach the puzzles in so many ways, creating links and shortcuts that are often as rewarding as solving the puzzles the first-time around.
In response to a comment made some time ago by Mortzan "guess games never should have gone 3D". I can't say I completely agree; afterall the third dimension has led to its own unique opportunities and provided a much more profound scope for immersion. However, the way that 2D was so swiftly and utterly relegated to homebrew oblivion has been a constant source of frustration to me. Games like Braid or Wik or indeed LostWinds have more intelligent design and creativity than anything I've come across in 3D thusfar. They're more unique, more interesting, quite simply more sophisticated creations. The problem as I see it, is that 3D games are still extremely difficult and complex to create (in some ways increasingly so, depending on the platform), requiring a number of large teams. Between those teams are divisions, and unless you have one extremely decisive, driven, capable and multi-talented person stringing it all together, then compromises will be made and cracks will always appear. More often, those cracks will be crevices. 2D on the other hand = small teams, and usually the vision is of one man's design (most truly great creations are), and the vision is realised accurately.
I'd understand 2D disappearing if its well of creativity had run dry, but it most certainly has not. A videogame can be almost anything the human mind can conceive. That there are so few genres, or so few games which exist outside of such obvious genres is an unfortunate testament to the lack of creativity in the industry; not just now, not just because of 3D, but because videogames have been big business for over 20 years now. It's still a fledgling industry relative to comparable entertainment, but it's scope and potential is so great, that I would have expected much much more from 20 years of creative efforts. Interactivity is an extremely powerful tool for the purpose of both play and narration, and videogames embody that quality better than any other medium. Braid is a huge breath of fresh air on that account, doing as perhaps only Ico has done before; creating a narrative experience that could in no way be represented in any other medium.
I could never have had the imagination or intelligence to conceive and craft anything on the level of Braid, yet I have many of my own ideas for games that I consider far more interesting and sophisticated than what is out there in the mainstream. I currently lack the tools and skills to realise them, but I'm working on it. My frustration is that many of the concepts are not even especially inspired or difficult to comprehend (indeed I'm almost horrified that some have not at least been attempted already), yet I am certain they would be revolutionary in a mainstream context. One day, things will be better, I just hope it's in my lifetime.
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I disagree. The reason people in general, and even I wouldn't pay more than £10 for those games is because we're dumb consumers and when we buy those games, we consider ourselves to be taking a risk. The more mainstream games with the bigger pricetags, some of us are prepared to pay (I don't.. I wait for those to be a tenner as well :-D) because we KNOW what to expect...or... we think we do.
I do love many many 3D games, butI can happily tell you now, that if I KNEW what to expect before buying Braid, I would trade over half my collection for it. It's hard to put in perspective, because Braid is one of those games which is an experience, so the first/second time of playing it would be the most important, after that, yeah it's maybe less valuable as something to own. I'm not saying that Braid doesn't have a lot of replay value, but yes, it probably has less long-term appeal than a good action game, BUT if I knew how much I'd love it before buying it, I'd find it hard to put a limit on how much I'd be prepared to pay, but it would be in at least the hundreds. Indeed, all of the games you mentioned "GTA IV, Oblivion, Ratchet & Clank: ToD, Virtua Tennis 3, PGR 4" - LOVE 'em! But (Geometry Wars Waves in PGR4 aside) I'd trade them all for Braid if I could only experience one or the other.
However, I'd go even further than that for games like Geometry Wars or Wik: Fable of Souls. Those games have far FAR more replay value for me than most 3D or "proper" games for me. So while having already experienced Braid I might now be willing to part with it, I would even now keep Geometry Wars or Wik over any of the games you mentioned, or 99% of 3D games that I may also love.
With most things in life, retail price does not necessarily equate to quality or worth. With videogames, this is perhaps more true than any other commodity.
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I don't know who originally wrote that, saw it quoted, with an appropriate response to the effect of "so you want it marked down because it's a puzzle game". Ok some puzzle games (err... tetris!) have infinite replay value, others have no replay value (the kind of puzzles you find in most generic 3D action games, which you can only solve in 1 particular way), and others still (like Braid) have some replay value, in that there's different ways to approach them. Beyond the fact that Braid has accomplished speedrunning potential, it also even has some of the best hidden secrets (or collectibles) ever seen in games. The stars are so hard to find, that I didn't even know they existed, and nor did anyone else I've met without hearing it from somewhere first. Normally, I despise that sort of thing and consider it an excuse just to flog guidebooks or what have you, but in Braid it really does work. It's 2D, it's a small world, it's a game about obsession i many ways, so to hide the stars SO well in that environment is not only an accomplishment in itself on this occasion, but a triumph of integrated design.
So I'd say Braid has an incredible amount of depth, and a decent amount of replay value with it, but replay value and longevity (though vital in some videogame contexts) needn't always be contributing factors in a game's worth or score. Ico would be another example of this for me; a 6 hour game that you'd likely only play through twice. very lttle replay value, very little longevity, yet utterly unmissable, and a deep, remarkable (albeit fairytale) experience that stays with you.
So yeah, in a way Dan missed out on pointing out that there IS some replay value in Braid (rather than that there isn't any) and maybe he could've said things like rewinding when you die all the time is a bit tiring/bothersome/gives you a headache. So in that sense I was wrong - he didn't provide a QUITE complete degree of consumer information. However the lack of criticism present in the review is understandable. He said he doesn't give out 10s often, and this is a 10. You walk away from Braid not dwelling on some of the more mundane aspects of its mechanics, but knowing that you've just witnessed one of the most charming videogame experiences of all time, and almost certainly THE most intelligently, intricately designed. I say that having played a hell of a lot of games of every genre, on every platform, from the pong era to the present, and I have huge respect and appreciation for many of those, so for me, as brief as it is, Braid is something truly momentous.
P.S. Yes, I know I'm long-winded and months out of date, but such is my nature
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Watch their face, and wait for the 'Oh shit!'s as they start manipulating time to solve the puzzles for the first time.
Wonderful piece of work.
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The reasons for that are:
- it made me think, doubt and think again, not only about the game itself, but about life. But it didn't make me happy. The storyline(s) just don't make you happy.
- to get all the stars the game demands a level of patience probably only few, very few players are able to invest
- the replay value is not very high
I admit that the last 2 reasons I gave are just there to support my argumentation, but the truth is, that I don't really care about them. I am just so unhappy with how the story (regardless of how good it is) turned out to be, what it was about and how it "ended" :/
Anyways, it's a work of art. One that I'll never touch or play again
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This game, more than any other I would suggest, is a bona fide 10/10.
Everyone under 30 years of age should be forced to play it to show them that truly great games can be created without an army of devs/graphic guys or billion dollar budgets ...
I hope the guys behind this make enough money to allow them the true freedom to express themselves in such a manner as this in the future ...