Braid Review
Posted: Fri Aug 15, 2008 5:07 pm
Braid is probably very special to people who don't care that much about video games. Braid won't be that special if you chew these things up and spit them out, Braid isn't going to be special to anyone who takes these things seriously.
Not to say it isn't fun, though it's worth 10 bucks at best and I'd price it more around five bucks because it was only made by two guys. If they wanted to quit their day jobs they should have made something more substantial.
What does it mean that the game isn't substantial? Well there are five puzzles, of twelve pieces each, each puzzle piece is gotten by solving a puzzle. So that's 60puzzles, and I got stuck only on one. So that's basically 59/60th that missed the essential point of a puzzle game(to stump) for me. Braid's puzzles are more reminiscent of brain age than anything else.
It took me three hours to beat which makes it fall half short of a major motion picture in utils. Some would say this is because I'm a genius though Braid is just about as difficult as Portal, players only might get stuck because it cycles through new things so quickly where Portal was more gradual.
The mechanics could have been explored further and the game could have been fleshed out. However it seems like they just ran out of oil paint. Or maybe they're just smarter than I am and realized you don't need to be ambitious with gameplay when you can be pretentious.
What does it mean that the game is pretentious? The various retro nods, like anyone but an idiot would care. The little books and puzzles that dole out story to you. The epilogue which has you puzzling for more drops of enlightenment. The self-assurance, swagger, and importance with which the game operates.
No doubt the people involved in this game decided it was a great game before they even knew what it was going to be about, and they only convinced themselves more through the development process. The game has a messiah complex, fitting that the developer is a fan of System Shock 2, which died for all our indie sins.
The presentation is fantastic, and if future games have that kind of presentation I'll be happy, though I've never given a shit about that, and why should I? I want to analyze the mechanics.
The mechanics feel like they came out of a very clever flash game, nothing incredibly complex, and definitely nothing you'd expect out of honest to god object oriented compiled code. The mechanics never overlap, which is a massive waste of potential. If you want to say the mechanics would be bad overlapped, then they're not that great of mechanics!
The first level doesn't feature any mechanics other than a Prince of Persia rewind. It features one totally obtuse puzzle that everyone hates and a bunch of super easy puzzles. This signifies the demo of the game and is why no one but people who decided to buy it before they played the demo will buy it.
The second features items that are unaffected by your rewind mechanic, which is probably the highlight of the game. It's the only mechanic that is overlapped in future levels and probably signifies when the game actually begins.
The third mechanic makes time only move forward as you move forward and makes it move backward when you move backward. This is probably the most interesting mechanic and the most interesting level. This is where I got stuck(once).
The fourth level introduces a shadow version of your character which will do what ever you did after you rewound. So basically all the puzzles require two people working in some kind of unison (usually not even) and are pretty much all self evident. The mechanic isn't used in very interesting ways and it was a pretty easy level.
The fifth level introduces a ring which will slow down time where you drop it. This ring isn't an item you gain, even though the game sure makes it seem that way. It's just another gimmick, and is used pretty well. However since all the puzzles are based around slowing down some thing they fall under the curse of the shadow level and become pretty fucking apparent.
There's an end level, but the puzzles are pretty basic, and the final sequences (probably the most surprising part of the game) is a platforming sequence and really not that good as far as platforming goes.
Then that's it. If you were looking for meaning, some story, or a GAMES AS ART argument, there you go. If you were looking to knock another off your list in your endless search for fun, well Braid really wasn't intended for you but you'll probably enjoy it anyway.
Not to say it isn't fun, though it's worth 10 bucks at best and I'd price it more around five bucks because it was only made by two guys. If they wanted to quit their day jobs they should have made something more substantial.
What does it mean that the game isn't substantial? Well there are five puzzles, of twelve pieces each, each puzzle piece is gotten by solving a puzzle. So that's 60puzzles, and I got stuck only on one. So that's basically 59/60th that missed the essential point of a puzzle game(to stump) for me. Braid's puzzles are more reminiscent of brain age than anything else.
It took me three hours to beat which makes it fall half short of a major motion picture in utils. Some would say this is because I'm a genius though Braid is just about as difficult as Portal, players only might get stuck because it cycles through new things so quickly where Portal was more gradual.
The mechanics could have been explored further and the game could have been fleshed out. However it seems like they just ran out of oil paint. Or maybe they're just smarter than I am and realized you don't need to be ambitious with gameplay when you can be pretentious.
What does it mean that the game is pretentious? The various retro nods, like anyone but an idiot would care. The little books and puzzles that dole out story to you. The epilogue which has you puzzling for more drops of enlightenment. The self-assurance, swagger, and importance with which the game operates.
No doubt the people involved in this game decided it was a great game before they even knew what it was going to be about, and they only convinced themselves more through the development process. The game has a messiah complex, fitting that the developer is a fan of System Shock 2, which died for all our indie sins.
The presentation is fantastic, and if future games have that kind of presentation I'll be happy, though I've never given a shit about that, and why should I? I want to analyze the mechanics.
The mechanics feel like they came out of a very clever flash game, nothing incredibly complex, and definitely nothing you'd expect out of honest to god object oriented compiled code. The mechanics never overlap, which is a massive waste of potential. If you want to say the mechanics would be bad overlapped, then they're not that great of mechanics!
The first level doesn't feature any mechanics other than a Prince of Persia rewind. It features one totally obtuse puzzle that everyone hates and a bunch of super easy puzzles. This signifies the demo of the game and is why no one but people who decided to buy it before they played the demo will buy it.
The second features items that are unaffected by your rewind mechanic, which is probably the highlight of the game. It's the only mechanic that is overlapped in future levels and probably signifies when the game actually begins.
The third mechanic makes time only move forward as you move forward and makes it move backward when you move backward. This is probably the most interesting mechanic and the most interesting level. This is where I got stuck(once).
The fourth level introduces a shadow version of your character which will do what ever you did after you rewound. So basically all the puzzles require two people working in some kind of unison (usually not even) and are pretty much all self evident. The mechanic isn't used in very interesting ways and it was a pretty easy level.
The fifth level introduces a ring which will slow down time where you drop it. This ring isn't an item you gain, even though the game sure makes it seem that way. It's just another gimmick, and is used pretty well. However since all the puzzles are based around slowing down some thing they fall under the curse of the shadow level and become pretty fucking apparent.
There's an end level, but the puzzles are pretty basic, and the final sequences (probably the most surprising part of the game) is a platforming sequence and really not that good as far as platforming goes.
Then that's it. If you were looking for meaning, some story, or a GAMES AS ART argument, there you go. If you were looking to knock another off your list in your endless search for fun, well Braid really wasn't intended for you but you'll probably enjoy it anyway.