Just watch it. If what you see there doesn't interest you, I'll gnaw my arm off. I'm serious, just watch it before moving onto the next paragraph.
Howdy. I find it extremely difficult to talk about Braid. As I've rightfully garnered a reputation as something of an "indiefag" here at Destructoid, seemingly lauding every independently-developed piece of software I touch until my face turns blue, most people find it difficult to take me seriously when I get really, really excited about an indie title. When I say things like "the preview build of Braid comprises one of the most interesting, satisfying, beautiful game experiences I've ever had," people assume I'm being stupid, pretentious, or hyperbolic.
So I won't say that.
Instead, I'll just say thatwhat I've seen of Braid is really, really, really good, and something anyone can enjoy. You do not -- I repeat, you do not have to be an "indiefag" to enjoy Braid.
Hit the jump to see why.
I technically only played a "preview build" of Braid, but outside of 360 achievements, some small fixes or tweaks and some slowdown issues, I was basically playing a completed version. All six worlds were present and accounted for. I say this because I'm here to assure you that I have played all of Braid, and, my God, it is all incredibly good.
From top to bottom, the design philosophies behind Braid are brilliant. The game has one main gameplay mechanic -- time manipulation -- which is full of nuance and depth, while all others in the game are completely straightforward. Braid looks and plays just like your average Mario game; you hope around on platforms, you bounce on enemies (of which there are only two types) to kill them, and if you run straight into those enemies, you die. It's a simple, obvious framework we're all familiar with.
With these accessible gameplay mechanics in place, Braid introduces, stage by stage, new aspects of the main time manipulation mechanic. Since everything else in the game is totally simple and self-explanatory, the player is able to spend the entire time examining and experimenting with the different time manipulations. In the same way Portal was just about making portals with some really straightforward, recognizable FPS convention as a frame, Braid is just about time manipulation with a platformer framework.
Braid is composed of six levels, each containing about twelve individual puzzles. Each world uses the time mechanic in an entirely different way, simultaneously teaching the player skills and changing things up so the game never feels boring or repetitive.
For instance, the first world only uses the rewind mechanic. Some of the platforming jumps the player is asked to make would be ridiculously difficult in a standard platformer, but are made much more interesting and rewarding thanks to the game's infinite rewind: if you miss a jump, you can rewind back to where you jumped from, or even where the level started, without any penalty whatsoever. Death is nothing but a learning experience. You might think this makes the whole game completely inconsequential and boring, but you'd be wrong: not having to arbitrarily worry about dying every few seconds and replaying a whole level frees up the player to experiment and explore. The lack of consequential death actually makes the game more fun.
But anyway, the first world is just about using infinite rewind to perfect near-impossible jumps and such. The second world introduces "time-exempt" characters and objects, forcing the player to both use all the knowledge they gained from the first world, and reassess it in the face of these new time manipulation rules. The game progresses like this, constantly showing the player new things, constantly feeling fresh and incredibly satisfying. If you saw my GDC writeup on The Misadventures of P.B. Winterbottom and thought it looked interesting, then you'll definitely love the parallel universe world in Braid (Jonathan Blow, Braid's designer, consulted on Winterbottom).
Every single world is imaginative and fun, and there were some moments of puzzle-solving when I literally yelled, "That's brilliant!" at the screen. Maybe I'm just a huge douchebag, but it's a testament to Braid's design that it kept consistently impressing me from start to finish. I can't talk about the final world, but damn. Just...damn. You'll understand what I mean when you play it for yourself.
Also, the game is really gorgeous, and has exceptionally beautiful audio. It's also got a cool, heavily metaphorical story which, though it can be ignored by those who are just looking for some wonky time-based platforming, will be incredibly rewarding for those who endeavor to figure it out.
I have to stop myself before I write a balls-out review of the damn game, but let it be known that, from what I played, Braid is a fun, thoughtful, imaginative, fantastic title and should be well worth the 800 Microsoft Points, and however many bucks for PC, when it (hopefully) comes out this spring.
Oh my good lord Jesus H Christ DO WANT. I love the concept, I love the puzzles, and mostly I love the music design.
I'm just as big an indiefag as you are, and personally thank you for posting indie game news. :D
If you'll excuse me, I'll be playing James Silva games, Dwarf Fortress, and Source Mods (somebody just linked me to a Revolutionary War multiplayer Source Mod =D) until this comes out. I'll leave you all with your retarded arguments.
As you were, gentlemen.
Ok, something that I'm wondering about after reading everything about this game is why the word "innovation" keeps getting thrown around. I see a lot of interesting elements coming together in a polished and delightful package, but I fail to see anything truly innovative. I think the word I would throw out there for it would be "refined."
I will certainly give it an honest shot, I just think innovative is a word that gets thrown around and misused way too much, especially in the gaming community.
My balls dropped, as well as my chin hitting the floor. Of course, I'm going to try before I buy in order to prevent me from making any statements that require me to put my foot in my mouth, but from the looks of things, this non-manly, non-gun-totting and non-gorey of a time altering puzzle game looks at least worth a try and from the looks of things I will most likely be buying it.
Could applying certain game elements (time manipulation) to a new genre (2d platforming/puzzle solving) not be considered innovative? You will very rarely see a game completely invent new ways of playing, but mixing and matching different aspects of different games to create something 'new' is innovation to me.
If you don't consider that innovative, then nothing is, because every 'new' idea is just an expansion or an improvement on an older one.
The demonstration was definitely impressive and I can give the game props, but this game isn't going on my "want" list.
There are a lot of indie games that get a ton of praise and people creaming themselves over them--some rightfully so for very original concepts. However, I can't help but feel these games wouldn't be near as loved were they not "indie" and from a mainstream company.
@GrayFox: It's been pointed out in the comments already that Blinx already applied time shifting elements to platforming. Just because this game is 2D doesn't qualify it as innovative, in my opinion. Like I said, the game to me smacks of clever refinement as opposed to being truly innovative, but I guess we can agree to disagree.
Samit: Probably not. That man won't rest until innovation is completely eliminated from video games. I heard using more than 1 button for attack is an automatic -2 points on the Sterling scale. True story!
But I will say, if these features and mechanics were coming from a major developer, I doubt they would be implemented or "marketed" in the same way. EA's Braid would looke very different from Blow's Braid (which would look different from Namco's Braid . . . which would look different from Jason Rohrer's Braid . . .)
I don't know how much I like the guy doing the narrative but I dig the game. I'll definitely pick it up. But why do they even make you die by running into guys or falling on spikes if you can just immediately erase your mistake to .5 seconds earlier? I love the idea if it's executed well and I can see the game still being challenging and really fun. I don't know if I agree with the narrator saying Sands of Time kind of sucked though, they leap-frogged that idea for this and I thought the limited rewind in that game was necessary. The biggest obstacle I see is whether or not Braid is challenging enough. If you played through it three times in two days that leaves me skeptical... but either way thanks for getting me stoked about it Rev.
So it _is_ coming out for PC, rite? That's just about my only worry about the game. Can't wait for it to release. This is a landmark year for indie gaming.
I don't know how much I like the guy doing the narrative but I dig the game. I'll definitely pick it up. But why do they even make you die by running into guys or falling on spikes if you can just immediately erase your mistake to .5 seconds earlier? I love the idea if it's executed well and I can see the game still being challenging and really fun. I don't know if I agree with the narrator saying Sands of Time kind of sucked though, they leap-frogged that idea for this and I thought the limited rewind in that game was necessary. The biggest obstacle I see is whether or not Braid is challenging enough. If you played through it three times in two days that leaves me skeptical... but either way thanks for getting me stoked about it Rev.
@ Dr. Nutt: Fair enough, I can see where you're coming from. Frankly, since it is so difficult to come up with brand new ideas for gameplay I am more than happy to settle for clever refinement.
Also, I think a lot of the time when people say 'innovative' they really mean 'clever refinement' just because innovation is one of those ubiquitous buzz words you hear bandied about by many people when they are discussing games.
In regards to stuff about Blinx/Sands of Time ripoffery, I can't speak for myself (I've only played Sands of Time for a few hours, and Blinx not at all), but from the design doc I that came with the preview:
"There have been a few games that implement some kind rewinding, such as Prince of Persia: The Sands of Time, and Blinx: The Time Sweeper. However, rewinding in these games was limited and gimmicky. Their designs were shortsighted and deeply flawed; they did not allow time manipulation to flower into the core gameplay element that it deserves to be."
Essentially, Blow's idea for the time rewind mechanic is that Blinx and Persia used it as a crutch or complement to the core gameplay, rather than acting as the main thrust of the gameplay itself. You could assumedly take away the time mechanics from either PoP or Blinx and, while the games wouldn't be any fun, they'd still remain intact.
Braid isn't like that, because Braid is ALL about the time aspect.
I've noticed a lot of smaller indie/XBLA games slated to come out this year, and I'm pretty excited for most of what I've seen. I am always intrigued by by games like this that bring something new to the table, so I think this game will make me very happy.
@Rev
I'll have to take a look at the design docs you mentioned. Einstein's Dreams was pretty cool as a sort of thought experiment, and I think playing it out onscreen will be a great extension of those ideas.
People take physics simulations seriously; you can learn a lot from laying down the numbers and letting the bits sort themselves out without any real-world objects getting involved. I hope someday that games will reach that sort of legitimacy, because people are showing us more and more that you can express an idea, be it creative or scientific, very effectively in a game world if you know what you're doing.
Actually, you couldn't play Blinx without the time mechanic, it was necessary for many puzzles. However the game still made you expend powerups to use the time powers _despite_ them being required, which was retarded. You have to give it props for being one of the first games to use fast forward, slow down, rewind, and recorded time mechanics though, it really doesn't get it's due.
reverend, fuck anyone who labels you an "indiefag" for liking amazing games that aren't released by big companies. you are as aware as i am that there are plenty of bland, shitty indie titles out there. however, some of them are good, and low budget = low expectations = few hands working on a game = more creative freedom for creative individuals. no game you've mentioned as an indiefag game yet has been in any way less good than any major release game.
please NEVER fucking preface your indie stuff with "i know i'm going to sound like an indiefag but..." because anyone fucking useless enough to call you that should be subjected to reading somthing they're not interested in anyway. because they're douchey fuckers.
hmm, 6 levels with 12 puzzles each... and after you "get" how to pass a level, where's the replay value? i wanted this game until i heard that... now, i'll see when it comes out.
I've been waiting for this for yonks, any mention of a possible release date? Literally my only complaint about the game from what I've seen is the main character sprite is kind of stupid looking.
Rev I think this game looks amazing. It seems like the kind of game I could play through a million times and not get bored. That's what I've been doing with Super Mario World my whole life. I absolutely love this game and it's concept. It's beautiful and I can't wait 'til it comes out!
Regarding the indiefag comments, is it your fault the "professionals" by and large just want to rehash the same lousy crappy games (but safe from a business pov) over and over? Not in my book!
Most of the industry seems to be sitting around waiting for the next great indie work so they can buy it up and turn a profit.
To the maker of the game - keep the dream alive man, kick some ass!! (:
This game looks hella cool. Very very interested. I wonder if it will work on macs? or will i have to resubscribe to XBLA when this comes out to get it?
Wow.. I am so not an 'indiefag;. This game does not look interesting at all. For one, I don't care for platformers, and this looks like a sidescrolling 'Blinx'. Which was dumb. This may be a FAR better game than that one, but I still don't give a rats ass. I'll stick to my "mature shooters". kwee!
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I'm just as big an indiefag as you are, and personally thank you for posting indie game news. :D
If you'll excuse me, I'll be playing James Silva games, Dwarf Fortress, and Source Mods (somebody just linked me to a Revolutionary War multiplayer Source Mod =D) until this comes out. I'll leave you all with your retarded arguments.
As you were, gentlemen.