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Braid

Developer: Number None Publisher: Xbox Game Studios
06 August 2008
Braid - cover art
Glitchwave rating
3.55 / 5.0
0.5
5.0
 
 
865 Ratings / 6 Reviews
#853 All-time
#31 for 2008
From a house in the city, journey to a series of worlds and solve puzzles to rescue an abducted princess. In each world, you have a different power to affect the way time behaves, and it is time's strangeness that creates the puzzles. The time behaviors include: the ability to rewind, objects that are immune to being rewound, time that is tied to space, parallel realities, time dilation, and perhaps more.
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Criado pra aprimorar a manipulação do tempo de Prince of Persia: The Sands of Time, Braid existe por suas mecânicas.

A história e o design gráfico são interessantes, mas servem só de apoio para o level design espetacular do Jonathan Blow.
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gabrielctps 2022-02-23T22:43:56Z
2022-02-23T22:43:56Z
4.5
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The design here is superb. Everything is meticulously crafted but it is the puzzle design which steals the show. I also found the story curious and thought provoking.
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IndustrialHz 2021-08-19T23:31:27Z
2021-08-19T23:31:27Z
5.0
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I have a lot of respect for Braid, I really do, not only was It a huge influence on indie games becoming a more commonplace and respected artform, but it’s got quite a lot of rather interesting themes and subversions of how a game is typically thought of, both in terms of its gameplay and narrative approach. With that said however, I can’t say that this is a game I outright love in a lot of cases either for quite a few reasons that pervade the entire short experience that this is. This often feels as if it comes down to the personality and outlook on art that Jon Blow himself has and the way it affects the finer details of this all, and these finer details are really where this falls short in a lot of cases. What ends up happening and bringing down this game a lot is the fact that it really feels like Blow made this largely for himself without fully considering the experiences of those with an outsider’s perspective, leading to some things that were implemented expertly, but often giving the game the feeling that it lacks cohesion on a grander scale. This is ultimately what stops Braid from being a true masterpiece to me despite its interesting and clever qualities.

The most prominent way in which the game’s incohesive nature reveals itself is through its narrative and the way it’s presented. A lot of the narrative content itself is honestly pretty interesting in the way it attempts to completely deconstruct the typical video game conventions and almost act as a commentary on it, something that manages to influence the game’s directions and design in a consistent way that ties in with this idea. This is expressed in a few different ways, whether it’s the clinical, intellectual language used to provide exposition, leaving a lot very intentionally vague, the way that death is not truly a concept in this thanks to the player’s ability to rewind time, the way the tropes that play out in the level are lifted directly from Mario and warped to fit more in line with what Braid is trying to say, and even the fact that the player doesn’t even have to interact with the majority of the level to make it through a world, there’s really just, a lot this does interestingly in order to flip the medium on its head. My issue however is that just because something is novel, doesn’t necessarily mean it actually works well, both individually and in conjunction with the other elements implemented within, and this attempt at trying to talk about other games and do things in a very different way, essentially attempting to expand an artform further past what one might think, ultimately ends up only resulting in something worthwhile coming out of it occasionally. The narrative is a great example of this, as while yeah, giving the player a huge wall of text before they enter each world and having them piece together a story that’s written in a rather abstract way is certainly a more unique take compared to telling the player directly what they need to do, it also leads to a disconnect between the narrative and gameplay. Rather than these two elements blending together, it tends to feel like taking turns between being told bits of a story and then going through some puzzles that have next to nothing to do with the story beyond the thematic ties to its core mechanic, instead just feeling like pure, empty gameplay, feeding into the fact that this just doesn’t totally gel together. Similarly, while the character designs and surface level story are lifted from Mario and then just changed, it all feels very superficial, like, it doesn’t really tie into a particular aesthetic nor message, it’s just there and feels like a feeble attempt to try incorporating another layer of something into this all without sufficiently developing it. These culminate in a game that often can feel like you’re not really being driven towards anything nor gaining any insight, you’re just floating along, solving puzzles, and then occasionally reading some text that feels mostly detached from what you’re doing.

That said, the puzzles themselves are honestly mostly pretty cool despite there being some fairly large issues I have with how they tie into the game and work with each other. They often feel very streamlined, playing off only the one or two core mechanics present, with everything else simply elevating these, leading to what is often a very elegant, contemplative puzzle game that really rewards planning and experimentation over a brute force approach, making success feel that much more rewarding once it eventually happens. I also really love the way the game teaches the player so much completely wordlessly, with early introductions of concepts and mechanics being presented in such a way that it feels instantly intuitive and is picked up in an instant, while also teaching the player some unspoken rules and design conventions and then strategically breaking them at the right times in order to stop things from being too straightforward. This is particularly inspired in the way its utilised to stop the player from thinking that every element of a puzzle is something important that needs to be used, with the concept of red herrings and empty space being conveyed in a reasonably early level that has long stretches of doing practically nothing. This works so well because it’s being shown in such an environment that the player won’t be attempting to figure out how to utilise these useless components productively due to their placement, allowing them to understand this idea even if it’s only subconsciously. My issue comes from the fact that sometimes the game unfortunately can go a bit far with this and create some situations which rely too heavily on inferring niche interactions that are never really hinted at, making it sometimes feel as if there’s just no way to figure stuff out in a fair way and going against what the game is attempting to go for.

One of the most egregious ways in which this is handled is through the fact that the player will likely pick up on the fact that the puzzles very rarely require any sort of technical platforming, with the answer being rather easy to execute with minimal timing once you’ve figured it out, meaning that if your attempted solution is demanding a lot of more fast paced manoeuvres to succeed at, you’re probably doing it wrong. The issue is that rather than being something that’s ingrained throughout the game, this convention is broken just often enough to cast doubt into this, and while in some cases it’s a good way and stopping the player from getting too comfortable in their way of thinking, in this case, it ends up considerably bringing down the experience due to how close some of these incorrect approaches end up feeling, convincing the player that just trying it again will have them win. While even this funnily enough ties back into the game attempting to represent the harmful ways in which a single-minded obsession can manifest, it doesn’t change the fact that it feels too at odds with the careful way in which the rest of the game has been put together for it to be anything other than detrimental. This is what I mean when talking about Jon Blow making this without quite enough time put into an outsider’s perspective, as I’m sure that such things feel totally intuitive after you’ve gone through a whole bunch of times and handcrafted the challenges.

I personally also feel like the art and sound design further contribute to the game feeling rather flawed as it often feels as if this stuff is just really unappealing. The artstyle feels quite messy and uninspired for the most part, with nothing really contributing to any grander aesthetic or anything, just a series of either bland or ugly creatures that are usually animated very rudimentarily. This gives the game a very cheap look in places that’s further elevated by the horrible sound effects that make every instance of jumping on an enemy feel like a total dopamine drainer. The music similarly just does nothing for me, it feels out of place in a lot of cases and actually further contributes to this feeling of cheapness, with all of these elements combined almost giving me the vibes of a shovelware mobile game. The problems surrounding the audio are also made worse when you’re having to hear the music either slowed down or reversed a lot of the time due to the core mechanics of the game being about time manipulation, making it infuriating to be hearing anything in the game even after only an hour or 2. With all this said however, I still believe that this is a great game in a fair few respects, with the puzzles being mostly awesome, the mechanics being tightly focused, and the ending sequence being genuinely incredible in how it’s handled, to the point where even if I don’t think this is a masterpiece, it’s definitely worth a play, and it’s short too! I really wish that all elements of the game actually worked together properly rather than often feeling disjointed or poorly conceived in the grander scheme of it all just to bring it up to the next level, but it’s a good game regardless.
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Kempokid 2021-08-28T13:36:08Z
2021-08-28T13:36:08Z
3.5
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There are some fun platforming bits, but Jonathan Blow's next game (The Witness) has much more depth is actually a game you'll come back to play...unlike Braid. Just replay Portal or watch a longplay of Braid; it's a very gimmicky game that you don't need to experience.

Personally, I find this game to be a footnote in the history of gaming; Braid came at a time when indie titles were getting reviewed and played more and more. It rode the wave to success.
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MoaM 2018-04-24T19:36:38Z
2018-04-24T19:36:38Z
3.0
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Braid is a game with cool concept and it does make you think. I feel like many of the puzzles in this game are well designed, and at least for the first few Worlds, aren't too difficult and things you can figure out on your own with enough time. On the other hand the more changes that come with different Worlds, the more complicated the puzzles become. Like theres one World where when you reverse time you create a clone of yourself that performs the same action you previously performed before you rewound. Now don't get me wrong, its cool that each World changed things up and gave new abilities, but my God were some of these puzzles a bitch to figure out. The game requires a lot of exploring a messing around to see what you can do, and some things I just never would have thought to do. And I feel that's where Braid has problems, it expects the player to figure things out without explaining them, there are some things you will only do to solve one or two puzzles and never do that again, and the game never introduced that mechanic earlier. The other thing is the game has a very vague story, and I feel it is a little bit pretentious in a way. Its still a decent puzzle game, if not a little short, and most of the puzzles can be solved by just taking the time to think things out and experiment a little but there are a few vague puzzles that will probably require being looked up, even by the most hardcore of puzzle gamers. Not to mention I heard Jonathan Blow is a stuck up asshole, but I guess occasionally assholes can make decent games.
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jweber14 2017-07-21T22:48:13Z
2017-07-21T22:48:13Z
3.5
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rescuing the princess
A braid is an indie 2d puzzle platformer. Its puzzle mechanics deal primarly with the manipulation of time, and as such you will use it to get the keys to move forward. The game has a lot of inspiration from Super mario, both in the basic jumping mechanics, enemies and the turtle saying "sorry but the princess is in another castle" at the end of each level.

I really enjoy the cartoonish and highly colorful art style of Braid. Its also a game that controls really well, and the puzzles are smartly built together and quite brilliant at times. I couldnt manage to get every star to get the ending of the game, but its a game thats really enjoyable to go through.

The hidden meaning of the game has gave rise to a lot of controversy, but i feel that the domestic violence interpretation is correct, and i think it was a bold statement for Blow to include that in his game, even if only a very minor percentage of its players will reach it. For everyone else though, Braid is one of those games that sticks with you both because of its unique art style as well as the satisfaction of solving its devious and creative puzzles.
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Threntall 2016-09-07T17:43:21Z
2016-09-07T17:43:21Z
4.0
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Catalog

philichili Braid 2022-10-02T01:54:12Z
2022-10-02T01:54:12Z
3.0
In collection Want to buy Used to own  
Ca_Game Braid 2022-10-01T15:28:56Z
Windows / Mac / Linux/Unix
2022-10-01T15:28:56Z
In collection Want to buy Used to own  
elijahjbell Braid 2022-09-30T15:14:28Z
2022-09-30T15:14:28Z
4.5
4
In collection Want to buy Used to own  
eschaton1000 Braid 2022-09-30T04:17:46Z
2022-09-30T04:17:46Z
In collection Want to buy Used to own  
likefigureskating Braid 2022-09-24T16:01:41Z
2022-09-24T16:01:41Z
3.0
In collection Want to buy Used to own  
AkechiPls Braid 2022-09-24T05:55:18Z
2022-09-24T05:55:18Z
3.5
In collection Want to buy Used to own  
emaqed Braid 2022-09-20T16:49:40Z
2022-09-20T16:49:40Z
5.0
In collection Want to buy Used to own  
allenco Braid 2022-09-20T15:15:13Z
Windows / Mac / Linux/Unix
2022-09-20T15:15:13Z
In collection Want to buy Used to own  
anderd0504 Braid 2022-09-19T21:09:04Z
Windows / Mac / Linux/Unix
2022-09-19T21:09:04Z
In collection Want to buy Used to own  
miereneter Braid 2022-09-14T13:52:42Z
2022-09-14T13:52:42Z
3.5
In collection Want to buy Used to own  
MirM Braid 2022-09-14T08:07:36Z
2022-09-14T08:07:36Z
4.0
In collection Want to buy Used to own  
Agustinb3ab2 Braid 2022-09-10T05:56:57Z
2022-09-10T05:56:57Z
4.0
In collection Want to buy Used to own  
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  • Previous comments (14) Loading...
  • FarioMerreira 2021-12-13 12:46:24.125797+00
    soulja boy gets the point of the game
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  • SNAFS 2022-03-10 21:06:14.137284+00
    Horrible POS from gaming's most insufferable douche. Fuck Jonathan Blow.
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  • alliterativeAlpinist 2022-03-21 12:30:49.181335+00
    This comment is a metaphor for the atomic bomb
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  • twinkiemachine 2022-08-02 08:19:45.401454+00
    they got this game right, for people who smoke or people who drink.
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  • horrificroses 2022-08-25 18:25:25.940039+00
    My uni professor made us play this game like a sort of "required reading"
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