“Still wondering if games can be art? Here's your answer.” – Dan Whitehead, Eurogamer.
”Braid is made truly divine with emotional depth and a bittersweet humanity” -- Nick Suttner, 1UP.
”Braid's deep and mesmerizing tale is evergreen: it is outside of and beyond time.” -- Tom McShea, Gamespot.
There has been a lot of nonsense written about Braid. Give reviewers an artistic narrative to salivate over and they’ll lose all grip on reality. Anything that allows them to resurrect the “games can be art” argument will result in reams of absurd hyperbole as honest, grounded criticism is abandoned in favour of ridiculous superlatives.
This is the myth: that Braid is a deep and profound post-modern masterpiece.
In truth, Braid is a simple plaformer driven by puzzles that require you to manipulate time. It’s a clever and engaging adventure, yet most of the praise comes from the story that’s attached to this gameplay. I say “attached” because the abstract tale is almost wholly disconnected from the experience of actually playing the game. One minute it’s is about saving a princess (who is always in another castle), the next it’s about the atomic bomb. Little of this has any concrete relevance to what is happening in each stage, beyond a few tenuous links.
Although the ending squeezes in some dramatic revelations that hint at something or other, the bulk of the narrative feels like a loose collection of disconnected ideas. My problem with these disparate narrative strands is that they never join together to form a tale with any clear and explicit development or meaning. Braid is entirely what you make of it. This may be heaven for those with the patience to read through millions of possible interpretations, but for those of us who prefer a little more certainty the oblique plot serves only as a tiresome and irrelevant distraction from the actual gameplay.
In a way it’s fortunate that you don’t have to pay too much attention to the story, even though the narrative interludes are fairly overbearing for a platformer. Imagine Sonic the Hedgehog opening each level with a lengthy rumination on the nature of speed. Taken as a whole this is all a bit much, but some of the narrative aspects do enrich the basic gameplay. The sneaky reference to Super Mario made me smile, while the shock ending is a neat, albeit fairly meaningless, twist on platformer conventions. Equally, the melancholy atmosphere evoked by the solemn plot lends a wistful, ethereal…
Oh, sorry. I’m turning into a BRAID REVIEWER! Forget all the hyperbole. Let me describe Braid in a way that platformer enthusiasts will comprehend: it’s like Wardner meets Prince of Persia, with time travel shenanigans.
The basic time controlling mechanism is introduced in the first world. Press X at any point and time will begin to rewind. This means that death is never really an option, but Braid isn't all that concerned with survival. Solving the sixty puzzles and claiming the puzzle pieces that they conceal is all that matters. These puzzles have been carefully designed to encourage old-fashioned brainpower as well as accurate manipulation of time and traditional platforming skills.
There’s a puzzle early on that tests all three of these skills. When you first enter the room you’ll notice that the puzzle piece is off to the right in a little chamber sealed by a locked door. The key is up at the top of the room and can only be reached by navigating a short obstacle course while an endless supply of goomba-like creatures are fired at you from a cannon. Here’s the twist: in front of the locked door is a falling steel girder that drops into place just as you’re mid-way through the obstacle course. There’s no time to reach this key and return to the locked door. Or is there? The key is actually time-independent. So once you’ve collected it you can rewind time until you’re standing at the bottom of the room with the key in your hand. Simply hop off to the right, unlock the door and collect the puzzle piece. Huzzah!!
This is one of the simpler puzzles in Braid, but it’s a good example of the situations you’ll encounter. Sometimes the solution isn’t as obvious. What do you do when your path is blocked by a platform that can only be moved by pulling a lever? You pull the lever, of course. But how do you reach the puzzle piece that the platform is now blocking?
Just when you think you’ve come to terms with the basic concept of time travel, Braid throws a curveball at you. Each of the six worlds introduces a new slant on the central premise to keep the adventure feeling fresh and interesting. In World 3 moving to the left causes time to reverse itself, whereas moving to the right allows it to progress in the normal manner. So if you kill a goomba by jumping on it from the right, but then run back past it to the left, it will be resurrected. This is an innovative take on the “left to right” action present in almost every platformer since time began (i.e. 1983). You almost have to forget everything that the previous world has taught you and learn the game all over again.
Braid is not the revolution that some would have you believe it is. The supposedly "deep" narrative is disconnected from the core platforming action to the extent that it becomes irrelevant to your enjoyment of the gameplay. Despite this discord between plot and action, Braid is a charming experience when judged on its gameplay alone. It takes an inventive and unique approach to the platformer that makes it feel more relevant that many other XBLA releases (I’m looking at you MegaMan 9). It may not last all that long, but when has that ever been an issue? Hardly any of the “Golden Age” platformers lasted longer than the hour or so it takes to beat Braid, and the inclusion of a proper speedrun mode genuinely extends the gameplay. You may find it easy to solve the puzzles, but can you solve them all at the first attempt? I don’t think I’ve ever looked at a leaderboard before, but attempting a record time in Braid is a fun and very achievable challenge that keeps me returning to shave seconds off my time (currently: 43:14!).
I’ll leave you with the thoughts of Eurogamer’s Dan Whitehead: “Whatever you invest in Braid, it repays many times over.” It’s easy to dislike Braid, but give it a chance and you’ll be pleasantly surprised.
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Featured community review by JANUS2 (January 07, 2009)
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