Braid, Reviewed [XBLA]

Posted on Tue, Aug 5, 2008 in Featured, Reviews, Xbox 360  

Braid is breathtaking. This isn’t hyperbole, exaggeration, or any kind of overstatement. You’ll undoubtedly be audibly wowed by the initial, and final scene, as well as everything in between. One of this Xbox Live Arcade title’s less appealing features, however, is the mundane platforming that makes up the entirety of the short-lived adventure. But with the simple addition of time manipulation, Braid becomes more endearing and emotionally charged than I thought possible.

The focus of Braid is collecting various puzzle pieces by solving the game’s environmental riddles, which drastically differ from stage to stage. The hero’s Rewind power allows him to rewind time and undo his mistakes, create duplicate copies of himself, and other clever things that I’m not going to spoil. By collecting each piece of the puzzle, you’ll assemble a small jig-saw to depict an image that is not only pretty to look at, but can be used in various ways to affect gameplay. The simplicity of the gameplay is slightly deepened by its most beautiful thing.

And while basic to start, the bountiful jumping/time-bending puzzles become difficult to the point of frustration. Thankfully, if players aren’t comfortable with the ludicrous difficulty of certain puzzles, they can bail out of a stage and come back later once they’ve got a more firm grip on the ever-changing, but intelligently implemented gameplay features. This is greatly appreciated on my end: Braid’s constant changing of its own rules allows for some unexpectedly exciting platforming in what I initially believed to be a cookie-cutter key-collecting game.

The first few levels use the platformer’s twist of time-reversal to adjust level environments, trick enemies in to dangerous places, pick up items for you, and boost the every-man protagonist, Tim, back to a ledge after jumping down for a key. As you advance, you’ll begin to notice different colors surrounding various items and enemies, realizing that certain green-hazed objects aren’t affected by time-bending or that character-duplication is required to activate a series of levers that are sparkling purple.

But when the game fails to explain these new rules, it’s an exercise in agony as you struggle to figure out the tricks that Braid has laid out before you. With no upgrades, you know that every solution is available now, and when you finally nail it, you’ll feel so filled with satisfaction that the amazing addiction to winning just won’t go away.

Unfortunately, since so many of the puzzles require various key-collecting and lever-pulling combinations in seemingly impossible situations, it’s a gigantic pain to actually finish the game. Advancing to the first world (which is unlocked after completing the second through sixth – it’s a story thing. You’ll get it when you play) is a nuisance since you need to fully solve the five other worlds and, like most things, its existence is never mentioned.

Without fully experiencing the game to the fullest, it’s impossible to complete it, which is infuriating considering it’s something you’re paying for.

It’s an incredible experience but Braid’s entertainment value relies solely on how much you enjoy solving the brain-teasers. Otherwise, the monotony of jump, jump, rewind, jump, may get under your skin as soon as the higher-than-usual $15 (1200 Microsoft Points) price-tag does. Braid’s short length could be a disappointment as well, but the difficulty of the platforming and meticulously created puzzles combination is satisfying and the story inspiring.

The overall engrossing experience is what you’re here for; this is a truly riveting artistic expression with a deep challenge and a sad underlying story that’s inspiring and absolutely jam packed with clever metaphors.

The overarching metaphor, however, is Braid itself. The fundamental mechanics transcend time (almost 20 years in our past) but somehow designer Jonathon Blow has managed to advance the genre forward with a game that reflects that very idea: going back in time, fixing errors, and moving on.

My head hurts just thinking about it. Bravo.

Rating: ★★★★☆

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This post was written by:

Mitchell Dyer - who has written 218 posts on nukoda.com.

Mitchell Dyer is an Alberta, Canada-based Reviews and Previews Editor for Nukoda.com, as well as a freelance videogame word typer with Official Xbox Magazine and OXMOnline.com where he writes reviews, features and more nonsense.

11 Comments For This Post

  1. Rob Says:

    I tried to find Braid on XBLA here in the states (Alaska IS in the US), but it wasn’t there. Very interesting. Good review, though. I like it when a reviewer actually tells me when a game isn’t all perfect and stuff.

  2. Dustin Barton Says:

    You just saved me $15, thank you. Here’s to hoping Castle Crashers is only 1200…sadly, i don’t think it will be :(

  3. Mitchell Dyer Says:

    Braid is available this Wednesday (i.e. today as you’re likely reading this!

    Check Live on the 6th of August if you’re interested.

  4. ofcrazed Says:

    4 stars seems a lot after reading what you wrote.

  5. Dustin Barton Says:

    @ofcrazed, that’s because it was 3 when the article was first posted :P 3 stars is the most this game should get. I just tried the demo and without the help of the internet, i never would have gotten the puzzles pieces in the EXACT spots they had to be without the help of others…so the lack of any sort of help or tutorial solidified that this game is mostly hype.

    I will admit though, it looks great, if only it played as well, too :(

  6. Mitchell Dyer Says:

    I do feel down on its difficulty, and I think that people will not like its simplicity, but as I stated: I really did.

    And believe me when I tell you the demo isn’t enough. I had to spend a lot of time with it to “get it” but when Braid clicks, you’ll really see how smart it is.

    The puzzles are super, super hard. Getting some of the pieces in INSANELY difficult, which obviously didn’t resonate with you, but conquering that challenge makes me so happy. I got ONE piece last night that I’ve been waiting on and it made me high five myself. I was pumped.

    Also, the story has a lot to do with the score. Despite its subtlety, what it stands for is f*cking brilliant.

  7. ofcrazed Says:

    Thanks for the score clarification.

  8. Mitchell Dyer Says:

    The more I play, the more I regret that 4. I may have low-balled this.

  9. Rob Says:

    Yeah, I got the demo and WOW. what an amazing turn on the platformer, and some subtle meta on the whole princess in a castle thing. giving the hero motivation for finding the princess in the first place. really great demo, exceedingly difficult, and I may just have to buy it.

  10. Mitchell Dyer Says:

    The ending to Braid is INSANELY AWESOME. OH MY GOD.

  11. Jason Evangelho Says:

    World 3 – Irreversible = Bane of my existence. Then I got it, and the game mechanics instantly “clicked.” It is a thrill to solve these puzzles.

    It’s also refreshing not to be held by the hand with endless tutorials. You’re thrust into the world of Braid, and you simply have to deal with it, learn it’s rules, and adapt.

    This’ll consume my weekend.

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