Tuesday, February 2, 2016

RETROSPECTIVE - Braid

   Video games, as I’m always eager to point out, are a form of art, and very few people have captured the spirit of this idea as well as Jonathan Blow. Blow is an independent developer with keen eye for nuanced story and complex, yet enjoyable game mechanics. His newest piece, titled “The Witness,” was released last week for the PlayStation 4 and Windows platform. This new title promises hours of peaceful exploration, elaborate yet intriguing puzzles, and pleasantly bright graphics for one to enjoy. 

A look at Blow's "The Witness," which contains some of the loveliest graphics and vistas that I've seen in a while, which beg to be explored. 
   For this article, however, I would like to offer a look back to Blow’s first title, Braid. Released in 2008, this small 2D platformer looked simple on the surface, but as the player plunges deeper into the story and gameplay a great deal of depth is revealed. Let’s take a look at what made this title truly great! 
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   First off, a brief description of how the game works. The story is about Tim, a pretty boy that has lost his princess and must go on a quest to recover her from an evil monster. If you think that sounded familiar, it’s probably because it’s an almost perfect description of a certain game Nintendo has been making for the past twenty years (There are even castles at the end of each stage, containing a character that states that he’s sorry, but “Your princess is in another castle." For crying out loud!) 

A reference to Mario, though that mushroom-addicted plumber could only dream of scenery this nice!

   However, this game is anything but derivative, which is evident by the way it plays its unique ideas skillfully. Honestly, the best way to describe a game such as this would be as a marriage of Mario & Doctor Who, or puzzle platforming combined with time manipulation mechanics. The Mario comparison becomes apparent from the outset, but the time manipulation is a bit more complex. In order to solve most puzzles in the game, the player is invited to hold down a set button to reverse time, which can be used to reverse mistakes and accidental deaths in manner reminiscent of Prince of Persia.
   This kind of easy-to-learn, hard-to-master gameplay mechanic mesh seamlessly with the rousing soundtrack and lovely graphics that make up the game’s bulk, offering a peaceful yet intelligent experience. However, despite how lovely the game looks and plays, I’d like to take a special moment to recognize the nuances of the story.

A quick glance at the graphic style. From this screenshot, we can also see examples of the enemies as well as the platform puzzles that the player is expected to overcome.
   Despite the slight annoyance that comes when narrative is shown in blocks rather than weaved into gameplay, there’s a depth and complexity that was hard to match within the game’s text boxes. As mentioned before, the initial scenario is as box standard as one can get: Love Interest is in trouble, rescue Love Interest. After reading through the provided text, however, the player will soon understand that Tim had been making poor choices with his life, causing his relationship with the Princess to crumble with every passing day. Without wishing to spoil the ending, (I heartily recommend this game, so I shan’t give all of the plot specifics) the previous events of the game begin to fall into place and form a desperate picture of who Tim really is, and how his mind works. You get to see how truly flawed he is as he struggles to comprehend his own wrongdoings and obsession with turning back the past. It made me take a look at how I view the world, and left me emotionally drained and satisfied by the time the credits began to roll.
   With all of the pieces slipping neatly into place, Braid is easily one of the best indie games in recent past for its innovative gameplay alone. With the story being the true icing on this contemplative cake, you’ll wish you could reverse time to play it again and again. 
   Want to discuss the merits of Braid, and what your own interpretation was of the main points? Feel free to continue the discussion in the comments below, or on Twitter @GamerGweek ! 

   Written by Spence

3 comments:

  1. Braid was... an experience. Did you interpret it in any way, or did you just take it at face value?

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    1. I interpreted it as a more internal story than an external. The time mechanics were Tim's intentions to fix his problems and the princess is an ideal love than a physical person. It was almost like the whole story took place in his head more than a physical challenge that he had to overcome. Either way, I don't agree with the Princess-Is-A-Bomb theory to any extent :P

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