Jonathan Blow - 2008 - PC/PS3/X360
Braid is my gold standard for puzzle design in video games. It introduces a simple concept - most of the puzzles in Braid revolve around time manipulation. You have control of a character and also control over of the flow of time in that character's world. It throws a few puzzles at you that require understanding of these concepts. It starts simple and then elaborates. Each stage tests your understanding of the previous stage's mechanics and also adds in a new layer of complexity. As an avid gamer, as a programmer, and especially as a fan of puzzle games, I'm usually able to learn and understand game systems very quickly. In most puzzle games, it's usually fairly easy for me to figure out where the game wants me to go, what it wants me to do and how I'm supposed to do it. There were a few puzzles in Braid where I just stared at the TV screen for minutes, just trying to comprehend the complex game systems that were being layered to create Braid's sublime puzzles. Braid's puzzles are completely mind bending, but in the best way. It feels great when a solution clicks and you finally figure out what you're supposed to do. And it boggles my mind even more to think how the developer came up with these puzzles.
Braid's levels are divided up into 5 short worlds. Each world introduces and elaborates on a new puzzle solving mechanic. For instance the first world, which is labeled world 2 for some reason, simply introduces character movement and the rewind time mechanic. You can move left and right on a 2d plane and jump just like a platformer. Then it teaches you that you can rewind time to undo your actions Prince of Persia style. This can of course be used to cheat death and undo platforming mistakes you make. You'll need to collect all of the puzzle pieces in each world to unlock final world in Braid. Puzzle pieces are always obviously placed, but difficult to obtain. They are frequently placed behind locked doors or put up high in the air and its up to the player to figure out how to obtain them, which requires a good understanding of the game's time mechanics. A heads up though - the first world is home to my least favorite puzzle in the game. Anyone who has played Braid before knows the one I'm talking about. The solution is kind of ridiculous and out of place with the rest of Braid's excellent puzzle design. You're not wrong for looking up the solution for how to get all of the first world's puzzle pieces.
The second world introduces objects that have a green glow on their outline. With these objects, their physical position and movement is completely unaffected by the flow of time. This concept can be trickier than you would think. In the third world, the flow of time is directly tied to your character's physical position. As you move forward, time advances. As you walk backward, time rewinds. This idea is then combined with the second world's mechanics to create some really mind bending puzzles. The fourth and fifth worlds are similar, both introducing new mechanics and combining them with concepts from previous worlds. The fifth world especially is home to some really excellent and difficult problems.
Where Braid falters a bit is with its story. It's presented by reading short bits of text that are found before each level. The narrative feels very abstract and artsy. There's not a clear sense of who the main character is or what he's struggling with. There's something about the main character and a princess he's in love with or used to be in love with or something, I don't know. It's so unclear and "open to interpretation". I still can't decide if the ending to this game makes any sense or not. I kind of don't think it does. It feels like the developer may have had some message or theme he wanted to communicate to the player, but Braid failed to connect with me on a narrative level.
Summary:
Overall, Braid is a good demonstration of excellent game and puzzle design. Aside from that one stupid puzzle in the first world, I've never been so impressed by creative ideas mixed with well thought out design. It's a bit short and the story is kind of nonsense, but Braid more than makes up for that with its sublime puzzles. If you like these types of problem solving games, Braid is absolutely a must play. The Witness, Jonathan Blow's next game, should be out in the coming months. It's definitely my most anticipated game of 2014 and I'm hopeful it'll be as well made as Braid. Expect a post on it later this year.
Braid's levels are divided up into 5 short worlds. Each world introduces and elaborates on a new puzzle solving mechanic. For instance the first world, which is labeled world 2 for some reason, simply introduces character movement and the rewind time mechanic. You can move left and right on a 2d plane and jump just like a platformer. Then it teaches you that you can rewind time to undo your actions Prince of Persia style. This can of course be used to cheat death and undo platforming mistakes you make. You'll need to collect all of the puzzle pieces in each world to unlock final world in Braid. Puzzle pieces are always obviously placed, but difficult to obtain. They are frequently placed behind locked doors or put up high in the air and its up to the player to figure out how to obtain them, which requires a good understanding of the game's time mechanics. A heads up though - the first world is home to my least favorite puzzle in the game. Anyone who has played Braid before knows the one I'm talking about. The solution is kind of ridiculous and out of place with the rest of Braid's excellent puzzle design. You're not wrong for looking up the solution for how to get all of the first world's puzzle pieces.
The second world introduces objects that have a green glow on their outline. With these objects, their physical position and movement is completely unaffected by the flow of time. This concept can be trickier than you would think. In the third world, the flow of time is directly tied to your character's physical position. As you move forward, time advances. As you walk backward, time rewinds. This idea is then combined with the second world's mechanics to create some really mind bending puzzles. The fourth and fifth worlds are similar, both introducing new mechanics and combining them with concepts from previous worlds. The fifth world especially is home to some really excellent and difficult problems.
Where Braid falters a bit is with its story. It's presented by reading short bits of text that are found before each level. The narrative feels very abstract and artsy. There's not a clear sense of who the main character is or what he's struggling with. There's something about the main character and a princess he's in love with or used to be in love with or something, I don't know. It's so unclear and "open to interpretation". I still can't decide if the ending to this game makes any sense or not. I kind of don't think it does. It feels like the developer may have had some message or theme he wanted to communicate to the player, but Braid failed to connect with me on a narrative level.
Summary:
Overall, Braid is a good demonstration of excellent game and puzzle design. Aside from that one stupid puzzle in the first world, I've never been so impressed by creative ideas mixed with well thought out design. It's a bit short and the story is kind of nonsense, but Braid more than makes up for that with its sublime puzzles. If you like these types of problem solving games, Braid is absolutely a must play. The Witness, Jonathan Blow's next game, should be out in the coming months. It's definitely my most anticipated game of 2014 and I'm hopeful it'll be as well made as Braid. Expect a post on it later this year.
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