Braid Forum

Braid is a video game that consists of 5 releases

Braid's Themes/Ending (SPOILERS, AHOY!)

Topic started by nutter on Aug. 10, 2008. Last post by Fondue 2 weeks ago.
Post by DerBonk (47 posts) See mini bio
726 ACH / 14826 P

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While I am trying to get one star that simply takes time to get, I just wanted to chime in and say two things:

1. Let's be careful not to drift off topic and discuss if games are art too much, I'd hate to see this thread go away. If games are art comes down to what art actually is and that basically lies in the eye of the beyholder, I guess ;) I do think, most games can be seen as art. But I can also see, why people would say, that they are not art. It's just not really an important discussion imho, in the end art is just a label.

2. I agree with Matt on the importance of Braid. I do think there are some games, that have tried similar things, you mentioned Rez and SotC. Especially Rez, which also has a deeper storyline than you might expect. I also agree that Braid is one of the very few games that get it right. I do think Portal is another example, but it is much more geared towards entertainment than Braid. Especially getting the stars right now is rather tedious and VERY difficult, it is rewarding, but entertaining....I don't know. This is, of course, also Jonathan Blow telling us how stupid collecting arbitrary stars/coins/rings/pieces of underwear in games really can be. A lot of games don't even really reward you with anything besides the number 100 before %. We should also talk about all the gameplay metaphors in Braid. There obviously is a lot of Mario Bros in there. I also saw some Ico, when you are helping the Princess (of course that gets reversed, but still), I felt so emtionally attached to the princess in that scene, which made the twist to come even harder and more devastating. The general structure, as I have said, reminds me of Rez, where there is one (hidden) world which actually is the most important one. You can't say you played Rez, if you have never played the fifth world. I am sure that there are WAY more references, I can't think of any right now, but it'd be nice to collect a list somewhere, could go in the actual article.

On a different side note: David Hellman (the creator of all the visual art) wrote a great series on his blog about the art of Braid, I hope you have all read it already, it's really interesting. He also hints that there might be something up with the flags in front of the castle. So, I looked at them and they do look like those signal flags you can see on some ships. Looked that up on Wikipedia ( http://en.wikipedia.org/wiki/International_maritime_signal_flags ) and here is the result:

  • World 2 (blue/white small checkered) means "N - Negative"
  • World 3 (red/white checkered) means "U - You are running into danger"
  • World 4 (yellow/black checkered) means "L - In harbor: The ship is under Quarantine/At sea: You should stop your vessel instantly/With four numerals, latitude/Inport: Radiological Hazard"
  • World 5 (blue cross on white) means "X - Stop carrying out your intentions and watch for my signals"
  • World 6 (yellow and blue thick stripes) means "K - I wish to communicate with you. With one numeral, I wish to communicate with you by; 1) Morse signalling by hand-flags or arms; 2) Loud hailer (megaphone); 3) Morse signalling lamp; 4) Sound signals. Inport: Man Aloft."

I hope I got them all right, but it looks like they fit. Especially interesting is "Radiological Hazard", of course, fits Nutter's interpretation VERY well. I think it is VERY interesting that 5 and 6 go towards someone trying to communicate, to tell the player about something.  Of course after that, there is no world, there is just World 1 going back to the beginning. I do think that Blow communicates with the player directly through these flags, breaking the fourth wall (after all I looked it up on Wikipedia, so the wall was not only broken, but freakin' blown to bits ;) ) and he either wants you to pay attention during World 1 and the Epilogue or there is something else. I don't know. It could also just be intricate foreshadowing, which woudl also make sense and be very impressive as well. This game is just crazy.




Post by nutter (9 posts) See mini bio
2036 ACH / 40352 P

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Vaxadrin said:
"Did anyone else notice that the collecting the puzzle pieces makes a sort of discordant, unpleasant sound?

They sound like a bunch of trombones & xylophones all playing random notes at once.  It has that "chime" sound that videogames have to let you know you collected something important, but at the same time it's not neccessarily a pleasant sound like a 1up in Mario or a ring in Sonic.  Instead it's an atonal blast, almost as though it's not neccessarily a good thing to have the puzzles put back together."
I hadn't thought about that until now, but I think you're right. Even when the puzzle is pieced together, there's no fanfare. It's kinda bleak, the game's reaction to your solving a puzzle.

I'm assuming the dissonant sound has to do with the pain of reconstructing reality out of the idealized fictional past that Tim has made up in his own mind. In coming to terms with what he is, he's making these painful discoveries and piecing them together.


Post by nutter (9 posts) See mini bio
2036 ACH / 40352 P

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BoG said:
"Reading through some of the text again, I get sort of a Freud vibe. Chapter 5 it is quite apparent, what with whisperings into his mothers ear things only a soul mate should. Then, with the games themes of choice, we see decisions in Tim's life relating to Freud's concept of the satisfying our desires for pleasure and of morality. Finally, the whole idea concerning it being an allusion to the Manhattan project reminds me of Freud's defense mechanisms. Perhaps these memories are being regressed, Tim is covering up his memories and altering them to keep himself sane, though it is all a lie.

I must say, Matt, your description of the both the ideas of time and player - game designer relationship seem spot on to me. Great thinking on that one."


I DEFINATELY believe that the story is a matter of reconstructing Tim's memories and, in doing so, learning who Tim is as a person. That's where I initially thought that the whole thing was rather Mulholland Drive-esque. RobDaFunk pointing out that Mulholland Drive's director, David Lynch, is mentioned in the credits all but confirms that for me. The repressed memories are in that state due to his mind blocking out some horrible climactic truth. In my original post, this truth is the bomb. It could also be throwing so much away in search for an unobtainable perfection. It could also be that he's a bit of a misogynist (there are a few instances of violence against women in the game).

Re: the misogynist angle, he was violent with his mother and dismissive of women in his life. He dropped them rather easily in search for something better and often imagined them waiting and loving him. Then when you read the hidden texts in the epilogue, they're pretty mean in their content. The book where Tim runs through Manhattan and the subways leading a girl to safety, for example. That text gets changed to three different versions of girls protesting. They cite pain, being dragged off to a place they don't want to go, etc. This could be a sign that he's been repeatedly violent towards women in that same situation. Could he be a predator? That reality could be enough to cause some repression of memories.

Going down this line of thought, could the girl at the end be the princess? If the princess is really a woman, maybe he was searching for a perfect woman and found her. He seems like a stalker standing outside her bedroom window. Maybe scaring this woman into the arms of her knight in shining armor is what wakes Tim up to his creepy and violent tendancies....


Just another theory off the top of my head. I love this thread by the way. There are a TON of great ideas and observations in here.



Post by oraknabo (236 posts) See mini bio
580 ACH / 10198 P

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I finished Braid last night, though I need to go back though and get the stars. I think too much is being made of the Atomic bomb stuff. I think a case could be made for Tim being a scientist, but I don't think there was any kind of nuclear holocaust or real creation of time powers. I focused more on the interaction of the text before the epilogue, the puzzles and the "closure" level. I think the bomb might be more symbolic of the destruction Tim has brought on his own life. The rest of the epilogue seems to be more about his childhood and the seeds of his psychological issues.

The story I get from Braid is that Tim was married and lost everything. The completed puzzles tell of the mistakes he made - infidelity, alcoholism, maybe even child abuse - all fueled by a deep feeling of dissatisfaction that leads him to pack up and leave his wife, but things go even worse because he doesn't stop drinking and ends up homeless and deranged. You then play Tim as he tries through a delirious, schizophrenic haze to "pickup the pieces" and recover the memories of his past. But on top of it all is an obsession, maybe with someone he loved before his unhappy marriage or one of the women he cheated with, and his search to put his life back together becomes a quest to find "the princess".  It seems that she has moved over the years and Tim has to do some searching before he finds her "castle".

The text before world 1 talks about how Tim sees things in opposite of the rest of the normal world and once the "princess" wakes with Tim looking in from her balcony, what we saw from Tim's view as an attempt to "save" her - as he climbs through the final level with her help - becomes in real-time, an attempt to chase her as she flees from her home into the arms of a real savior, desperately trying to impede his progress.

I'm not familiar with the physicist mentioned, but the title reminds me of Douglas Hofstadter's book,  Godel, Escher, Bach: An Eternal Golden Braid that deals with math, art and music and ideas like undecidability, recursion, and strange loops. The title also makes me think of Rapunzel and Tim's attempt to climb to the balcony in the final level. Overall though, I think the main meaning is just how well the game intertwines the text, art and gameplay into a total experience.


Post by Bennyishere (642 posts) See mini bio
2499 ACH / 51538 P

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I finished Braid today, but reading this thread I realize I should play it again. A lot of the points made in this thread seem very likely. Hopefully I'll get back to you with a better assessment. At first I went with the stalker theory, but I'm having second thoughts. I've certainly got a lot more thoughts out of Braid than I have in any other XBLA title!
I am very excited to see what collecting all the stars does.


Post by BoG (2,790 posts) See mini bio
303 ACH / 5272 P

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oraknabo said:
"I finished Braid last night, though I need to go back though and get the stars. I think too much is being made of the Atomic bomb stuff. I think a case could be made for Tim being a scientist, but I don't think there was any kind of nuclear holocaust or real creation of time powers. I focused more on the interaction of the text before the epilogue, the puzzles and the "closure" level. I think the bomb might be more symbolic of the destruction Tim has brought on his own life. The rest of the epilogue seems to be more about his childhood and the seeds of his psychological issues.

The story I get from Braid is that Tim was married and lost everything. The completed puzzles tell of the mistakes he made - infidelity, alcoholism, maybe even child abuse - all fueled by a deep feeling of dissatisfaction that leads him to pack up and leave his wife, but things go even worse because he doesn't stop drinking and ends up homeless and deranged. You then play Tim as he tries through a delirious, schizophrenic haze to "pickup the pieces" and recover the memories of his past. But on top of it all is an obsession, maybe with someone he loved before his unhappy marriage or one of the women he cheated with, and his search to put his life back together becomes a quest to find "the princess".  It seems that she has moved over the years and Tim has to do some searching before he finds her "castle".

The text before world 1 talks about how Tim sees things in opposite of the rest of the normal world and once the "princess" wakes with Tim looking in from her balcony, what we saw from Tim's view as an attempt to "save" her - as he climbs through the final level with her help - becomes in real-time, an attempt to chase her as she flees from her home into the arms of a real savior, desperately trying to impede his progress.

I'm not familiar with the physicist mentioned, but the title reminds me of Douglas Hofstadter's book,  Godel, Escher, Bach: An Eternal Golden Braid that deals with math, art and music and ideas like undecidability, recursion, and strange loops. The title also makes me think of Rapunzel and Tim's attempt to climb to the balcony in the final level. Overall though, I think the main meaning is just how well the game intertwines the text, art and gameplay into a total experience."
Yes, I must completely agree. I had thought that the whole idea of Tim working on the manhattan project seemed out there, but in your context, it makes sense, the whole atomic bomb idea is simply another metaphor. The game seems full of metaphors, as you mention picking up the pieces, which I had also noticed, one of the easier things to pick up one.

Also, I think perhaps Tim may have some sort of dissociative disorder (likely due to the stress he has gone through), which is why he is picking up the pieces, and I'm looking for something to confirm this.


Post by oraknabo (236 posts) See mini bio
580 ACH / 10198 P

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nutter said:
"BoG said:

RobDaFunk pointing out that Mulholland Drive's director, David Lynch, is mentioned in the credits all but confirms that for me.

It's funny. I hadn't noticed David Lynch in the credits, but in Lynch's film, Lost Highway, he lists Kurt Godel as a technical advisor, one of the main subjects of the Hofstader book I mentioned above.


Post by Moe (14 posts) See mini bio

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wat the hell i played the demo and it sucked!!!!!!!!!! BORING BLAND and liked by RYAN DAVIS. That guys got the worst taste. I heard he stayed up to 12 on new years just to play animal crossing.

BoG edit: I should delete this, as it is trolling, but it adds personality. It stays!


Post by MattBodega (427 posts) See mini bio
1304 ACH / 21448 P

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Moderator

Moe said:
"wat the hell i played the demo and it sucked!!!!!!!!!! BORING BLAND and liked by RYAN DAVIS. That guys got the worst taste. I heard he stayed up to 12 on new years just to play animal crossing.

BoG edit: I should delete this, as it is trolling, but it adds personality. It stays!"
That's.....that's just awesome.


Post by BoG (2,790 posts) See mini bio
303 ACH / 5272 P

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Ok, just noticed something. On my star run through, I haven't been putting the puzzles together. I've noticed that all take the same shape on the screen, a sort of tic-tac-toe pattern. No idea if this means anything,  but with this game you never know.


This post by BoG (2,790 posts) was deleted by the mods

Post by oraknabo (236 posts) See mini bio
580 ACH / 10198 P

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I missed this in my earlier post, but I don't see any reason the "princess" couldn't just be the wife Tim left and he is just an alcoholic runaway husband returning to stalk a wife that is now "in another castle" than the home they made together.


Post by BoG (2,790 posts) See mini bio
303 ACH / 5272 P

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One thing. This puzzle game is exactly that. The entire game is a puzzle by itself, consisting of many little puzzles. Just an idea that popped into my head that I had to share.

Ok, did anyone see the poem in the credits? It could be worth mentioning (perhaps this is related to my getting all of the stars?)

Who has see the wind?
Neither you nor I:
But when the trees bow down their heads
The wind is passing by.
    -
Christina Rosetti

The wind is passing thro'.
But when the leaves hang trembling
Neither I nor you:
Who has seen the wind?


The first piece is at the beginning, second at the end.


Post by Vaxadrin (1,788 posts) See mini bio

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....there's credits?  I don't recall having seen them.  Are they in the menu?

oraknabo said:
"I missed this in my earlier post, but I don't see any reason the "princess" couldn't just be the wife Tim left and he is just an alcoholic runaway husband returning to stalk a wife that is now "in another castle" than the home they made together."
Occam's Razor.  Cuttin' that shit.


Post by oraknabo (236 posts) See mini bio
580 ACH / 10198 P

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There is also the possibility that the whole game is the deranged Tim wandering around their old, empty house looking for her before he finds out where she really lives.


Post by BoG (2,790 posts) See mini bio
303 ACH / 5272 P

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Vaxadrin said:
"....there's credits?  I don't recall having seen them.  Are they in the menu?

oraknabo said:
"I missed this in my earlier post, but I don't see any reason the "princess" couldn't just be the wife Tim left and he is just an alcoholic runaway husband returning to stalk a wife that is now "in another castle" than the home they made together."
Occam's Razor.  Cuttin' that shit."
Yes, the menu, under Help & Options.


Post by Player1 (1,898 posts) See mini bio
821 ACH / 16675 P

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wow I truthfully never thought of it this way. You seem right to me, all your ideas make sense. It all makes sense now. 
EDIT- just read all the others guys' explanations. I guess the story is kinda up to you. To be truthful, the entire time I thought Tim was actually trying to find a lost wife, his princess. I thought that by rewinding time, he was trying to make the perfect relationship.

But it didn't work, because it was to perfect. He rewinded everything, stopped time at every mistake. Then I really didn't know what happened.

So I guess my decision is the atom bomb thing, though while playing the game that thought never would have crossed my mind. They do leave it open for whatever though. 

To further your thinking check this out!

  
 

The princess defiantly blows up. You are right man. 


Post by Vaxadrin (1,788 posts) See mini bio

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A more in depth take on the atomic bomb angle expressed in the OP:

http://www.rllmukforum.com/index.php?showtopic=190136%C2%A0


Post by DerBonk (47 posts) See mini bio
726 ACH / 14826 P

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Okay, I guess this just spoiled some things about the 8th star already, I don't think we should open another thread for that then. I guess we are going to get all the stars very soon anyway, or we won't ever, because they are FRACKIN impossible to get ;)

On topic: I love, love, love what all you guys think, it's just so interesting to read and so wonderful to get so many reactions. The "husband and wife" theory sound VERY promising and I guess if you mix everything up, you get an even better picture. Maybe Tim is just imagining that he is part of the atomic bomb test team, because he is a scientist and what happened between him and his wife (I don't think he necessarily is/was abusive) reminds him of that first bomb test, something you wish you could rewind, take back, undo. I think when he stalks his former wife and she runs away, she is running towards her new husband/boyfriend. This was my first impression (as I wrote above) any way and it just makes me so sad, how desperate Tim is.

Then again, I stand by my interpretation of the last page of the Epilogue. This is not about the story Blow tells the player, it's about what the player takes away from what Blow is presenting. Pick the bits and pieces that are important to you and you will get your personal castle (i.e. interpretation, meaning, message). I think that's what makes Braid's story so strong, everybody can relate to some parts and build his/her own castle. I would really be interested if our interpretations are linked to who we are and the experiences we have made. I for my part have a great fear of loosing my girlfriend to another guy (nearly happened once) and also of making mistakes I can't take back, so that's the strongest part that I took from Braid. To me it's about relationship. Now, nutter, are you a scientist or aspire to be one? ;)

On a side note: I think it is great, that the credits are in the menu, this emphasizes that Braid has no end and is absolutely non-linear.

EDIT (did not want to double post):

I just got all the stars and discovered a nifty little tid-bit, I won't spoil it, if you don't ask for it. Just rewind after you "got closer to the princess" in the level Braid (for a spoiler filled description, go to the stars thread). Now, having all the stars got me thinking, what contellation is that any way ? I looked them all up and here it is (I think, I could very well be wrong, but it is the closest one imo): Virgo ( http://www.astronoo.com/uk/springConstellations.html ) or the Virgins. This is so very fitting, this constellation represents the princess of course. Now, I looked Virgo up on Wikipedia and it seems like there is some uncertainty to what her mythological background is. She can be seen as many goddesses ( http://en.wikipedia.org/wiki/Virgo_(constellation)#Mythology ), but the two most interesting ones I think are:

  1. Astrea ( http://en.wikipedia.org/wiki/Astraea_(mythology) ), who was a personification of justice and "Astraea was the last of the immortals to live with humans during the Iron Age, the final stage in the world's disintegration from the utopian Golden Age. Fleeing from the wickedness of humanity, she ascended to heaven to become the constellation Virgo; the scales of justice she carried became the nearby constellation Libra", this would support the atom bomb theory. You have a new age, the atomic age and of course there is lots of wickedness of humanity involved
  2. Persephone ( http://en.wikipedia.org/wiki/Persephone ), she wa abducted by Hades (i.e. Tim) but freed by Zeus (i.e. Knight). BUT due to eating some seeds, she has to return to Hades for four months each year. This could be the stalking element, the terror from before always coming back. (In the myth it explains why we have winter, because she is a goddess of nature and when she goes away, flowers stop blooming etc. I think that's just beautiful)

So, again it is still very open to interpretation and a tiny spoiler if you haven't gotten all the stars yet: 

The image appearing around the constellation is a chained woman in a dress, which I guess is the princess. But why is she chained ?!? I'm not sure yet. In the stars thread, there was speculation, that maybe you reached your goal and caught the princess. Maybe it's just a symbol for what Tim wants and it shows what it would actually do to her. I'm not sure.

Spoiler end

I am also still wondering what that booth below the constellation is. Every tiny detail had some purpose in this game. What's the purpose of this? Especially with the shutters down, I think they might open one day. Maybe starting August 23rd (or something), as it is the time of the constellation Virgo....

EDIT AGAIN:

I just looked the terms from the alternative candy store text up and it just blew my mind ( http://en.wikipedia.org/wiki/Ethical_calculus http://en.wikipedia.org/wiki/Magnetic_monopole http://en.wikipedia.org/wiki/Digital_physics#It_from_bit ). To me it all points towards the princess being the answer to life, the universe and all the rest. It's the ultimate answer. Ethical calculus is about the ultimate, optimal ethical course of action. Magnetic monopels are used for Unified Theories and the It-from-bit is so fundamental, it's about the core of what is. It's just crazy, especially since it makes sense in the context of Braid. And again it leaves our interpretations open: Tim could be a scientist, a philosopher, a programmer ror just a geek ;) Whatever you think he is. I love it.



Post by Illmatic (762 posts) See mini bio
1289 ACH / 22205 P

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**SPOILER SPOILER SPOILER**
***ALT ENDING SPOILER***
***ALT ENDING SPOILER***

That actually clears up so many questions I had about the game. I hadn't even realized that the backdrop of the opening area was in fact a burning city till you mentioned that. I'd like to add though that when you get 7 out of the 8 stars and play world 1 again, it changes the level in that it makes it possible to reach the girl, but when you do a massive explosion fills the screen in white light. When the light clears, the princess is gone and you stand there alone. All the music is stopped and when you go to the bed, all that lies there is the eight and final star. I'm not good with analogy so I'll just leave it at that.


Post by Vaxadrin (1,788 posts) See mini bio

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What about the bathroom in the house?  In it there are what look like toy blocks up on the shelf.  The letters are:

"W A S D" (like the directional controls for most games on a keyboard, in the same layout, too!) on the left, and "I" on the right.

My first instinct was that they're some sort of controls adjustment room for the PC version, but I'm not so sure considering there's already a menu outside the game.


Post by nutter (9 posts) See mini bio
2036 ACH / 40352 P

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Post by nutter (9 posts) See mini bio
2036 ACH / 40352 P

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Vaxadrin said:
"A more in depth take on the atomic bomb angle expressed in the OP:

http://www.rllmukforum.com/index.php?showtopic=190136%C2%A0"

Thanks for that. I wasn't familiar with the nautical flags (I know they've been mentioned already in this thread), but most of that information I'm right on board with.

I'd love/hate hearing from Jonathan Blow about the message he intended to communicate in both theme and narrative.


Post by Tarsier (1,348 posts) See mini bio
524 ACH / 8920 P

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Yeah you could make the same kind of analyzation of a Mario game.. =P


Post by Met2609 (344 posts) See mini bio
351 ACH / 5157 P

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This discussion has my head reeling. I never thought an Xbox Live Arcade game would bring up such in-depth philosophical discussion. :)


Post by Gregomasta (399 posts) See mini bio
768 ACH / 8511 P

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So who's the brown dinosaur?


Post by DerBonk (47 posts) See mini bio
726 ACH / 14826 P

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Tarsier said:
"Yeah you could make the same kind of analyzation of a Mario game.. =P"

I don't think so, but I guess you were joking anyway ;)

Gregomasta said:

"So who's the brown dinosaur?"
That's a good question. The dinosaur is somewhat reasonable, asking if Tim really knows that there is a princess. Maybe he represents a part of Tim, that is still sane, Tim has definitely seen the Dino next to the Princesses bed in World 1 and that's why he appears later on.



Post by SpaceInsomniac (421 posts) See mini bio
1199 ACH / 22628 P

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This is how I saw things:

Early on, Tim is very concerned with the mistake he made, and the story seems to suggest it is something that could not be undone. We learn about the princess, and how the mistake caused her removal from Tim's life. Near the end of the game, we a told of the ring, and how it made Tim feel unapproachable, how others felt distant, and how it made him feel like everything was moving in slow motion. This is the first major clue. Another comes in the form of the dino character telling Tim "The princess isn't here, are you sure she really exists?" or something like that.

When you enter the final level, you see the princess as running from a knight of some sort, and she helps you in your quest to reach the castle. This only happens until you reach the window, which is where you learn the truth. The fact is that the mistake Tim made didn't cause the princess to leave, the mistake made was Tim leaving her.

Now you're forced to see what happened in real time. No more rewinding, as this is the one mistake you can't undo. You got up one night and left as she was sleeping. She ran after you, and did everything she could to stop you. She finally gives up and her cries for help lead to her meeting a new man, and leaving you alone to your desire for another chance.

Tim left the princess because he's unhappy with mistakes and demands nothing less than perfection, but as the dino points out, such a flawless relationship doesn't exist. Tim was unhappy with her, but knowing he can't have her anymore, that gives her worth once again. The ring likely meant that Tim was either engaged to married to the princess. It's a classic tale of not wanting what you have until you can't have it anymore.


Post by Hedge (9 posts) See mini bio
303 ACH / 5875 P

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The whole atom bomb thing is obviously in there for a reason. It could be used to contrast Tim's story. Tim, or anyone, is on a constant quest for an unattainable goal, the perfect princess, candy, money, whatever. The guys building the A-bomb were also on this quest, but they actually accomplished their goal, and that didn't exactly turn out to be a good thing. In the beginning of the game, Tim wishes that we could live in a world where we could reverse time and keep our partners happy by fixing our mistakes. So Tim goes to all these different castles looking for his unattainable goal, but as the A-bomb reference shows us, is that goal really what we want? The moral of the story for me, was the castle Tim was building at the end. It was built out of the chapters of the game, Tim's experiences. There is no princess, there is no ultimate goal. We have to learn to enjoy the ride, build our own castles. Looking for some external thing to make us happy is futile. We have to look inwards. One more thing, on the Braid blog, they posted the official walkthrough, which was actually a page that said don't use a walkthrough, Braid is not about the ending, but getting to the end. This supports the whole live life for the experience thing, don't waste your time chasing after a perfect princess.


Post by jabudi (2 posts) See mini bio

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I would just like to add my $.02 here and say that, first of all, discussions like this remind me of why the message boards can actually still be worthwhile. Thanks to all of you for making a great game even better by making me realize that I needed to go back and view everything with a different perspective. I also curse you all for making me realize that you could go back and get stars, because I spent most of an evening doing just that, even though I knew what happened when you did. :P

Most of what I'm going to say has been said here and other places, but I'd just like to say how -I- see the storyline of Braid. Feel free to poke holes.

To me, World 1 is pretty much the story of the "original" Tim- the scientist who is trying to obtain both the semi-literal "princess" (woman of his dreams) and the metaphorical princess that is- the atom bomb. I think even the "chase" scene is really just a metaphor for how he has failed at love his whole life. But then he succeeds at obtaining the OTHER princess- the bomb. Part of the revealed text is even from the bomb's point of view, as some have said.

Anyway, I seem to remember that there was a concern back when the A bomb was being tested, that it would rip a hole in our universe or that the Space Time continuum would be torn apart. Much like the big fuss over the supercolider that is soon to be powered on.

So in the story, I think that Tim helps discover the secret of the A bomb and when they test it, our multiverse is ripped apart and time can be manipulated by Tim. But the other "worlds" that he vists are actually him visiting the "other Tims" of the other dimensions. In other words, he is seeing what "the other he" has done in those parallel universes.

Clearly, Braid is about making decisions and the consequences of those decisions. In one universe, he DID have a relationship but he is leaving her to try and find the princess- in other words, the grass is always greener, etc. Or as one poster put it "The princess is always in another castle." isn't just a goofy dinosaur making a Mario reference.

In another world, he has mother issues and because he was abused, he becomes an abuser. He is an alcoholic in several of the universes. In the world where he has a shadow doppleganger, he manages to come very close to seeing the "other" Tim...which can never quite happen.

If you notice, the wall of fire does not appear when you go backwards (forwards?) through time. Is that the nuke going off or just the universe trying to correct itself?

And when you collect all of the stars and manage to make it WELL ahead of the wall of flame, you can commit the ultimate paradox and catch the uncatchable princess- but you still can't have her. Again, I think that's both the bomb metaphor and the feeling that you can't ever have the ideal love.

I don't remember if it's been mentioned on this message board, but the books have a completely different story if you put the concept of the bomb in the place of the princess. The bomb is supposed to save the world because it wasn't supposed to have to be used. The threat should have been enough.

Now here's another thought that I had, which was also helped along by thoughts posted by others here. I think the "princess" was also supposed to be society in general, or maybe just approval. Tim thought that he could be a hero if he brought the bomb to the world and that he would achieve world peace. Instead, he only brought misery and destruction, and society turned its back on Tim.

So he tries to piece together what went wrong for the ACTUAL Tim, while simultaneously pieceing together what the "other" Tims have done in their lives.

I also believe that the story is circular because Tim is caught in this world, constantly viewing the consequences of his actions. Is it possibly a form of limbo?

Being a David Lynch fan as well, I do like the much more metaphorical "it's all in his mind" story as well, such as:
http://www.giantbomb.com/profile/MaSuTa/what-i-think-braid-is-about/30-7261/

But I do think that like many of Lynch's movies, there's an element of what really is happening and one of what is happening in a character's mind.

Now I have just two questions:
1. Why is there a cloud in the final "castle" that is built from the icons? It doesn't move, as the other one in world 2 does.
2. What are the glyphs behind the artwork in World 1 before you get to the "Braid" level? I think they're there for a reason but they flash too quickly.





RobDaFunk
227 points

BoG
126 points

MitchyD
81 points

JohnTheGamer
43 points

StarFoxA
43 points


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