GiantBomb Review
68 User Reviews
Reviewed on Aug. 8, 2008
Braid asks that you forget everything you know about time.
By Ryan Davis
Video posted by Vinny on Aug. 12, 2008
Much has been made of the indie nature of Jonathan Blow's Braid. This is, by and large, a one-man show, and not just on the development side. At the same time that it challenges the player with box-bending time-manipulation puzzles, Braid tells a story of one man's emotional loss and his obsessive hunt for a redemptive Princess. While the actual prose can feel like a mopey-if-imaginative teenager's blog, I still have to applaud Braid for its willingness to focus its storytelling on such personal issues as loss and regret. But the real reason Braid works is its gameplay, which is diabolically clever and incredibly rewarding.
Tim is a heartbroken young man in a suit and tie who must traverse a series of worlds, each with its own set of rules about how time works, in his search for the Princess. His journey is paralleled by memories of a past relationship that went from sweet to sour, but the correlation between the two threads remains ambiguous until the last, revelatory level. There's a navel-gazing quality to the writing that can make it intermittently insufferable. There's also some genuine insight about the often counterintuitive arc of a romantic relationship, and the story compliments the nature of the gameplay nicely.
The game's oddly confessional story makes it easy to shuffle into the indie game name game, but what makes Braid exceptional is that it integrates so elegantly into some really clever game design. There are only two types of enemies, a beige head on legs that bears no actionable similarities to a Goomba, and a pink bunny that pops out of the ground and screeches like a cat. There's no penalty for death, and you could run through the game's five worlds in a few minutes if you cared to. If you did, though, you'd be missing the point, as your real objective is to collect puzzle pieces that have been tucked away behind locked doors and in seemingly unreachable corners of the world.
Now Tim can run and Tim can jump, but Tim's most notable ability is time manipulation. Press and hold the X button and you can rewind time all the way back to the beginning of the level. This starts out simply enough in the first world, where the ability to rewind time is mostly used to correct a badly timed jump. In the next world, though, you start encountering objects that are unaffected by your manipulation of time, and following that, you'll find that the passage of time for the world is dictated by Tim's movement across the screen. Move to the right, and time moves forward; move to the left, time rewinds. After that, it just gets weird. Braid uses these different time behaviors to create puzzles that force you to ignore much of what you know about how time and space relate.
As such, Braid can be insanely frustrating, but this seems to be by design. The game is filled with red-herrings and double red-herrings. Each world is just long enough that, by the time you've trained your logic muscles to play by a specific, peculiar set of rules, you're off to the next world, where the rules have been changed completely. This constant re-education can leave you feeling punch-drunk. The solutions can take a long, long time to reveal themselves to you, but you feel like the smartest person in the world right after you finish a particularly head-wringing puzzle. Alternately, you may also find yourself giving your TV the finger.
I was initially pretty skeptical about Braid, and it took me some time to get past the game's severe melancholy. I eventually found the game's story and the way it plays against the gameplay to be academically interesting, and the game's final payoff is terrific, but it's the ingenuity of the mechanics that makes Braid so engaging.
Tim is a heartbroken young man in a suit and tie who must traverse a series of worlds, each with its own set of rules about how time works, in his search for the Princess. His journey is paralleled by memories of a past relationship that went from sweet to sour, but the correlation between the two threads remains ambiguous until the last, revelatory level. There's a navel-gazing quality to the writing that can make it intermittently insufferable. There's also some genuine insight about the often counterintuitive arc of a romantic relationship, and the story compliments the nature of the gameplay nicely.
The game's oddly confessional story makes it easy to shuffle into the indie game name game, but what makes Braid exceptional is that it integrates so elegantly into some really clever game design. There are only two types of enemies, a beige head on legs that bears no actionable similarities to a Goomba, and a pink bunny that pops out of the ground and screeches like a cat. There's no penalty for death, and you could run through the game's five worlds in a few minutes if you cared to. If you did, though, you'd be missing the point, as your real objective is to collect puzzle pieces that have been tucked away behind locked doors and in seemingly unreachable corners of the world.
Now Tim can run and Tim can jump, but Tim's most notable ability is time manipulation. Press and hold the X button and you can rewind time all the way back to the beginning of the level. This starts out simply enough in the first world, where the ability to rewind time is mostly used to correct a badly timed jump. In the next world, though, you start encountering objects that are unaffected by your manipulation of time, and following that, you'll find that the passage of time for the world is dictated by Tim's movement across the screen. Move to the right, and time moves forward; move to the left, time rewinds. After that, it just gets weird. Braid uses these different time behaviors to create puzzles that force you to ignore much of what you know about how time and space relate.
As such, Braid can be insanely frustrating, but this seems to be by design. The game is filled with red-herrings and double red-herrings. Each world is just long enough that, by the time you've trained your logic muscles to play by a specific, peculiar set of rules, you're off to the next world, where the rules have been changed completely. This constant re-education can leave you feeling punch-drunk. The solutions can take a long, long time to reveal themselves to you, but you feel like the smartest person in the world right after you finish a particularly head-wringing puzzle. Alternately, you may also find yourself giving your TV the finger.
I was initially pretty skeptical about Braid, and it took me some time to get past the game's severe melancholy. I eventually found the game's story and the way it plays against the gameplay to be academically interesting, and the game's final payoff is terrific, but it's the ingenuity of the mechanics that makes Braid so engaging.
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You are your own Castle.
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XBLM
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I want to rewind time. I want to be able to go back to this morning, to forget everything that happened in the past 12 hours. I want to play Braid again, to have those same revelations, those same discoveries all over again. I want to find the solutions to ...
Reviewed by MattBodega on Aug. 6, 2008
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3 out of 3 found this review helpful. |
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Time is on my side.
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XBLM
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Can video games be art? That is the question. Braid is one of those games that answers that question with a resounding yes. I'll explain why.Braid tells the tale of Tim, in a moving story of loss and redemption, becoming complacent in our day to day "ordinary" lives, and wanting ...
Reviewed by Coleslaw893 on April 18, 2009
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1 out of 1 found this review helpful. |
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Braid will break your brain
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XBLM
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When done right, I have always liked "puzzles" in games, even though different people seem to quantify the term "puzzle" in different ways when it comes to video games. Whether you simply think of a "puzzle" as a jigsaw puzzle, or just any challenge that requires a step by step ...
Reviewed by MajorMitch on Nov. 29, 2008
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1 out of 1 found this review helpful. |
| Game Name | Braid |
| Platform(s) | |
| Publisher(s) | |
| Developer(s) | |
| Genres |
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| Themes |
Add a new theme
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| Original US Release |
Aug. 6, 2008
need a fuzzy date? |
| Original US Release |
know the real date? |
| Aliases | |
| ESRB |
ESRB: E10+
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| PEGI |
PEGI: 12+
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We don't have any info about Braid's franchise games.









































