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Jeremy Jastrzab
14 Sep, 2009

Love to Hate #12

PALGN Feature | When your head gets screwed a little too far.
Alright, we've been carrying on with these shenanigans for 12 weeks now and it’s time for me to get back into the cranky chair and throw the cat back into the pigeons. Today’s tactless rant comes from a game that for me has two greatly contrasting sides. One where the gameplay is nothing short of stellar and an unbelievably imaginative use of known mechanics make for a truly challenging experience. And one that really screws with your mind after setting up such a wonderful premise. This week’s whinge-fest belongs to Braid.

A warning though, this article contains spoilers.

Now, this may seem a little strange from someone who reviewed the game and gave it a good score. And I’ll happily stand by that score for one reason. The gameplay is ingenious. During the PS2, Xbox and GameCube era, Max Payne, Prince of Persia and Viewtiful Joe were amongst the games that pioneered time control mechanics, which were quickly abused by a number of subsequent games and drove the mechanic out faster than a Denny special in Unreal Tournament.

The brainchild of indie developer Jonathan Blow, Braid married a variety of time control mechanics with a genre that was aptly suited to such additions, the puzzle-platformer. And as such, you had easily one of the most inventive brain probers arguably since Portal. Yeah, the platforming itself wasn’t the best, as it was prone to minor misjudgements though there aren't many platformers around these days, let alone good ones. However, there was something deeply satisfying about figuring out the mechanics of the level and some of the more difficult puzzles. On that note, it’s not a good game to play if you’re tired or lazy, as it really requires a fresh and inquisitive mind to be enjoyed. Once I got home late and very tired, tried to play the game and let’s just say that if it was a disc game, I might have snapped it...

Another very alluring aspect of the game is has some beautifully produced backgrounds and some stellar artistic direction. Some would probably play the game simply out of the beauty that it holds. However, I found the character and enemy designs to be as ugly as sin. The main character ‘Tim’ was a Mario rip-off but one of the worst and least characterised I’ve ever seen. The Goomba rip-offs were even worse, looking like something out of a children’s picture book from the 17th Century. It’s not enough to ruin the illusion, but damn they were ug-ly!



No, the real hate for Braid comes from the story that starts so damn well, but really went somewhere that it really didn’t need to. Heck, a lot of people who played Braid probably still don’t know where it went. When you finish the first level and the dinosaur-thingy says “Sorry, the Princess is in another castle”, you have this underlying feeling that you’re in for something a little more. And cleverly, there is a subtle hint hidden in the text introducing the mechanic for each level. As it turns out though, there is a whole lot more going on with the story than what needs to.

As gaming has become more popular, there has been a collective voice clamouring for games to come into line with other entertainment mediums, by giving audiences something more than ‘just’ gameplay. There has been a voice asking for games to address more mature themes and require us to consider what we’re doing on a deeper level, something that classic literature and film have been doing since we could put pen to paper and image to celluloid. And the story in Braid is an excellent poster-child for this. The problem that I have with this, is do games really need this?

In the words of Jonathan Blow himself, he believes that game developers need to make games using “innovative, ethical and personal art”. Further, he admits that even he can’t fully explain what the hell Braid is actually about… Sorry Jonnie boy, but that doesn’t give you license to screw with people. We love your game for its fantastic puzzles and parts of the visual design, but damn did you annoy some people with this pretentious dross.

So what is Braid about? Who is the Princess? Where is everything going? Why are there weird looking Goomba and bunny things? Why is the dinosaur talking? Who the hell knows? Still, here are just a few of the meanings construed from the story. One interpretation was that was a tale of faltering relationships. Another is that this game is taking the mickey out of gaming’s relentless pursuit of the ‘Princess’ or that our chosen hobby is a rather frivolous one. But the one that surprises me the most is that the game is depicting how the creators of the atomic bomb felt afterwards. Yeah OK, this one was easy to figure out, but why in the name of heck is this relevant in 2008? Why am I meant to care? How is this meant to be relevant for the modern gaming audience? Or any audience at all? Why is a game about time solving puzzles meant to make me reflect on the atomic bomb?

However, it’s not so much of a question of relevance as it is of whether a player ‘gets it’. The problem is that even with the superb puzzles, playing through Braid relies heavily on paying attention to the story. And even though I had a blast playing through it, the memory that resonates strongest with me is the resounding “Huh!?!?” that came upon completion. It wasn’t until I woke up in the middle of the night a few days later thinking “Oh, so that’s what might have been going on…”. And I can guarantee that I’m not the only one to have felt this way upon completing the game.



However, there probably are some of you out there who proclaim “Yeah, I got it, why didn’t you?” Well, you are either lying, or like the rest of the people that I’ve met who claimed to ‘get it’, otherwise unable to perform rudimentary tasks such as shave or hold a conversation. By Mr Blow’s own admission and implications, you’re not meant to get it. So next time you say that you ‘get it’, reconsider exactly what it is that you’re ‘getting’. At the end of the day, there’s nothing wrong with a developer, collective or indie, trying to express something deep and meaningful on a moral or ethical level, particularly as long as gameplay is not adversely affected. So long as the game doesn’t beat you over the head with it's message, or in the case of Braid, lead you to the end of the rainbow, only leaving you to find the leprechauns giving you a one finger and/or one-eyed salute.

Braid I suppose is somewhat fortunate to be saved by it’s excellent gameplay, but there is touch of the indie syndrome as well. While I’m willing to forgive the brain bender story on the basis of gameplay, I don’t believe any game is worth hiding behind the indie banner. While initially receiving very high praise, Metal Gear Solid 2: Sons of Liberty was later lambasted (sometimes rightfully, sometimes harshly) for an overly complicated story. If Braid were released by, for example, EA or Ubisoft, you can guarantee your bottom dollar that you’d be getting a MGS2 reaction. Frankly, indie or not, if there is something about the game that isn’t right, it needs to be taken to school for it. Something I probably could have done a little better at the time I reviewed it.

The game itself isn’t the only controversial aspect involved here. Creator Jonathan Blow hasn’t been in everyone’s good books with some of the things he’s said. Given the game he’s created, it’s a little surprising that he didn’t end up with Miyamoto or Carmack status. Either of these two gaming masterminds can pretty much get away with whatever they want these days, but Blow seems to have jumped the gun. You have to make the stellar games, then say crazy things about game pricing and imposing your potentially pretentious development philosophies, not the other way around. Jonnie boy, we don’t begrudge you for wanting to eat a little more than canned beans, but you could have said what you wanted to a little more tactfully. Unlike me.

Phew, thinking about the ending has made my head spin again. To all developers out there, be they corporate or independent, please leave the head screwing to the puzzles in your game and not the story. After all, I want to love your potentially superlative designs, but hate is a strong force and it will devour the experience if you allow for pretentious propaganda get in the way.

Related Braid Content

Microsoft refunds gamers for overcharging on Braid
26 Apr, 2009 Refunds coming to your accounts in the coming weeks.
Braid Review
25 Aug, 2008 Not about hair styles.
My Favourite Waste of Time #8
19 Jul, 2009 We expect too much from videogames; it's time we started having fun again.
20 Comments
2 years ago
I thought the story was awesome, and while I didn't quite get the end of it, I still thought the language used, and story in general was pretty engaging... I think the point is to interpret the story in your own way.. anyway I love the game.
2 years ago
Jeremy wrote
However, there probably are some of you out there who proclaim “Yeah, I got it, why didn’t you?” Well, you are either lying, or like the rest of the people that I’ve met who claimed to ‘get it’, otherwise unable to perform rudimentary tasks such as shave or hold a conversation. By Mr Blow’s own admission and implications, you’re not meant to get it.
Well I honestly did think I'd gotten the ending. The way I interpreted the ending was that was that Tim was actually stalking the princess or something along those lines and that his "quest" to find the princess was more of a fanatical obsession as opposed to any real love for the princess herself. Am I the only one who interpreted it that way or did others think the same thing?

Personally though, whilst I like indie developers and the general indie games movement, I feel that Jonathon Blow really comes across as a bit of pretentious git. Sure he made a great game but then to come out and say that everyone who didn't like his game "didn't get it" just smacks of arrogance and really annoys me.
2 years ago
yeah I interpreted it completely differently Verv, so did the mate I played it through with lol

But I think thats part of the point of the story, it creates discussion.
2 years ago
The MGS series really rammed the dubious story down your throat while I felt Braid included the story as more of an extra to the core part of the game. You can always go back and read the text passages if you became interested, but while I was playing, I didn't think it was important to understand everything that was going on. Hence it didn't bother me so much, but I loved the overall ambience and the sense of mystery it created.

Vervulus Maximus wrote
Am I the only one who interpreted it that way or did others think the same thing?
I think most players got the same gist as you did, BUT while it was clear that Tim may have been some kind of villain, it is not clear how or why. You can presume that Tim is kind of obsessed stalker, but that's just guessing. There could be any number of reasons the ending unfolded the way it did.
2 years ago
Shadow Wave wrote
yeah I interpreted it completely differently Verv, so did the mate I played it through with lol

But I think thats part of the point of the story, it creates discussion.
Yeah I mean I didn't interpret it as that until I finished the last stage of World 1 after collecting all of the puzzle pieces from Worlds 2 to 6. I mean in the last stage it turns out that you were actually going backwards in time and if you use the time reversal to make time go forwards you can quite obviously see that the princess noticed Tim at her window and started running away from him whilst trying to spring traps to stop him from following her until she finally hits a dead end and starts calling out for help. Then the prince/soldier/whatever you want to call him saves her and takes her to safety. So yeah that's how I saw it and how I came to my conclusion that he was actually stalking her.

battlegrub wrote
Vervulus Maximus wrote:
Am I the only one who interpreted it that way or did others think the same thing?

I think most players got the same gist as you did, BUT while it was clear that Tim may have been some kind of villain, it is not clear how or why. You can presume that Tim is kind of obsessed stalker, but that's just guessing. There could be any number of reasons the ending unfolded the way it did.
That's true. The only reason why I interpreted it as him stalking her is because the story seems to unfold as a story of lost love and then you get the last part and those 2 parts seem to fit in quite well together.
2 years ago
^ Agreed, I totally read the game as Tim as the villain. However I also felt that the text before each world provided small glimpses (albeit cryptic) into Tim's past and shed some light on events that may have played a part into sculpting him into the psychopath he was. I also thought that the pictures provided hints too (the most memorable being the one with the child in the bed and a man looming in the doorway, this seemed to suggest some form of child abuse may have occurred). But that's why I loved this game so much, there was so much to think about and interpret.

I fundamentally disagree with the notion that the story "must make sense". I feel that this is where games really need to mature. By having simplistic narratives with clearly defines arcs limits a player's interpretation of the game. It's like comparing a Harry Potter book to, say, American Psycho. While there is indeed a place for both, one is a piece of pulpy fun (there is nothing wrong with this) and the other is a complex piece of literary art. The two can happily co-exist, there is no need to start proclaiming that Bret Easton Ellis should stop writing books because his narrative was unconventional and complex. I despise the idea of game creators having their creativity and rights for expression stifled because they aren't conforming to the simplistic narrative structure we have become accustomed to in games.

It's things like this that make me sad:
Jeremy wrote
To all developers out there, be they corporate or independent, please leave the head screwing to the puzzles in your game and not the story.
Ok, so I'm not saying everyone needs to love the game, hell I don't mind if you hate Braid with a passion. But to then go on to proclaim that all games must stop trying to push boundaries and innovate the way narrative is communicated to the player really rubs me up the wrong way. Why must games be simplistic and "easy to understand"? No one demands this of literature, poetry, film, oil paintings or most any other art forms one could think of. So why games?

And people wonder why the medium isn't taken seriously outside the core gaming community...
2 years ago
100 percent agree with you Mattstep.
2 years ago
mattstep wrote
^ Agreed, I totally read the game as Tim as the villain. However I also felt that the text before each world provided small glimpses (albeit cryptic) into Tim's past and shed some light on events that may have played a part into sculpting him into the psychopath he was.
The problem with that theory though is that the text before each level is set AFTER World 1. Meaning that the princess fleeing from him was actually BEFORE the main story of the game and is therefore the past, whereas the story from Worlds 2 to 6 is actually the present and doesn't actually give any light whatsoever on his past before his initial meeting/stalking of the princess, just the obsession that came after that.

Or at least that's how I interpreted that.
2 years ago
^ Fair point, but as I remember it the text before many of the worlds could relate back to events that occurred far before World 1. Eg there are some passages about spending time with his mother as a small child etc. I figured that the passages of text didn't follow any temporal linearity and were referring to events from a wide variety of times.

Mind you I haven't played the game in a long time, but I think I remember assuming that they all referred to events that took place before Would 1...

But dude, don't change your interpretation based on mine! icon_biggrin.gif
2 years ago
To me the story made no sense. However my biggest feeling of the story was along the lines of memento. That he is stuck forever in a time loop. It is also of a relationship falling apart and he is trying to go back to the past but can never go back. Knowing this he rewinds time to the point where he lost the Princess trying to change it but there is only one path, which he chooses to live instead of moving on.
2 years ago
I got an idea: write a review instead of wafer thin opinion pieces, with insight that should have been featured in your initial review.

Give a game a 9, and bring this to the table when it is relevant. Don't come back after a year when this POV is rendered effectively pointless/worthless.

I'm really interested on your (as in PALGN's) reviews of Soul Calibur: Broken Destiny and the new NRL and AFL games on PSP. That is assuming they are forthcoming.

Sick of waiting weeks, months for a review of a game so you can whinge about games you have previously acclaimed.
2 years ago
^Considering the generally positive comments for this worthless 'opinion piece', it doesn't seem so worthless after all.

Reviews are coming as the games come. We did these three in the past two odd weeks. And I have an idea: go read them while waiting for the incoming reviews icon_smile.gif
2 years ago
Dutch Rootsman wrote
Way to stamp your foot and give orders to a website that you don't pay for.

If you want encyclopedic reviews of games in boilerplate format go to any of the hundreds of reviews sites out there. Seems better that people write about whatever piques their interest than to churn out articles on a rigid schedule.
2 years ago
Dutch Rootsman wrote
I'm really interested on your (as in PALGN's) reviews of Soul Calibur: Broken Destiny and the new NRL and AFL games on PSP. That is assuming they are forthcoming.
Well... I WAS about to review Soul Calibur, but seeing as it's probably going to leave out a lot of insight that will later become a Love to Hate, maybe I won't bother now.
2 years ago
Perhaps my tone was off but my criticism is valid.

Denny - There are plenty of games that have come out in the past few months which are yet to be reviewed. 5 reviews since August 31st. something tells me more than 5 games have come out in the past month and a half.

battlegrub - I don't pay to visit Kotaku, IGN, Gamespot, Sixth Axis, 1UP etc. Further to that, the opinions coming from other game sites seem to be on par with PALGN. Want evidence? Check reviews for the following - Batman:Arkham Asylum; inFamous; Red Faction: Guerilla....

Adam - take it how you want. Perhaps if during the review process, opinions like those raised in this article will lead to the formation of a more accurate review score.... may 8 or 8.5 if the gameplay is awesome, but the story cheapens the fun?

I used to love this site and gain a lot from the opinions on offer. Mostly because it was current.

Like I said, take from it what you will.
2 years ago
Fantastic article. There is little I can say that you haven't already said, albeit far more eloquently and succinctly.
Bravo.
2 years ago
I actually just finished Braid last night for the first time and if there’s one thing I learnt from the experience, it’s that I probably wasn’t ready to play it just yet. I gotta admit, up until the final world I thought I was on the same page as Blow, but then I found myself going “… Huh?” for the rest of the time. I really don’t get the text from the final world or how it relates to the rest of the story. And I did feel that much of it was up for interpretation, which I also think is cool to some degree, but all I know is that I finished the game and don’t really understand what Blow wanted to tell me. I feel somewhat better knowing that he himself didn’t really know.

That part about being sons of bitches threw me off, and I think it was at that point that I couldn’t follow what was going on anymore. It felt like the focus had shifted from Tim. I also found myself re-reading plenty of stuff because I just wasn’t in the mood to think much. So ditto, don’t play if you’re not ready to hurt your brain, because you won’t get the experience intended. And I get that each structure has a secret book behind it only accessible if another red book is still open, but I think there was 1 or 2 I couldn’t get to, so I missed some stuff along the way which would probably add to the confusion.

Either way, I agree with a lot of what Jeremy had to say, but I also like having to have to think about the story and knowing that there’s something deeper going on but not being able to see it clearly till the very end. Hopefully a second playthrough is all I need – one where I’m awake 100% of the time!

Just quickly (hopefully without spoilers) – what’s the bathroom for? You can switch the light on but I never found anything throughout the entire game. Also the stairs leading to the attic appear when you complete worlds, but I think I remember seeing some lead downward at one point, or am I just losing the plot? And I remember hearing something about stars and noticed them in the hub world after a while, but why are they there? How do they relate to the story?
2 years ago
Bloody Tears wrote
That part about being sons of bitches threw me off, and I think it was at that point that I couldn’t follow what was going on anymore.
As an avid student of history that particular line put it all in place for me. Well no, that is being too arrogant. With a bit of research it confirmed my suspicions that they were getting at the idea of the A-bomb. But at the same time, it could have been any other number of valid concepts, that is the beauty of art.
Games can be employed in the same way as any other medium. It will just take time for society to realize that they are a valid form of artistic expression. When you get pretentious developers like Blow claiming that they are the second coming, (hyperbole I know) things get awkward. I know his heart is in the right place but societal progression well be gradual, as it has been with all other forms of new media. Perhaps he seeks to be lauded as a pioneer.
In time games will be embraced like all other media, but for now they are relatively new mediem and we need to endure the standard responses until it is accepted. The problem is that developers struggle to properly utilize the interactive nature of video games.
Anybody who claims that the medium of interactive gaming is unable to deliver 'artistic merit' is similar to those who decried cinema in its early days. Troglodytes, for lack of a better term. Games are simply another form of media that can deliver ideas. It will take time before they accepted but also before they can be truly inspiring and artistic, while developers like Blow have the right idea they are jumping the gun by a mile or two.
2 years ago
I've not finished the game yet (bought it in the recent Steam sale) so I won't comment on the story.

I do have to say something about this game just makes me feel depressed after playing it for a while. It must be the music, possibly when played in slow-mo or rewinding when manipulating time.

Excellent puzzles and use of time-travel mechanics though.
2 years ago
battlegrub wrote
I think most players got the same gist as you did, BUT
Well I'd say another interpretation that is probably less far-fetched is even simply that Tim and the Princess were in a relationship, he handled things badly and she left him for someone else. I really saw the game as more of a metaphor for relationships in general rather than literal. Chasing the Princess as a symbol of trying to win the girl back, rather than literally trying to rescue a chick from a bunch of walking heads.

I completely agree with Mattstep. Why does the story have to be simple and 100% straight-forward to be 'valid'? When did everyone agree to that rule? What was important to me about the game was how great it was at communicating emotions. And personally I thought it was the best ending of any game I've ever played.
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  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  4/8/2008 (Confirmed)
Publisher:
  Microsoft
Genre:
  Puzzle
Year Made:
  2008

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