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Braid | Be kind, rewind (coming to PSN on Nov. 12 in NA)

LunkerLunker Registered User regular
edited November 2009 in Games and Technology
If we've learned from a mistake and become better for it, shouldn't we be rewarded for the learning, rather than punished for the mistake?

What if our world worked differently? Suppose we could tell her: "I didn't mean what I just said," and she would say: "It's okay, I understand," and she would not turn away, and life would really proceed as though we had never said that thing? We could remove the damage but still be wiser for the experience.

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Braid, the time-shifting 2-D puzzle-platformer that won accolades at the 2006 Independent Games Festival and is being touted as "this year's Portal," is out this week on Xbox Live Arcade for 1200 MS Points ($15). A PC release will be coming, though a date is unannounced.

The game is really hard to describe in words; in a nutshell, the game is about time and space. You're collecting puzzle pieces to unlock future worlds and you can rewind time a la Prince of Persia: Sands of Time as much as you want with few restrictions, but in each of the game's worlds time reacts differently. In the first world, time flows normally; in another world, time flows normally but certain objects aren't affected by your rewind power; in a different world, time flows normally when you move to the right but flows in reverse when you move to the left.

This is a platformer in the same sense that Portal is a first-person shooter. It uses a lot of the same perspectives and tropes but the emphasis has changed significantly. You can rewind as much as you like, whenever you like, so you can never fully "die." You won't really be challenged by pinpoint jump precision or hanging onto ledges. This isn't New Super Mario Bros. It's actually more like Mario Vs. Donkey Kong: a puzzle game where you happen to be able to jump and move left and right.

Paired with challenging puzzles, you've also got a very somber, bittersweet aesthetic, narrative and soundtrack. You are Tim, faced with rescuing the Princess from a terrible monster, and all you know is that, as the game tells you, "This happened because Tim made a mistake." Braid is, in essence, one of those "game as art statement" games that hasn't lost sight of actually playing as an enjoyable traditional game.

This developer walkthrough gives more context to the game's themes. It's about 11 minutes long but it shows kind of what the game is pushing for.

2007 developer walkthrough: Braid

Some interview questions that also give context to where Braid's designer, Jonathan Blow, is coming from: (Source also has more gameplay videos.)
While playing through the first few worlds of Braid, I can't help but notice the references to other 2d platformers, such as the huge "The Princess is in another castle," an homage to the first Super Mario Bros. What other things have influenced the development of Braid, along with your general philosophies on game development?

Too many to mention. Definitely Italo Calvino's book "Invisible Cities" was a core influence, as was Alan Lightman's follow-up book "Einstein's Dreams". Gameplay-wise, Braid came from just thinking about the nature of the laws of our universe (what time is and where it comes from, why the rules of quantum mechanics don't seem to mesh with the macroscopic workings of the universe). With regard to rewind, there was a definite influence from other games (seeing rewind used in games like Prince of Persia: Sands of Time, and Blinx: The Time Sweeper, but not really liking the way it was done, and wanting to do it very differently).

...

What was your philosophy behind the gameplay itself? Time shifting and puzzle mechanics have been tried before, but very few seem to pull it off as well as Braid does.

Keep in mind that all these puzzles were made by the end of 2005 (and I was showing them at places like the Experimental Gameplay Workshop at the GDC), so a lot of the smaller flash games that have been doing time puzzles did it later -- they just have much shorter development cycles!

But there is a core philosophy to Braid's gameplay, which is focus. That means two things. One, that the puzzles you encounter in various worlds are about the specific behavior of time in that world -- there is no puzzle in World 3 that could have been done in World 2, for example. They are in World 3 because that is where they had to be. Two, that there are a minimal number of extraneous objects in the levels. The levels are about presenting the puzzles to you in as simple and clear a manner as possible. It is easy to make any puzzle harder by making it more complicated; it is much more interesting to make a puzzle difficult (or just interesting) by stripping it down to its bare essentials, to distill it down into almost an abstract expression of what the player has to learn from its particular situation.

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CRITICAL ACCLAIM

Reviews: Eurogamer: 10/10
Judged purely as a game, it's cunning, ingenious and endlessly surprising. The puzzles are varied, the level design is revelatory and the whole thing clicks together like clockwork. For those only interested in gameplay, it's simply an excellent puzzler-cum-platformer. But there's so much more here, a desire to create a game experience that is more than mere technical craft. That it succeeds in creating an abstract emotional experience, one where each player can find their own level of meaning and personal context, all within the confines of the 2D platformer, is perhaps the most astonishing achievement of all.

Braid is beautiful, entertaining and inspiring. It stretches both intellect and emotion, and these elements dovetail beautifully rather than chaffing against each other. Still wondering if games can be art? Here's your answer.

EDGE: 9/10. Text not online, but summary from a subscriber:
Plays upon conventions of Mario, but closer to Portal
Designed just as well as Portal (!!!)
Each level has a new mechanic: act 3's is brilliant - steps to the right advances time, steps to the left reverses it.
Fails somewhat with it's storytelling - "trite in it's self-conscious obscurity"
Story's themes aren't reflected well in-game until the final level.
One of the finest original titles on Xbox Live Arcade.

IGN: 8.8/10
Xbox Live Arcade needs more games like Braid. Heck, gaming on all platforms needs more titles like this. Imaginative, innovative, and engrossing, Braid is a spectacular achievement. If only the experience lasted a little longer and there weren't as many puzzles with singular solutions. Despite its short length and robust pricing ($15), Braid is definitely worth downloading.

Preview snippets from Braid's homepage:
"Braid is an ingenious and startlingly creative puzzle game, built with an understanding of good game design that even some of the industry's most revered figures could learn from."
-PC Gamer Magazine (UK)

"It's the most original and fresh platform game I've played in at least ten years, and almost every single puzzle in it will make you grin with happiness and clap with appreciation at the cleverness of it."
-Graham Goring, The Arsecast

"Braid has the potential to change the way you think about reality. It will certainly change the way you think about video games."
-Jason Roher, Arthouse Games

"Beyond Braid's enchanting hand-painted visual style, beyond its often haunting score, and beyond its musings on love and personal growth... Braid is one of the most progressive platform/puzzle games we've played in years."
-Cam Shea, IGN Australia

"Braid's artistic design is as imaginative as its puzzles. The whimsical world looks like a painting come to life."
-Hilary Goldstein, IGN

"Braid is a risky experiment climaxing in glorious success. Ask yourself when last you felt a sense of reward and achievement playing a game; not Achievement with a capital 'A' and ten Microsoft points, but an actual sense of pride... And when did a game really make you look at the world differently?"
-Xbox World 360 Magazine

"I love this game.... I feel like I'm using parts of my brain that have never been used before, like parts that haven't evolved yet."
-Frank Lantz

"One of the most interesting, satisfying, beautiful game experiences I've ever had."
-Reverend Anthony, Destructoid

"We're not used to being able to manipulate time in the ways that Braid allows you to... You can sit staring at it for hours, feeling entirely clueless as to how the next jigsaw piece could even be possible to reach. But with a bit of patience, everything just clicks, and you can't help but smile to yourself at how elegantly simple the whole thing is. It was never difficult at all - you just weren't thinking in the right way. That's videogaming Zen.
-Sean Bell, DarkZero

"Braid remains a beautiful and brilliantly demanding game that barely contains its dense population of ideas, taking its place alongside Geometry Wars and Pac-Man Championship Edition as one of the finest original titles available on Live Arcade."
-Edge

"The end level is fucking ingenious."
-Gamer Hate

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SOUNDTRACK

A number of people have fallen in love with the game's haunting soundtrack. Jonathan Blow posted a list of the game's soundtrack songs here, which can be streamed for free and also bought for offline use:

OFFICIAL WALKTHROUGH AND LIST OF CHEATS

Found here on the developer's website.

PODCAST INTERVIEW WITH JONATHAN BLOW
SavyGamer's (from our own LewieP) inaugural podcast has a lengthy interview with Braid's developer, Jonathan Blow. Grab it here! Content includes the challenges of being an independent developer and building such a unique game.

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Posts

  • vegeta_666vegeta_666 CanadaRegistered User regular
    edited August 2008
    Nice OP Lunker, good stuff. Especially the walkthrough. That's just awesome.

    Also, I love this game. I wrote it off before but due to a 10 from Euro and some of you guys raving about it I gave the trial a spin and wow. It is soo good. As soon as I have some money, points ahoy for me.

    The price point is gonna be a little hard to get over, but, I don't think it should prove that difficult.

    vegeta_666 on
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  • LunkerLunker Registered User regular
    edited August 2008
    vegeta_666 wrote: »
    Nice OP Lunker, good stuff. Especially the walkthrough. That's just awesome.

    Also, I love this game. I wrote it off before but due to a 10 from Euro and some of you guys raving about it I gave the trial a spin and wow. It is soo good. As soon as I have some money, points ahoy for me.

    The price point is gonna be a little hard to get over, but, I don't think it should prove that difficult.

    I was kind of ambivalent to the game until a few weeks ago, when more previews and such came in. I'm going to be upfront and say that I typically don't care for Games-As-Art games, since they almost always put the Art part so far above the Game part that they're not all that fun to play. By almost all impressions so far, Braid hits the sweet spot of actually wedding the two factions together; you can play it as merely a good puzzle-platformer, but you can also view it as a statement.

    My reactions from the other thread:

    I went through World 2 this morning and stopped right before diving into World 3, since I had to get ready for work. While I haven't reached the sensation of emotional orgasm that reviewers seem to have gotten, I also know I'm poised right at the brink of the game's true form. It's very impressive so far, and I can't wait to tear into it wholesale tonight.

    Taking the game out of its artistic context, the game it most reminds me of is Mario Vs. Donkey Kong; it looks like a platformer, but it's really a puzzle game that happens to let you move pieces by jumping around and walking left and right. There's a modicum of jumping and timing skills involved, but really it's about studying the level and planning your strategy far more than reacting to enemies and using hand-eye coordination.

    So far, my favorite part is how the worlds are introduced. I love the fact that the text hints at the rules of time you'll be using without explicitly saying "You can rewind time if you die from a bad jump" or "Here some objects won't be affected by time reversal." And Jesus lord, the music is beautiful. I love the somber strings in the beginning, and even though I'd read the text beforehand I felt my heartstrings being tugged before even walking into the first stage.

    Lunker on
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  • PemulisPemulis Registered User regular
    edited August 2008
    I can't wait to get home and play this more. I'll say again here that the music and the artwork is just incredible. I just sat there watching the scenery on some stages for a while before I even moved.

    Pemulis on
  • SixSix Caches Tweets in the mainframe cyberhex Registered User regular
    edited August 2008
    This game sounds awesome and I will buy it.

    Six on
    can you feel the struggle within?
  • CaspianXCaspianX Registered User regular
    edited August 2008
    Wow. Spent all night playing it and just beat it, and... well, wow. Brilliant game, and even though I only felt like I understood a fraction of the story, what little I absorbed seemed spectacular.


    Ending spoilers:
    That bit at the end where you discover that you're not saving the princess, but that she's trying to be saved from you is just... wow.


    I know it's only just come out, but I would be very appreciative if someone smarter than I could do some sort of story analysis and break down just what the heck is going on in the game.


    More story spoilers:
    It seemed like the "princess" was supposed to be some kind of metaphor, perhaps for some sort of scientific breakthrough or something, and from what I could gather, the story actually refers to two girls the main character is in love with - one who he leaves to pursue the "princess".


    Anyways, story aside, I absolutely loved the gameplay, the beautiful visuals, and the melancholy soundtrack. I only wish it was a bit longer (the game can be beaten in just a few hours, making the comparisons to Portal even more fitting). Heck, I wish there were some sort of level creator kit - I could seriously go to town with something like that.

    CaspianX on
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  • FireflashFireflash Montreal, QCRegistered User regular
    edited August 2008
    Really the screenshots for this game aren't that good. Seeing it in motion makes a huge difference. Soooo pretty.

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  • The_ScarabThe_Scarab Registered User regular
    edited August 2008
    Best main menu screen since Rain Slick.

    The_Scarab on
  • SagrothSagroth Registered User regular
    edited August 2008
    Everything I've heard about World 3 makes me sooo sad I only had time to get through World 2 this morning. Then again, tonight may give me the time to truely experience it without feeling rushed, so that's good.

    Sagroth on
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  • LunkerLunker Registered User regular
    edited August 2008
    Fireflash wrote: »
    Really the screenshots for this game aren't that good. Seeing it in motion makes a huge difference. Soooo pretty.

    I agree; it's got that Nintendo-like quality to the art where it doesn't capture well in stills but just sings when in motion in front of you. A lot of people like the screenshots already, though, so they're going to pee themselves when they finally get to play it.

    Lunker on
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  • vegeta_666vegeta_666 CanadaRegistered User regular
    edited August 2008
    Just went back and finished up World 1 on the trial, it feels good to get some of those less obvious puzzles.

    vegeta_666 on
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  • ZilartZilart Registered User regular
    edited August 2008
    God damn.
    That walkthrough was fucking amazing. So true. And I will buy the game now.

    Zilart on
  • SuckafishSuckafish Registered User regular
    edited August 2008
    I just started S.T.A.L.K.E.R, am about three hours into Assassin's Creed, have only really scratched the surface of my playing time with Geometry Wars 2, have Civ Revolution in the DS and Age of Empires DS coming any day now. Oh, and get at most an hour of gaming a day when I can squeeze it in around the newborn.

    Despite all that I know I'm going to go home tonight and download the full version of this and start playing it. I think there's something wrong with me.

    Suckafish on
  • gstaffgstaff Registered User regular
    edited August 2008
    So many good arcade titles. I'll need to download this when I get home from work...sounds great.

    gstaff on
    Ron says war never changes. Snake says it does. What gives?
  • TheUnsane1TheUnsane1 PhiladelphiaRegistered User regular
    edited August 2008
    Can't wait to play this later. Too bad I work from 9am to 11pm today :( . On a side note what time exactly do the new games go up for download? 12am pst? I checked for this at 1am est hoping I might be able to rob my self of a couple hours sleep to play.

    TheUnsane1 on
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  • The_ScarabThe_Scarab Registered User regular
    edited August 2008
    I stopped playing halfway through World 4. I have never been so dumbfounded for decades. By anything. But in a good way.

    The_Scarab on
  • Regicid3Regicid3 Registered User regular
    edited August 2008
    I played the demo. It's so pretty, I can't wait for the PC release.

    D:

    Regicid3 on
  • Raiden333Raiden333 Registered User regular
    edited August 2008
    God this game is beautiful in every single aspect of its presentation. Probably the most stylistic game I've seen since Okami, but far far better... And I'm only finishing up the 2nd puzzle!

    Raiden333 on
  • HadjiQuestHadjiQuest Registered User regular
    edited August 2008
    I'm trying to get three of the last puzzle pieces in world 2, and I'm stuck.

    I have no idea what to do, but I'm wondering if I'm supposed to move on and get new abilities or something later that would allow me to come back.

    HadjiQuest on
  • LunkerLunker Registered User regular
    edited August 2008
    HadjiQuest wrote: »
    I'm trying to get three of the last puzzle pieces in world 2, and I'm stuck.

    I have no idea what to do, but I'm wondering if I'm supposed to move on and get new abilities or something later that would allow me to come back.

    Nope—this isn't a Metroid setup where you gain abilities or anything that carries over. Everything is solvable within the confines of each world's rules.

    Which pieces? Are you talking about the last two in the Cloud Bridge in particular? They're very doable; you just have to think for a while. Hint:
    Did you put the jigsaw pieces you currently have together yet?

    Lunker on
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  • HadjiQuestHadjiQuest Registered User regular
    edited August 2008
    Lunker wrote: »
    HadjiQuest wrote: »
    I'm trying to get three of the last puzzle pieces in world 2, and I'm stuck.

    I have no idea what to do, but I'm wondering if I'm supposed to move on and get new abilities or something later that would allow me to come back.

    Nope—this isn't a Metroid setup where you gain abilities or anything that carries over. Everything is solvable within the confines of each world's rules.

    Which pieces? Are you talking about the last two in the Cloud Bridge in particular? They're very doable; you just have to think for a while. Hint:
    Did you put the jigsaw pieces you currently have together yet?
    if you're talking about trying to make a bridge out of them, I've been trying that for the last 30 minutes or so. I'm still missing a top piece; if it's one from the Hunt part, I don't have that either because I can't think of a jump that would get me over the gap in the middle of the level.

    HadjiQuest on
  • LunkerLunker Registered User regular
    edited August 2008
    HadjiQuest wrote: »
    Lunker wrote: »
    HadjiQuest wrote: »
    I'm trying to get three of the last puzzle pieces in world 2, and I'm stuck.

    I have no idea what to do, but I'm wondering if I'm supposed to move on and get new abilities or something later that would allow me to come back.

    Nope—this isn't a Metroid setup where you gain abilities or anything that carries over. Everything is solvable within the confines of each world's rules.

    Which pieces? Are you talking about the last two in the Cloud Bridge in particular? They're very doable; you just have to think for a while. Hint:
    Did you put the jigsaw pieces you currently have together yet?
    if you're talking about trying to make a bridge out of them, I've been trying that for the last 30 minutes or so. I'm still missing a top piece; if it's one from the Hunt part, I don't have that either because I can't think of a jump that would get me over the gap in the middle of the level.

    I think you may need to get the Hunt one first, actually. For Hunt:
    You don't have to kill the Goombas in any specific order.

    For Cloud Bridge:
    If you need the bridge to be higher ... why not just place it higher?

    And once you figure out how to get the puzzle piece that's on the platform above you, you should get a sense of how to get the piece that's right above the door.

    Lunker on
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  • HadjiQuestHadjiQuest Registered User regular
    edited August 2008
    Ahh, got it.

    I had been trying to do that for 20-30 minutes; my mistake was
    I didn't realize the ramp was part of the picture, and I had been trying to do it with the top edge of the painting instead.

    I'll probably get the full when I have the money next week.

    HadjiQuest on
  • TheGreat2ndTheGreat2nd Registered User regular
    edited August 2008
    Question about how to beat the game
    So, I finished the 6 worlds.
    Technically, 5 worlds. Where's world 1?
    And what's with the bathroom?

    EDIT: Comment about achievements
    Holy shit, speed run achievement?! O_O

    TheGreat2nd on
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  • DrakenhawkDrakenhawk Registered User regular
    edited August 2008
    Never have I been so determined to not click the spoiler tags. Grabbed this morning and from what I've played and read, I would do a huge disservice to myself by doing so. I was sold by word of mouth (never having looked at video) and having the game start up and seeing it in action, art. Can't wait to get home and play more.

    And as I was playing this morning, I was found myself thinking, Hrmm, can't reach that peice. Must need a different ability, maybe a fast forward. I'll come back later. Thanks to what I've read, I am going back to world 2 and getting every puzzle peice. I finished up to world 4, but I was just rushing through each. I must attain this zen of play that has been described. That moment of, "Oh, I get it!"

    Thank you Mr. Blow (ghost hands), truely, a great game!

    Drakenhawk on
  • Raiden333Raiden333 Registered User regular
    edited August 2008
    Ok, so the puzzles in world 2 and 3 were pretty simple. Some of them made me think for a little while but I got all of them before going on to the next world and it didn't take very long.

    World 4 is hard. Fucking hard. I had to skip 3 of the pieces till later.

    And 5... Well, I skipped at least one every level. Crazy stuff.

    Raiden333 on
  • TheGreat2ndTheGreat2nd Registered User regular
    edited August 2008
    OMFG World 2 is crazy.
    Interacting with the jigsaw?!
    What is seen can't be unseen.

    TheGreat2nd on
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  • Ah_PookAh_Pook Registered User regular
    edited August 2008
    cmoooooon pc release

    Ah_Pook on
  • CherrnCherrn Registered User regular
    edited August 2008
    So I just beat it. Good game, but I didn't find it very fulfilling as a whole. The gameplay was solid, they kept introducing new ways and mechanics to change the pacing and it has some extremely clever puzzle design. On that front, it's very much like Portal; it's short, but it's packed with variety and there are very few faults to point out with the gameplay or level design.

    But it didn't make me think, nor did it surprise me with its philosophical insight. And I wanted it to, because that's the primary reason I bought the game. It tries too hard; it was predictable, rather clichéd, and the story wasn't incorporated into the game very well. You see several hints of there being something beneath the surface, such as the changes in mood and music that happen occasionally, but it's never taken beyond that.
    Except for the "endboss", which was probably the most hamhanded part of the game.

    As it is, I didn't feel the emotional connection, and I didn't feel that the story/writing had any significant impact on the experience. I kept thinking of the short stories in Lost Odyssey, which have a very similar presentation and feel, but I think they were handled a lot better as far as philosphical wankery goes. Still, there isn't anything on the market like Braid. Considering the fact that it's a downloadable 2D platformer, it's a very commendable effort, and I didn't feel it was disappointing overall. The Eurogamer review was perhaps a bit much, though.

    Actually, my only real disappointment is with the graphics. The design is fantastic overall, but there's very little variety and there is a serious lack of significant setpieces. This is one part where I really feel they could have added a lot to the story, but as it is, world 1, the cityscape, is the most impressive and breathtaking scene in the game by far, and it never reached those heights again, I'm sad to say.

    I'm glad I bought it, but after a week's worth of Pixeljunk Eden, I do think Braid was overpriced for what you get, and it wasn't as creative or mindblowing as I had hoped.

    Cherrn on
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  • TheGreat2ndTheGreat2nd Registered User regular
    edited August 2008
    Ahhh crap.
    You have to finish all the worlds to play the final world.

    TheGreat2nd on
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  • XagarathXagarath Registered User regular
    edited August 2008
    Waiting eagerly for the pc release.
    Blow says it'll be this year, at least.

    Xagarath on
  • The_ScarabThe_Scarab Registered User regular
    edited August 2008
    Ok seriously, someone just tell me how to do 6-4 "Cascade"

    The_Scarab on
  • ZilartZilart Registered User regular
    edited August 2008
    So hey guys, I don't think I should be spoilering this, it's a general question related to the puzzle pictures for each world.

    So I did everything in World 3, but one or two parts of the puzzle is stuck behind and at the sides of the puzzle .. Still got an achievement, but I can't find any ways of getting the remaining pieces off. It looks terrible. And I'd love to see the whole picture.

    Zilart on
  • DiscoZombieDiscoZombie Registered User regular
    edited August 2008
    so, I have an SDTV, and this is an arty game. I can barely read text in most games on the 360 due to the SDTV. Would it be pointless to get this pretty game? should I hold out for the PC version?

    I guess I can try the demo.

    DiscoZombie on
  • TheGreat2ndTheGreat2nd Registered User regular
    edited August 2008
    so, I have an SDTV, and this is an arty game. I can barely read text in most games on the 360 due to the SDTV. Would it be pointless to get this pretty game? should I hold out for the PC version?

    I guess I can try the demo.

    Looks and plays fine on my SDTV.

    TheGreat2nd on
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  • ZekZek Registered User regular
    edited August 2008
    Beat it, pretty interesting game. I didn't get much of a message out of it seeing as the story never makes a lick of sense, but it sure was purty and the puzzles got pretty devious. I only had to get help for 2 of the stages:
    2-2: I noticed the platform a couple minutes after putting all the pieces in but it never occurred to me it was part of the painting.

    5-4: Getting it to bounce off my shadow, very tricky. Spent a while trying everything but just never thought of that.

    I think the price was reasonable - if it were 4 times as long it would be comparable to any retail 360 game.

    Zek on
  • WillethWilleth Registered User regular
    edited August 2008
    Zilart wrote: »
    So hey guys, I don't think I should be spoilering this, it's a general question related to the puzzle pictures for each world.

    So I did everything in World 3, but one or two parts of the puzzle is stuck behind and at the sides of the puzzle .. Still got an achievement, but I can't find any ways of getting the remaining pieces off. It looks terrible. And I'd love to see the whole picture.

    All of the worlds have an in-world frame, too. Maybe you can rearrange them there.
    The_Scarab wrote: »
    Ok seriously, someone just tell me how to do 6-4 "Cascade"

    Actually just done this one.
    Clue:
    The key is in controlling the cannons, not slowing the fireballs.

    The only puzzle piece I have left is the final one in World 6, 'In Another Castle'. I really don't want any hints or anything, as I'm going to come back to it tomorrow, I think - I'm sure there's something I'm missing. I went back to earlier worlds today after a break and some stuff that I'd dismissed as being far too hard early on was almost obvious now that I'd learned how to think.

    Willeth on
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  • The_ScarabThe_Scarab Registered User regular
    edited August 2008
    Willet. I want definitive guides not cryptic hints.

    I'm desperate here. I already broke my jaw earlier on Geometry Wars 2. I just can't take the stress anymore.

    The_Scarab on
  • PepperSinclairePepperSinclaire Registered User regular
    edited August 2008
    The puzzles in this game are glorious. Bit underwhelmed with the story though.

    I don't quite get world 6 yet, think it's going to take me a while to figure out.

    PepperSinclaire on
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  • WillethWilleth Registered User regular
    edited August 2008
    The_Scarab wrote: »
    Willet. I want definitive guides not cryptic hints.

    I'm desperate here. I already broke my jaw earlier on Geometry Wars 2. I just can't take the stress anymore.

    That's a pretty big hint, man. I'm not going to spoil the experience for you.

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  • LunkerLunker Registered User regular
    edited August 2008
    Also, I didn't know if I should have put this somewhere in the OP, but I found this interesting, from Jonathan Blow in the other XBLA thread:
    One last comment, with regard to the Speed Runs -- I take issue with what was said in that [IGN] review, because there actually is a good reason for them. There are 6 speed runs (5 individual levels, and one for the entire game) and each of these is actually a puzzle of its own (the full game run is a massive puzzle) because in order to beat the challenge time, you have to figure out something extra about the level that wasn't necessary to beat it before -- some different trick about how to navigate it faster, or how to get things done. For the full game, it involves understanding the puzzles more deeply: there are some puzzles that have clumsy solutions that take a while to do, but also very elegant solutions that take almost no time at all. Successfully speed-running requires the player to come to understand these latter solutions.

    It seems to me that the reviewer didn't get the Speed Run achievement or come to the deeper understanding of those puzzles and instead did them a clumsy way. I'm not pointing fingers for this -- hey, he played the game to the end, and reviewers are busy, they have a lot of games to play. I just want to put it out there that, for people who are interested in this game and want more than the core puzzle experience, the speed run is actually really interesting.

    There's a lot of subtlety in Braid that (hopefully) will reward players' attention well beyond what they would expect for an XBLA game. But, you guys can see for yourselves tomorrow.

    I've never really been one for speed runs in other sorts of puzzle-platformers—the ones in Tomb Raider Legend had me tearing my hair out—but I'd give it a shot, especially for a shorter game.

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