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Braid sequel "The Witness" announced

UncleSporkyUncleSporky Registered User regular
edited March 2010 in Games and Technology
http://kotaku.com/5329966/braid-creator-names-details-next-game-the-witness
Independent developer Number None's follow up to Braid, the time-shifting puzzle adventure game, will be The Witness, an exploration-puzzle game on an uninhabited island. Hold onto that knowledge, for it will be a long wait before you get The Witness.

The developer recently began hiring for The Witness, described in job listings as "philosophical and quiet" and placing "a heavy emphasis on the way things look." That look will take sometime to nail down, apparently, as the game is slated for a release in "late 2011." That's a "hopefully" late 2011, according to the game's official, currently minimal web site.

The only other nugget of information offered to the desperate to pick at is a snippet from the Tao Te Ching, which serves as a poor fact sheet.

Like Braid, The Witness is planned for release on multiple platforms, "whatever makes sense in late 2011," according to the official description.

Now, there's not really much info here. Mainly I wanted to post this so I could get in my prediction on what the deep, meaningful symbolism will be this time. Spoilers for Braid's symbolism and ending...
Braid was seemingly about the Manhattan Project and the first successful atomic bomb test. "Now we are all sons of bitches," indeed.

So this next game is called "The Witness" and is set on an island? Why is Operation Crossroads the foremost thing in my mind? As the first was about developing the atomic bomb, the second is about witnessing one at close range. What do you bet the protagonist's body and mind have been warped by radiation?

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Posts

  • gjaustingjaustin Registered User regular
    edited August 2009
    Ehh, that explanation for Braid is taking a few facts and stretching them way too far. Of course, this isn't the thread to argue that.

    I'm certainly looking forward to this game. If it's half as good as Braid, I'll love it.

    gjaustin on
  • KazhiimKazhiim __BANNED USERS regular
    edited August 2009
    gjaustin wrote: »
    Ehh, that explanation for Braid is taking a few facts and stretching them way too far.

    I don't really think direct quotes from the guys on the manhattan project is stretching things too far.

    Kazhiim on
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  • P10P10 An Idiot With Low IQ Registered User regular
    edited August 2009
    Braid was amazing and late 2011 can't come fast enough.

    P10 on
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  • xWonderboyxxWonderboyx Registered User regular
    edited August 2009
    Braid is awesome.

    That is all.

    xWonderboyx on
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  • The_ScarabThe_Scarab Registered User regular
    edited August 2009
    Braid was as much about the Manhattan Project as my arse is about the Manhattan Project. A masterclass on faux depth and meaning.

    The_Scarab on
  • LunkerLunker Registered User regular
    edited August 2009
    Kazhiim wrote: »
    gjaustin wrote: »
    Ehh, that explanation for Braid is taking a few facts and stretching them way too far.

    I don't really think direct quotes from the guys on the manhattan project is stretching things too far.

    I think there's a lot to the whole argument, but I think that's just one very large, specific example of an overall theme: regret and obsession. To reduce the game down to "it's about this specific thing and nothing else" is a little too cut-and-dry for my tastes.

    That said, I don't think this is really pegged as "Braid 2: Rewind Harder." I would wager it's entirely unconnected. I'm still going to probably pick it up day 1, though that'll probably be sometime in 2011.

    Lunker on
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  • jothkijothki Registered User regular
    edited August 2009
    Lunker wrote: »
    Kazhiim wrote: »
    gjaustin wrote: »
    Ehh, that explanation for Braid is taking a few facts and stretching them way too far.

    I don't really think direct quotes from the guys on the manhattan project is stretching things too far.

    I think there's a lot to the whole argument, but I think that's just one very large, specific example of an overall theme: regret and obsession. To reduce the game down to "it's about this specific thing and nothing else" is a little too cut-and-dry for my tastes.

    That said, I don't think this is really pegged as "Braid 2: Rewind Harder." I would wager it's entirely unconnected. I'm still going to probably pick it up day 1, though that'll probably be sometime in 2011.

    Yeah, it seems to me that
    there's more than one princess, and most likely more than one Tim as well. The player's avatar is just a representation of the concept of 'Tim'ness.

    jothki on
  • Alfred J. KwakAlfred J. Kwak is it because you were insulted when I insulted your hair?Registered User regular
    edited August 2009
    Man this one was easy as pie.
    It's all about the Holocaust.

    Alfred J. Kwak on
  • ClevingerClevinger Registered User regular
    edited August 2009
    Lunker wrote: »
    Kazhiim wrote: »
    gjaustin wrote: »
    Ehh, that explanation for Braid is taking a few facts and stretching them way too far.

    I don't really think direct quotes from the guys on the manhattan project is stretching things too far.

    I think there's a lot to the whole argument, but I think that's just one very large, specific example of an overall theme: regret and obsession. To reduce the game down to "it's about this specific thing and nothing else" is a little too cut-and-dry for my tastes.

    I remember the creator being really adamant about how it was about one specific thing and how it wasn't open to interpretation.

    I really don't like Braid's writing. Neat gameplay, art, and music, though.

    Because in fact, I do have a very specific meaning behind everything in the game. Everything has a purpose, not just in the levels, but in every word. Like to give an example – a lot of people start out reading the game, and they're like, "Oh, this prose is terrible, it reads like a 12-year-old wrote it." But it's actually – and I'm not going to say that my writing is necessarily awesome – but maybe it's for reasons that they don't necessarily get yet. One of the first sentences is, "The princess has been kidnapped by a horrible and evil monster." Which sounds like twelfth-grader prose because one aspect of bad prose is that you have repetitive adjectives and adverbs, to try to reinforce a point and amp up the magnitude. But the point being made in that sentence is actually that "horrible" and "evil" are two different things, and that that's why both of those words are required. And especially in the context of the ending, something can be horrible and not evil, right? Or evil and not horrible.

    ugh

    Clevinger on
  • randombattlerandombattle Registered User regular
    edited August 2009
    Clevinger wrote: »
    Lunker wrote: »
    Kazhiim wrote: »
    gjaustin wrote: »
    Ehh, that explanation for Braid is taking a few facts and stretching them way too far.

    I don't really think direct quotes from the guys on the manhattan project is stretching things too far.

    I think there's a lot to the whole argument, but I think that's just one very large, specific example of an overall theme: regret and obsession. To reduce the game down to "it's about this specific thing and nothing else" is a little too cut-and-dry for my tastes.

    I remember the creator being really adamant about how it was about one specific thing and how it wasn't open to interpretation.

    I really don't like Braid's writing. Neat gameplay, art, and music, though.
    Yeah it was about only one thing, how it wasn't made with a meaning. He openly admitted it.

    randombattle on
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  • JasocoJasoco Registered User regular
    edited August 2009
    I still think Braid was about unrequited love.
    That is what I choose to believe. Bombs are boring. I want something I can relate to. Like love unrequited.

    Jasoco on
  • LunkerLunker Registered User regular
    edited August 2009
    Looking into it, there's an awesome (and hella long) interview at the Onion AV Club with Blow about all of the meaning and subtext and what people are/aren't getting from Braid. I won't go too OT about it, but:
    Now on the one hand, I did leave the game very open to interpretation. [But] I feel that a lot of people are a little bit too quick to take concrete bits of evidence that they find and that they recognize, and to use those to create a definitive explanation of everything and to bend all other facts to fit that explanation. Whereas, why didn't you take those facts that you found and bend those facts to fit other facts to make another explanation?

    The funny part is that I'm normally the type to roll my eyes at Games as (F)Art experiences; I've only tried a few other ones, like the Marriage, and they always end up never engaging me. But I got pulled into Braid because, even if you don't give a toss about the story, it functions as a tight-ass puzzle game, so there's a kind of safety net to it. Like, even if you hate the story, which about half of this thread and the other threads on forums about the game did, you can still appreciate how the gamey-puzzley part works. It just so happens that the entire experience of Braid really connected with me.

    It also helped that I had virtually no expectations prior to maybe a week or two before the game came out; it came out of nowhere and smacked the shit out of me. This isn't the kind of game where the hype train will heighten your experience; it probably just left people saying, "That's what all the fuss was about?" when you reach the end. It was just a very pleasant short story of a game that resonated with me; no more, no less. So I'll actually be avoiding most press and details about Blow's next project, whenever it decides to land.

    It's also worth noting, since I don't think I ever saw mention here, that I think it's official that Hothead is porting Braid over to the PSN, so PS3 owners can see what all the fuss is about. More people should get a chance to check out this gem of a game and see what they think. :)

    Lunker on
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  • The_ScarabThe_Scarab Registered User regular
    edited August 2009
    Are Hothead some kind of Game Developer's A-Team, swooping in to port your shit when you need it ported most.

    The_Scarab on
  • JasocoJasoco Registered User regular
    edited August 2009
    In 1972, a crack commando unit was sent to prison by a military court for a... oh, you get the idea.

    Jasoco on
  • AkimboEGAkimboEG Mr. Fancypants Wears very fine pants indeedRegistered User regular
    edited August 2009
    I'm basically reposting from RPS here, but everyone should be made aware of this.
    Blurst have announced a new game of their own.

    AkimboEG on
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  • Evil MultifariousEvil Multifarious Registered User regular
    edited August 2009
    the only real consistent theme I can see in braid, shared across almost every interpretation of the game, is obsession, and how obsession destroys us and our relationships

    it's even part of the gameplay, with the result you get if you are obsessed enough with the game to get the stars

    Evil Multifarious on
  • ArcticMonkeyArcticMonkey Registered User regular
    edited August 2009
    Kazhiim wrote: »
    gjaustin wrote: »
    Ehh, that explanation for Braid is taking a few facts and stretching them way too far.

    I don't really think direct quotes from the guys on the manhattan project is stretching things too far.
    There was also direct quotes from Super Mario Bros. So it could be about the Manhattan Project AND about Mario getting drunk and getting violent with Peach.
    Braid is totally using Super Mario Bros as a metaphor for drunken wife-abuse.

    ArcticMonkey on
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  • devoirdevoir Registered User regular
    edited August 2009
    Why does this thread tout the next game as a sequel to Braid?

    devoir on
  • VerrVerr Registered User regular
    edited August 2009
    I knew it!

    Verr on
  • jothkijothki Registered User regular
    edited August 2009
    the only real consistent theme I can see in braid, shared across almost every interpretation of the game, is obsession, and how obsession destroys us and our relationships

    it's even part of the gameplay, with the result you get if you are obsessed enough with the game to get the stars

    Plus the fact that if you manage to find all the stars without using a guide, you've probably destroyed your real-life relationships.

    jothki on
  • gjaustingjaustin Registered User regular
    edited August 2009
    the only real consistent theme I can see in braid, shared across almost every interpretation of the game, is obsession, and how obsession destroys us and our relationships

    it's even part of the gameplay, with the result you get if you are obsessed enough with the game to get the stars

    That's my explanation as well.

    The Manhattan Project is just an example of obsession.

    gjaustin on
  • MetalbourneMetalbourne Inside a cluster b personalityRegistered User regular
    edited August 2009
    I felt that, under all the pretentiousness, braid was a substandard platformer.

    Metalbourne on
  • TarranonTarranon Registered User regular
    edited August 2009
    wh...what? it is a puzzle game.

    Tarranon on
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  • RizziRizzi Sydney, Australia.Registered User regular
    edited August 2009
    I don't get it.

    Rizzi on
  • MetalbourneMetalbourne Inside a cluster b personalityRegistered User regular
    edited August 2009
    Tarranon wrote: »
    wh...what? it is a puzzle game.

    Hey buddy

    hey

    I'm not going to split hairs with you over a game that sucks.

    Metalbourne on
  • TarranonTarranon Registered User regular
    edited August 2009
    I'm confused.

    Tarranon on
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    On the black screen
  • P10P10 An Idiot With Low IQ Registered User regular
    edited August 2009
    I can understand not liking the story, but to say the game was bad is just disappointing.

    P10 on
    Shameful pursuits and utterly stupid opinions
  • nlawalkernlawalker Registered User regular
    edited August 2009
    I didn't really think of Braid having a "story" so much as it had a "theme."

    I think it's like the lyrics of a song - there does appear to be an overarching theme, but you are free to read as deep into it as you like. I always figured that the theme wasn't purely obsession or regret, but a mix of both: the "what have I done" feeling the protagonist obviously felt when he realized he drove his lover away, the Manhattan Project research team felt after seeing what they had wrought, and what the player should feel if they find all the stars.

    All that said, Braid was a tremendous game, and a perfect Live Arcade game - short, low price, and differentiated in many ways from a lot of the "filler" type stuff that ends up on there. Plus, the artwork is gorgeous.

    nlawalker on
  • joshofalltradesjoshofalltrades Class Traitor Smoke-filled roomRegistered User regular
    edited August 2009
    Man, weird. Last night Flippy was sorting through all of my live arcade titles and started Braid (I think he may have played all the way through it, too, but I went to bed), and now this thread pops up.

    Even if you hate the story in Braid (I didn't) the puzzler aspect of it is solid. At worst, Blow failed to give you an engaging plot and instead made the most original puzzle game on Live Arcade. At best, well, it's an amazing experience.

    joshofalltrades on
  • LunkerLunker Registered User regular
    edited August 2009
    nlawalker wrote: »
    I didn't really think of Braid having a "story" so much as it had a "theme."

    I think it's like the lyrics of a song - there does appear to be an overarching theme, but you are free to read as deep into it as you like. I always figured that the theme wasn't purely obsession or regret, but a mix of both: the "what have I done" feeling the protagonist obviously felt when he realized he drove his lover away, the Manhattan Project research team felt after seeing what they had wrought, and what the player should feel if they find all the stars.

    All that said, Braid was a tremendous game, and a perfect Live Arcade game - short, low price, and differentiated in many ways from a lot of the "filler" type stuff that ends up on there. Plus, the artwork is gorgeous.

    This is kind of how I feel about the game as well. When you think about it, if you don't really explore all of the Epilogue books, you'll never even see the Manhattan Project angle, and the game experience takes on a different meaning as a result. That doesn't make it invalid in the least.

    I've always felt like a large majority of people beat the game, said "wut," went to GameFAQs or a forum, read the really long A-Bomb post and went "Oh, okay, that's what it's about, now I can play something else." It's a very gamey way to approach the problem: Find the cheat code. I like that the game doesn't serve everything up to you on a platter and instead inspires discussion ... only I've found that a lot of gaming "discussion" quickly boils down to people shouting at each other over and over again.
    Even if you hate the story in Braid (I didn't) the puzzler aspect of it is solid. At worst, Blow failed to give you an engaging plot and instead made the most original puzzle game on Live Arcade. At best, well, it's an amazing experience.

    True dat. It's also why I'm almost guaranteed to buy Blow's next project sight unseen: I'm convinced that it's a Games as (F)Art experience that doesn't forget the "game" part of the phrase. Even if the thematic aspect doesn't grab me, I'll still probably enjoy the gameplay.

    Lunker on
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  • The_ScarabThe_Scarab Registered User regular
    edited August 2009
    I just liked the music. He could have very easily gone for a Mario-esque plinky-plonky soundtrack and I guess it would have fit ok, but this really deep classical score was incredibly good at setting the mood. If there is one thing I take away from Braid, thematically, its that it felt very cohesive. Somehow the art style and the atmosphere were one and the same.

    It helped that the puzzle aspect of the game, from a purely sandbox perspective, was so great and really mind-blowing in places. An effect few puzzle games have managed. I mean how many of this type of side scrolling game simply resort to tricky jumps and timing set-pieces. I remember when I first set foot in World 3 and was just utterly dumbfounded for ten minutes. I had no clue at all, but in a good way. I wouldn't say Braid 'rewrote the rulebook' because that's a terrible phrase, but it really was fresh and new. For an Xbox Live Arcade game, a market where no-one minds lazy design if it has polish and features, it was surprising to see something so different.

    The_Scarab on
  • Bee ArmorBee Armor Registered User regular
    edited August 2009
    nlawalker wrote: »
    I didn't really think of Braid having a "story" so much as it had a "theme."

    I think it's like the lyrics of a song - there does appear to be an overarching theme, but you are free to read as deep into it as you like. I always figured that the theme wasn't purely obsession or regret, but a mix of both: the "what have I done" feeling the protagonist obviously felt when he realized he drove his lover away, the Manhattan Project research team felt after seeing what they had wrought, and what the player should feel if they find all the stars.

    All that said, Braid was a tremendous game, and a perfect Live Arcade game - short, low price, and differentiated in many ways from a lot of the "filler" type stuff that ends up on there. Plus, the artwork is gorgeous.

    Beautifully put.

    I thought the story/theme was mostly beside the point, anyway. The real draw of Braid is the game itself. To longtime gamers, who understand the vocabulary of platformers, every stage is like a poem - creating familiar scenarios, then twisting and deconstructing them with new layers of time-based mechanics overlaid on top.

    I'm really excited about the new one.

    Bee Armor on
  • Skull2185Skull2185 Registered User regular
    edited August 2009
    Speaking of Braid, Can someone let me in on the big shocking ending twist.

    I bought this game on XBLA, and was slowly trudging through it... woorst headaches i've ever had, but I was enjoying the sense of satisfaction completing these puzzles gave me. anyway, it was around this time i upgraded to a larger hard drive. After that, Braid decided it didn't want to recognize that is was the full version and not the trial..couildnt summon the strength to go back through the game..

    Skull2185 on
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  • LunkerLunker Registered User regular
    edited August 2009
    Skull2185 wrote: »
    Speaking of Braid, Can someone let me in on the big shocking ending twist.

    I bought this game on XBLA, and was slowly trudging through it... woorst headaches i've ever had, but I was enjoying the sense of satisfaction completing these puzzles gave me. anyway, it was around this time i upgraded to a larger hard drive. After that, Braid decided it didn't want to recognize that is was the full version and not the trial..couildnt summon the strength to go back through the game..

    You know, the same thing happened to me with the Braid license. Are you on a new 360 console as well, or did you just change hard drives? Either way, you may need to transfer your 360 license: there's a tool available for download on xbox.com that lets you do it, just to official shift ownership.

    In regards to your original question ... you really need to play the final levels and experience it for yourself. That might be a copout answer, but it all works so, so well together. Since you've already done most of the puzzles on your own, going back to it shouldn't be that hard. It's totally something that is much better with you playing it out in front of you as opposed to reading a line of text on the Internets about it.

    Lunker on
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  • SirUltimosSirUltimos Don't talk, Rusty. Just paint. Registered User regular
    edited August 2009
    Scarab, nicely said. Pretty much the perfect way to put it.

    SirUltimos on
  • ChewyWafflesChewyWaffles Registered User regular
    edited August 2009
    The_Scarab wrote: »
    Braid was as much about the Manhattan Project as my arse is about the Manhattan Project. A masterclass on faux depth and meaning.

    Then again, maybe your ass is the destroyer of worlds...

    ChewyWaffles on
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  • Lars_DomusLars_Domus Registered User regular
    edited August 2009
    I don't know... I enjoyed Braid immensely, but I didn't actually care much for the puzzels. The different time-manipulating mechanics were novel and all, but most of the levels felt too straightforward. I did enjoy the visuals, the soundtrack and the overall mood. I also enjoyed looking at the finished jigsaws and trying to figure out what the narrative was really about.

    I don't subscribe to the Manhattan-theory at all - I'm actually inclined to agree with The_Scarab - but I still had fun trying to figure it out.

    Maybe I'm just a masochist...

    Lars_Domus on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited August 2009
    Lunker wrote: »
    Looking into it, there's an awesome (and hella long) interview at the Onion AV Club with Blow about all of the meaning and subtext and what people are/aren't getting from Braid. I won't go too OT about it, but:
    Now on the one hand, I did leave the game very open to interpretation. [But] I feel that a lot of people are a little bit too quick to take concrete bits of evidence that they find and that they recognize, and to use those to create a definitive explanation of everything and to bend all other facts to fit that explanation. Whereas, why didn't you take those facts that you found and bend those facts to fit other facts to make another explanation?

    The funny part is that I'm normally the type to roll my eyes at Games as (F)Art experiences; I've only tried a few other ones, like the Marriage, and they always end up never engaging me. But I got pulled into Braid because, even if you don't give a toss about the story, it functions as a tight-ass puzzle game, so there's a kind of safety net to it. Like, even if you hate the story, which about half of this thread and the other threads on forums about the game did, you can still appreciate how the gamey-puzzley part works. It just so happens that the entire experience of Braid really connected with me.

    It also helped that I had virtually no expectations prior to maybe a week or two before the game came out; it came out of nowhere and smacked the shit out of me. This isn't the kind of game where the hype train will heighten your experience; it probably just left people saying, "That's what all the fuss was about?" when you reach the end. It was just a very pleasant short story of a game that resonated with me; no more, no less. So I'll actually be avoiding most press and details about Blow's next project, whenever it decides to land.

    It's also worth noting, since I don't think I ever saw mention here, that I think it's official that Hothead is porting Braid over to the PSN, so PS3 owners can see what all the fuss is about. More people should get a chance to check out this gem of a game and see what they think. :)

    I'm only posting because I approve of this unintentional pun.

    I'm all for art in my videogames as long as I can punch it.

    Hotlead Junkie on
    tf2_sig.png
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited August 2009
    And apparentley THAT'S how you kill a thread

    Hotlead Junkie on
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  • CantidoCantido Registered User regular
    edited August 2009
    I hate the nuclear stuff and wish the whole story was about Tim and his jilted Princess. That is all.

    I will buy this sequel twice.

    Cantido on
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