Steaming: Braid

2016, Jan 05    

My steam library is comparatively small, but it still contains a fairly substantial pile of shame. The only way out is through. In alphabetical order.

I’m not sure how I missed it, but somehow, I forgot to talk about Braid. I played through it after Binding of Isaac, I suppose - that’s where it’d be in alphabetical order, so that must be when it was.

I’d heard a lot about Braid. One of the true original indie stars, it catapulted its author, Jonathan Blow, into the headlines and did the same for indie games development. Suddenly, anyone could make a game. It was an interesting time to be into games and the industry. I read a lot about it, but I didn’t actually play Braid. It was released in 2008 and I was catching up on games I’d missed while I’d been away travelling. I think I was knee-deep in Bioshock. Well, it’s time to fix that. This is a puzzle game based around time travel, and the manipulation of time: throughout the various worlds, you gain various powers over the passage of time and the world reacts to them in unusual ways. You must collect puzzle pieces in each world to complete a series of jigsaw puzzles.

Braid is gorgeous: it looks like a moving painting, and that’s exactly the aesthetic it was going for. It is, however, a little dated by today’s standards, and I don’t mean to sound like one of those people who talk about framerates when I say that: I just mean that it somehow looks as old as it is, which I wouldn’t have expected from this kind of game. Perhaps it’s more down to how character movement in 2D gaming has changed. Spelunky, for example, has made the platformer look so much more refined than Braid. It’s not exactly a criticism, but it certainly struck me.

Braid’s not about movement, though. Not like Spelunky is. And it’s not about looks, although they must have been a part of it’s success. It’s about the puzzles, and Braid is a brain teaser for sure. Where Antichamber felt like it was trying to be clever, Braid actually is, and the solution to almost every level in this game is reached with experimentation and lateral thinking that makes you feel genuinely clever. You often find yourself moving in the right direction, close to reaching the jigsaw piece that you’re trying to grab, but not quite making it. You try again, and again, getting closer each time. Eventually, you crack it, and it all fits together. Where Antichamber failed in this was that the solutions often felt a little too organic: I felt like I’d cheated my way through rather than solving the room in the intended fashion. With Braid, there are a few moments like that (in one puzzle I think I glitched a key through the floor) but overall the balance feels right. It felt like I was coming up with the solution myself, but the solution wasn’t painful to execute each time.

Braid is on the short-but-sweet side of gaming, clocking in at 5.9 hours for me according to Steam, and none of that time is wasted. There’s no filler here - barely even any story, in fact - and I was left feeling happy that I’d bought it and played it. I was a little disappointed by the difficulty, though: I’d heard so much about what a hard game it was and went in hoping for a real challenge, but I never really found myself stuck for long. I suspect that feeling is down to the hype surrounding the game rather than my ability to solve puzzles.