Developer Praises Complexity of Time-Based Puzzles In "Braid"
Raven Software game developer Manveer Heir takes a look at the design mechanics of Braid, a recently released puzzle game for Xbox Live Arcade (a review is available at Gamespot). Heir commends Braid's focus on taking an interesting mechanic and exploring it fully through level design, rather than generating complexity with the interaction of many different mechanics.
"One of my favorite worlds has time move forward as the player moves to the right, and rewind as the player moves left; Time is being controlled spatially. Another world has the player make a recording of themselves that can interact with certain objects, similar to Cursor*10. ... What is amazing is how complex and devilish some of the puzzles can still be, even though they revolve around the single mechanic for that world. ... Feeling like you have to guess what the designer was thinking is how many old adventure games played out, and it was rarely fun. Feeling like you just made a discovery on your own is what makes this game and games like Portal work so well."
They put out an official walkthrough, which basically says don't use one.
The only thing they say that I disagree with is that it doesn't take trial and error. It certainly does, but that doesn't make the game any less magical. I am stunned by this game and how interesting it is, and that they managed to put a neat story around it. It's a bargain at $15.
There are walkthrough videos on youtube if you get stuck somewhere.
Braid was an amazing game. It was rather like Portal, but it didn't have any of Portal's shortcomings: it was a good value (longer game, yet cost less), and had an actual half-decent plot (although it was a bit too complex). Unfortunately, it doesn't have Portal's witty dialogue and brilliant voice acting, but I guess that's life.
The game mechanics were absolutely brilliant, too. I particularly loved the "shadow" mechanic in world 5, those were by far the richest puzzles for me.
"16MB (fuck off, MiB fascists)" - The Mighty Buzzard
.. hurry up and release a PC version (which plays plays nice with wine).
I have a little pile of cash set aside ready to cram furiously into my computer's floppy drive as soon as it's released.
Okay, braid is amazing. What I want to know is when more expensive games with bigger budgets will stop sucking.
Its "Developer praises game that he had nothing to do with".
Its a professional critic review.
And braid is as mind-blowing as everybody says.
Test your net with Netalyzr
Huh? The developer they quoted had nothing to do with Braid.
Maybe they can compete in game mechanics, but the art and experience of Portal is hard to beat,.
While I was crude in my post, I fail to see where I was wrong. I know this flies in the face of everyone who is trying to kiss the ass of the indie scene right now, but I could really give a damn about that.
The game is NOT original.
It doesn't have to "sell well", just "well enough".
The entire team was about what, six people, max (counting art, music, etc...)?
I heard last week that they made about $800,000. For a multi-million dollar games like GTA4 and Halo, that'd be disastrous. For a small team, that's enough to pay for salaries and start the next game, which is what they are doing right now.
Let's tell it like it is: frovingslosh fails to read everything.