
Despite the fact Braid was one of my most anticipated Xbox 360 titles, I put it off until about a week ago. I have now had the pleasure of playing through Braid, and I can honestly say that I have been completely blown away on nearly every aspect of being blown away. I know Braid, by this point, is old news, but looking at my friend roster shows that only two of my buddies actually have the game. More importantly, it is supposed to come out for PC sometime next month, so people will likely be talking about it all over again once it hits.
Braid is the baby, brain child, and genius of creator Jonathan Blow. This man spent three years of his life, and reportedly $180,000 of his own money to create Braid. This guy pretty much put his entire life and living on the line to create this game, and hopefully the sales, great reviews, and positive word of mouth has made it completely worth his while. Considering the demand for the PC version, and a possible PS3 version down the line, I believe it was the success Jonathan needed.
Upon playing Braid, it’s hard not to spot the intentional Super Mario Brothers references because they’re everywhere. Expect to see such staples as goombas, plants coming out of tubes, clouds to ride on, enemies being shot from canons, the first stage of Donkey Kong, the end stage castle and flag, the princess, and even a Yoshi like creature that explains that your princess must be in another castle. It’s as if Blow wanted to create a “serious” and alternate take on the Super Mario Brothers saga, because aside from jumping on enemies to kill them, the similarities in game design end there.
Braid is all about time travel, but not time travel in the traditional sense. There is no going forward, only different ways of going backwards and actually slowing down time. It seems that the theme of the game is trying to correct ones mistakes, as we find out during the story that main character Tim has made plenty of mistakes. Each world acts as a different sort of memory, complete with optional text passages from what appear to be different moments of Tim’s life. The passages tie in the central theme and rules of that particular world, so not only do they set up a story, but also work as a guideline for what the player will be doing. For example, one world allows Tim to use a ring that causes time to move slower depending on how close something is to the ring. The passages uses the idea of a wedding ring as a metaphor for Tim’s new way of time manipulation, playing with the idea that people take caution when they spot a wedding ring on an individual and likely make slower advancements towards said person. There likely hasn’t been such a thought provoking story that is literally tied into the game design since Metal Gear Solid 2: Sons of Liberty. Like MGS2, people have already spent countless hours pulling apart and trying to make sense of the whole story.