91
MobyRank
100 point score based on reviews from various critics.
4.8
MobyScore
5 point score based on user ratings.

Description

Braid is a puzzle game disguised as a 2D platformer. The player controls Tim during his search for a princess he has known and lost. Although the objective appears to be rather straightforward at first, the meaning and the motives become much more implicit and are interwoven with the mechanics during the course of the game. From a main hub, Tim can eventually access six worlds that consist of different areas. The start of each world reveals a part of the Tim's background and emotions, rather than progressing a storyline. The second to the sixth world can be entirely explored without solving all the puzzles. Difficult situations can be ignored and revisited later. When all worlds have been completed, the first one becomes available and brings closure to the story.

The game's concept is entirely based around time manipulation. Tim cannot die permanently as the player can rewind time at any moment and usually for any length, even all the way back when an area was entered. While rewinding, the music is synchronized in a similar fashion. Rather than a gimmick, rewinding is an essential element to solve the puzzles. The different worlds give a spin to the mechanic by introducing clones as the player collaborates in a parallel reality with a past version of himself, time can be affected through the movement direction, and Tim can create a circular area to cause time dilation. Certain items, enemies and parts of the scenery are immune to time manipulation or behave in a very different way. Puzzles require close examination of the environment and the behaviour of different items and enemies. As such, the game is entirely about solving the puzzle theoretically by applying the game mechanics and then using trial and error to executive it and discover possible flaws in the proposed logic. This also brings limited replayability to the game.

A world is solved by collecting the puzzle pieces. These need to be arranged and eventually show a picture related to the game's story. There is no filler in the level design, meaning that every platform, item or game element (except for a few enemies) has a specific purpose to solve a puzzle. Fast times can be tracked in a separate speedrun mode.

Part of the Following Groups


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User Reviews

Easy to play, hard to get Sciere Bronze Star Contributing Member (96378) 5 Stars5 Stars5 Stars5 Stars5 Stars

The Press Says

Gaming Age Aug 19, 2008 A 100
Defunct Games Aug 08, 2008 96 out of 100 96
GameSpot Aug 08, 2008 9.5 out of 10 95
Cheat Code Central Aug, 2008 4.7 out of 5 94
GameDaily Aug 06, 2008 9 out of 10 90
Game Vortex Aug, 2008 90 out of 100 90
Xboxdynasty (XD) Aug 28, 2008 9 out of 10 90
MS Xbox World Aug 24, 2008 9 out of 10 90
Video Game Talk Aug 14, 2008 4 Stars4 Stars4 Stars4 Stars4 Stars 80
Jeuxvideo.com Aug 13, 2008 15 out of 20 75

Forums

Topic # Posts Last Post
Recommended literature 10 Sciere Bronze Star Contributing Member (96378)
Sep 07, 2008

Trivia

Developer Jonathan Blow said he invested about $180,000 of his own money in a three year period to create the game.


This entry to the MobyGames database was contributed by Sciere Bronze Star Contributing Member (96378) on Aug 06, 2008.
 

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