MobyRank MobyScore
Macintosh
...
...
Windows
86
4.4
Xbox 360
91
4.8

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.

The later released Windows and Macintosh versions are identical, but come with a level editor.

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User Reviews

Easy to play, hard to get Xbox 360 Sciere Bronze Star Contributing Member (110200)

The Press Says

EL33TONLINE Xbox 360 Sep 16, 2008 5 Stars5 Stars5 Stars5 Stars5 Stars 100
Xbox World 360 Xbox 360 Aug 06, 2008 5 out of 5 100
Cheat Code Central Xbox 360 Aug, 2008 4.7 out of 5 94
Game Revolution Xbox 360 Aug 28, 2008 A- 91
XBox Front Xbox 360 Aug 06, 2008 91 out of 100 91
PC Gameplay (Benelux) Windows Apr 29, 2009 90 out of 100 90
GameDaily Xbox 360 Aug 06, 2008 9 out of 10 90
videogamer.com Xbox 360 Aug 07, 2008 9 out of 10 90
MS Xbox World Xbox 360 Aug 24, 2008 9 out of 10 90
Gamer 2.0 Xbox 360 Aug 13, 2008 8.7 out of 10 87

Forums

Topic # Posts Last Post
Recommended literature 10 Sciere Bronze Star Contributing Member (110200)
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 was contributed by Sciere Bronze Star Contributing Member (110200)
 

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