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From: Invisible
Subject: Braid
Date: 30 Aug 2011 05:02:45
Message: <4e5ca735$1@news.povray.org>
Between crawling through fibreglass in the loft, lifting heavy bags of 
compost and making cups of tea every time I'm ordered to, I got bored. 

minutes to download. Installing took a bit longer. (Why it has to 
install the .NET framework and the DirectX 9 runtime I don't know, but 
anyway...)

The graphics look better than the screenshots would lead you to believe. 
The trailer says it's done in a "painterly style", which translates to 
most of the imagery looking like watercolour paintings, which just a 
suggestion of canvas. As you walk around, there's about 8 levels of 
parallax scrolling happening, with variable transparency, which all 
looks quite nice.

On the other hand, the overly cutesy characters and fairly flat colour 
schemes seem to lack detail and interest. It's pretty, but not /that/ 
pretty. After about five minutes, you stop noticing the fancy background 
scrolling, more or less.

The Big Deal about Braid is that it's a game where you solve puzzles by 
altering time. Now that's not terribly self-explanatory. Suffice it to 
say, you launch the game, and without so much as an options screen, 
you're playing what appears to be a standard 2D platformer. It comes 
complete with a player character who's conspicuously rectangular in 
shape. Also, he has floppy brown hair and he's wearing a black business 
suit with a red tie. Which is pretty random, really.

Before you start each "world", you read a bunch of pages of text that 
casually toss around "him" and "her" and a manner so vague, it's 
difficult to tell what the hell it's talking about. As ZP put it, "in 
this game, the story is kept in a different room to the gameplay, and 
you can only peep through a tiny hole in that wall - which is a pity, 
because there are moments of real genius in there".

Anyway, world 1 is the hub, where nothing happens. World 2 is where the 
game proper actually starts. So you're running around, jumping over 
bridges, picking up keys that opens doors, all the usual sort of thing. 
There's even big green plant pots which plants pop up out of and try to 
kill you. Now where have I seen *that* before? :-P

But then you make a mistake, and die. And as your character falls to the 
bottom of the screen, suddenly the whole game pauses, and a message 
flashes up saying "press Shift". And as you hold down the Shift key, 
time goes into reverse. Everything happens backwards. And once you 
reverse past the point in time where you died, you can let go of the 
Shift key, causing time to go forward again. Except now you know what's 
coming, and you can do things differently and Not Die.

Missed that tricky jump over the moving cloud bridge? Hit reverse, try 
again. Didn't see that pink killer bunny rabbit there? (Which 
conspicuously sounds *exactly* like a cat...) Just reverse out of it. 
Jump into a pit and die because of the spikes at the bottom? Just undo it.

So, essentially, you can never die. Or rather, every time you die, you 
can just undie again. At the press of a button. So this game isn't about 
whether you can make it to the end without the monsters killing you. 
Actually there aren't many monsters to worry about. (There's a grand 
total of 3 kinds - the killer plants, the killer rabbits, and the 
bounder-like guys which can kill you, but can also be used as stepping 
stones.) It's a puzzle game. The aim is to beat the puzzles.

For example, anything that sparkles green is "immune" to the effects of 
time reversal. So there's a level where a sparkling green key awaits at 
the bottom of a deep pit. You can easily jump down, kill the monster and 
pick up the key. But now how the hell do you get back out? Actually, you 
just reverse time to the point before you jumped in. And because the key 
is immune to time, the key stays with you. You can then just walk past 
the pit and unlock the door.

Notice the brilliant violation of causality: In the end, you walked in, 
somehow had the key and unlocked the door. The key was never in the pit 
in the first place, once all the time manipulation is done.

That's an entire "level". One screen. Some of the other levels are 
bigger, but not that much. And each "world" has about 6 "levels" or so. 
And there are a grand total of 6 worlds. So this is a pretty tiny game. 
I managed to see every level in the game in about 40 minutes. Because 
you don't actually have to *solve* one level before moving on to the 
next - although I tried to do so.

Each world has its own time special power. So, like what?

In one world, every time you reverse time, when you let it go forward 
again, a shadow copy of yourself goes and redoes what you just undid. In 
summary, you can be in two places at once. Start the level, go pull 
lever A. Reverse time back to the start of the level, and while the 
shadow-you pulls level A, the current-you can do pull lever B. It would 
be impossible to pull both levers at once by yourself, but comparatively 
easy with this mechanic.

Unless you need to time things so that the levers are pulled in a 
certain order, or so that things happen at a particular moment. And 
*now* of course, if you make a mistake, you can't just reverse and try 
again. That would make the shadow-you repeat the mistake you just tried 
to undo. So you have to repeatedly try to pull level A until you get 
that right, and then you get ONE SHOT at pulling lever B at the right 
moment. Screw it up and you must start over.

The promotion material for Braid states "Braid does not waste your time. 
There is no filler. Every puzzle has something new. Braid isn't about 
pulling off tricky jumps; you can undo at any time. It's about solving 
interesting puzzles."

O RLY?

Suffice it to say, there's a level who's solution goes like this:

0. (Solve some other part of the level, which involves pulling a lever.)

1. Go stand in a certain exact spot on the floor.

2. Wait for a monster to fall off a ledge above you and hit you on the 
head, killing you and bouncing the monster high into the air.

3. Reverse time to before all that happened.

4. Let time run forward. The shadow-you walks down to the floor and 
waits. When the monster bounces off of shadow-your head, current-you 
jumps into the air and bounces off the monster, killing it and allowing 
you to reach an inaccessible high ledge.

If you stand in the wrong place, or don't get there in time, or you miss 
the jump (which has to be timed and angled to perfection to hit a moving 
target that you can't see yet), you must start this whole improbable 
process all over again.

No tricky jumping puzzles? Yeah ****ing right! :-P

Even worse, there's a world where you no longer control time. Instead, 
when you walk right, time goes forwards, and when you walk left, time 
goes backwards. There's an impossible level where you have to kill 6 
monsters, but if you walk too far left, you'll reverse time past the 
moment where you killed them. (And when time goes forwards again, they 
don't re-die. They stay alive.)

In short, you have to figure out a way of killing all of them, and 
getting to all of them, without ever walking too far left. Obviously 
this means basically killing them from left to right. But they all walk 
around (when time moves, obviously), so it's not nearly so simple. Then 
there's the location of the ladders to factor in... Not to mention that 
platform that can only be accessed by jumping from one platform, 
bounding off the (alive) monster below you and managing to hit the other 
platform. (You've got to *get* to the first platform without reanimating 
anybody, of course.)

Also, the music speeds up, slows down and reverses while you're doing 
all this, which gets annoying fairly quickly. And there's lots of 
puzzles involving entities which don't respond to time. Like a monster 
that walks continuously forward, and you have to shuffle time around so 
he misses all the obstacles. Which would be easy, if the evil level 
designer hadn't put so many obstacles in *your* way as well!

In another world, you have a (single) ring. If you put this ring down, 
it slows down time. The nearer you are to the ring, the slower time 
goes. The further away you are, the less time is affected. So here we 
aren't just making time go forwards or backwards, we're actually 
/bending/ it. Put one near a cannon, for example, and the shots it fires 
become further apart. They're the same distance as they leave the 
cannon, but as they get further away from the time dilation, they spread 
out.

There's a level where the thing you need to get is suspended over a pit 
of burning spikes. There's a platform that moves to cover the spikes, 
but another platform slides into its way so it can't move. I spent hours 
trying to figure out how to solve this impossible puzzle. Then one time 
I played it through, doing exactly what I did before, except this time 
the platform came out, and it was trivial to get the item. Utterly 
baffled, I want and watched a video of a presentation by the (singular) 
developer who built the game. Apparently the secret is to not reverse 
time for the first 20 seconds of the game. I hadn't even realised I did 
that. (There's a bunch of monsters that run at you in a space too small 
to manure in, /forcing/ you to repeatedly retry. Even the developer 
couldn't do it in front of the crowd!)

There's even a level where you have to reverse time, but reverse it at 
8x speed - which the game doesn't mention that you can do. (!)

In short, after the first few levels, the game degenerates into 
keyboard-smashing frustration. Nowhere does anything really explain how 
the game works; you just have to sort of /guess/. And if you don't 
really understand how something works, it's almost impossible to solve 
complex puzzles with it. The difficulty of some of the puzzles is quite 
absurd. I had to look up an Internet walkthrough to solve more than a 
tiny fraction of them. And almost every solution involved either "OK, I 
had no idea the game lets you do that" or "OMG, how many billion 
attempts would it take to ever get that right?!"

There are puzzles that I've read the solution for, and I still cannot 
actually solve. Because I can't get some critical jump to work, or 
because I haven't played through multiple thousand times to get the 
timing perfect, or whatever. THIS IS NOT FUN.

In the end, that's what the game comes down to. 6 worlds, one of which 
is just a hub, so 5 worlds containing about 6 levels each, that's 30 
levels (some of which are just one screen). That's a very, very short 
game. And the difficulty curve is just vertical. Most of the difficulty 
isn't difficult in an interesting or entertaining way, it's difficult in 
an obtuse way. It's hard either because it requires ridiculous amounts 
of dexterity (remember the trailer saying the game isn't like that?), or 
it's hard because the game doesn't tell you something critically 
important. Actually, the game doesn't tell you /anything/, you have to 
guess most of this stuff. Sometimes it's self-evident enough. Pressing 
Shift makes time go backwards. No need to explain further. But something 
it isn't - if something glows purple, what does that actually mean??

So really, all you need to know about Braid is this:
- Kinds pretty.
- Very small.
- NOT FUN.

(Unless you enjoy playing and replaying the same 2 screens of action a 
billion times until you manage to get it right. In that case, might I 
suggest WoW? They could use grinders like you...)


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From: Invisible
Subject: Re: Braid
Date: 30 Aug 2011 05:08:10
Message: <4e5ca87a@news.povray.org>
On 30/08/2011 10:02 AM, Invisible wrote:

> Also, the music speeds up, slows down and reverses while you're doing
> all this, which gets annoying fairly quickly.

While we're on the subject, the music is quite nice too.

For about the first ten minutes. It's a bit like Every God Game I've 
Ever Played. You're going to spend so long listening to that same tune 
over and over again that soon you'll want never to hear it ever again. 
Not because it's bad, but because you've heard way too many repeats.

The music consists of lots of lilting guitar and violin lines with 
sparing percussion. Except for the occasional level which has a very 
electronic soundtrack - and sounds very out of place...

The sound effects are pretty basic, and get annoying quickly.


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From: Invisible
Subject: Re: Braid
Date: 30 Aug 2011 05:11:19
Message: <4e5ca937$1@news.povray.org>
On 30/08/2011 10:02 AM, Invisible wrote:

> That's an entire "level". One screen. Some of the other levels are
> bigger, but not that much. And each "world" has about 6 "levels" or so.
> And there are a grand total of 6 worlds. So this is a pretty tiny game.
> I managed to see every level in the game in about 40 minutes. Because
> you don't actually have to *solve* one level before moving on to the
> next - although I tried to do so.

As ZP rightly pointed out, the majority of the later levels are the same 
ones as the earlier levels, just with a different time power. "Which 
seems rather unimaginative."

So not only is the game tiny, but it somehow manages to be repetitive 
too. "There is no filler." Yeah, right.


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From: Jim Holsenback
Subject: Re: Braid
Date: 30 Aug 2011 05:38:34
Message: <4e5caf9a$1@news.povray.org>
On 08/30/2011 06:11 AM, Invisible wrote:
> On 30/08/2011 10:02 AM, Invisible wrote:
>
>> That's an entire "level". One screen. Some of the other levels are
>> bigger, but not that much. And each "world" has about 6 "levels" or so.
>> And there are a grand total of 6 worlds. So this is a pretty tiny game.
>> I managed to see every level in the game in about 40 minutes. Because
>> you don't actually have to *solve* one level before moving on to the
>> next - although I tried to do so.
>
> As ZP rightly pointed out, the majority of the later levels are the same
> ones as the earlier levels, just with a different time power. "Which
> seems rather unimaginative."
>
> So not only is the game tiny, but it somehow manages to be repetitive
> too. "There is no filler." Yeah, right.

If you like solving puzzles ... give Fish Fillets Next Generation a try. 
The graphics are nothing to write home about, but the puzzles will 
stimulate the gray matter


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From: Invisible
Subject: Re: Braid
Date: 30 Aug 2011 05:47:41
Message: <4e5cb1bd$1@news.povray.org>
On 30/08/2011 10:38 AM, Jim Holsenback wrote:

> If you like solving puzzles ... give Fish Fillets Next Generation a try.
> The graphics are nothing to write home about, but the puzzles will
> stimulate the gray matter

OK, thanks for the tip.

Actually, I quite enjoyed Space Chem. (Don't know if I wrote about that 
one...) Very cheap, and a lot of fun to play with. I never did finish it 
though, because in the end the puzzles just became too hard. I got a 
damned long way though...


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From: Warp
Subject: Re: Braid
Date: 30 Aug 2011 09:52:05
Message: <4e5ceb04@news.povray.org>
Invisible <voi### [at] devnull> wrote:
> (Unless you enjoy playing and replaying the same 2 screens of action a 
> billion times until you manage to get it right.

  The thought hasn't crossed your mind that you might be doing it wrong?

  The game is quite easy once you discover the solutions.

-- 
                                                          - Warp


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From: Invisible
Subject: Re: Braid
Date: 30 Aug 2011 09:53:22
Message: <4e5ceb52$1@news.povray.org>
On 30/08/2011 02:52 PM, Warp wrote:
> Invisible<voi### [at] devnull>  wrote:
>> (Unless you enjoy playing and replaying the same 2 screens of action a
>> billion times until you manage to get it right.
>
>    The thought hasn't crossed your mind that you might be doing it wrong?
>
>    The game is quite easy once you discover the solutions.

That's my point. I've read a complete list of all the solutions, and I 
*still* can't solve it. Even though I know what the solutions are meant 
to be! It doesn't get much harder than that...


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From: Warp
Subject: Re: Braid
Date: 30 Aug 2011 10:01:40
Message: <4e5ced44@news.povray.org>
Invisible <voi### [at] devnull> wrote:
> On 30/08/2011 02:52 PM, Warp wrote:
> > Invisible<voi### [at] devnull>  wrote:
> >> (Unless you enjoy playing and replaying the same 2 screens of action a
> >> billion times until you manage to get it right.
> >
> >    The thought hasn't crossed your mind that you might be doing it wrong?
> >
> >    The game is quite easy once you discover the solutions.

> That's my point. I've read a complete list of all the solutions, and I 
> *still* can't solve it. Even though I know what the solutions are meant 
> to be! It doesn't get much harder than that...

  I must admit I don't understand you at all.

  If you

a) need to look for solutions to the puzzles in a casual game (which I could
perhaps understand from someone who never plays anything, but not from a
computer nerd who plays a lot of games), and

b) still find it hard to solve them even with the solutions,

I think there's something horribly wrong here.

  I'm beginning to think that you are actually two different people. One is
a computer nerd, the other knows how to turn a computer on and off, and
little else.

-- 
                                                          - Warp


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From: Invisible
Subject: Re: Braid
Date: 30 Aug 2011 10:13:26
Message: <4e5cf006$1@news.povray.org>
>> That's my point. I've read a complete list of all the solutions, and I
>> *still* can't solve it. Even though I know what the solutions are meant
>> to be! It doesn't get much harder than that...
>
>    I must admit I don't understand you at all.
>
>    If you
>
> a) need to look for solutions to the puzzles in a casual game (which I could
> perhaps understand from someone who never plays anything, but not from a
> computer nerd who plays a lot of games), and
>
> b) still find it hard to solve them even with the solutions,
>
> I think there's something horribly wrong here.
>
>    I'm beginning to think that you are actually two different people. One is
> a computer nerd, the other knows how to turn a computer on and off, and
> little else.

Like I said, the solution to one of the puzzles requires you to it 
something in mid-air. Not only that, but you have to jump off at exactly 
the right moment, in exactly the right direction, *before* the thing 
you're trying to hit even appears on screen. And when (not if) you miss, 
you have to spend another 30 seconds setting the whole thing up again 
before you can retry.

I fail to see how *knowing* that that's what you have to do makes it any 
easier to *do* it.

It's like the jumping puzzles in any other game. You might *know* that 
you have to jump from A to J to F in that order. But that doesn't make 
it any easier at all to actually *hit* the targets.


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From: Darren New
Subject: Re: Braid
Date: 30 Aug 2011 12:24:35
Message: <4e5d0ec3@news.povray.org>
On 8/30/2011 7:01, Warp wrote:
> I think there's something horribly wrong here.

My brother spent hours trying to get thru one of the Portal levels that had 
a pretty obvious solution. Turns out he was trying to do it with a track 
pad. Second try with an actual mouse and he was done. :-)

-- 
Darren New, San Diego CA, USA (PST)
   How come I never get only one kudo?


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