Braid is played by solving physical puzzles in a standard platform game environment. The player controls the protagonist Tim as he runs, jumps, and climbs across the game's levels. Tim jumps and stomps on enemies to defeat them, and can collect keys to unlock doors or operate levers to trigger platforms. A defining game element is the player's unlimited ability to reverse time and "rewind" actions, even after dying. The game is divided into six worlds. Each world has its own time-based game mechanic.
Braid
- Wikipedia Link:
- http://en.wikipedia.org/wiki/Braid_%28video_game%29
Why should everyone in the world play this game?: Braid has been considered a masterpiece, and was highly praised for the unique puzzles it presented. Dan Whitehead of Eurogamer noted the creative variation on time manipulation and the need to understand the non-linearity of his actions made him feel as if "years of gaming blinders have been ripped away." Jason Hill of The Age stated the puzzles were "elaborate and formidable", but "impeccably designed and hugely satisfying to solve". The connection between the puzzles and the overall presentation of the game was favorably received; Tom McShea of GameSpot stated that Braid was "the rare game that will make you rack your brain trying to solve puzzles one minute while challenging you to come to terms with its mature tale the next". Braid's artwork and presentation were given high regards. Nick Suttner of 1UP.com commented that Braid's artwork "juxtapose old-school design sensibilities with impressionist backdrops and lovingly hand-painted environments", while McShea stated that the game's visuals were "eye-catching but never distracting". Wired's Jean Snow wrote that Braid's "beautiful symphonic melodies contribute to what is already an impressive and unique vision", and that "the soothing tunes are probably the reason you never really lose it when facing particularly tough puzzles". Arthouse Games' Jason Rohrer interpreted the ability to rewind time indefinitely as a commentary about traditional platform game design: the fact the player is not forced to restart the level when they die gives greater emphasis to the game's "core challenges".
Tags: puzzle platformer
Submitted by chibichazoo 11 months ago




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