Braid Released For Mac

By: Brandon McCartin (BMcC)

On: May 20th, 2009

The Braid Screen to Rule Them All

A quick one, for all you Apple eaters: Award winning, time-bending puzzle-platformer Braid has been released for the Mac! You can find it here, at Greenhouse, with a free demo and everything.

A lot has been said about this fine little game, but I thought I’d throw in my two cents, before it’s too late. (After the jump.)

I’ve played through it a number of times now, and really believe Braid is a landmark game. Not just in the realm of “indie” games, but interactive software (or whatever you want to call it) as a whole. It pushes forward in so many ways, particularly in (Jon’s favorite, ha) unifying the naturally divergent forces of Story and Gameplay, while still, at its core, being a wonderfully designed, approachable Game. That’s actually what surprised me most about Braid, at least at first — the “artsy” stuff is there, yes, but strip it all away and you’ve still got a unique, polished, challenging videogame to play. Impeccably designed. (Not to mention that David‘s art also makes it one of the most lovely games I’ve ever seen in motion.) Anyway, yeah, suffice it to say I find it all pretty inspiring!

Can’t wait to see what Mr. Blow comes up with next. (Braid 2?)

  • http://www.glaielgames.com Glaiel Gamer

    it runs beautiful in 1920×1280 resolution (the demo)

    unfortunately I already bought it for the xbox

  • http://b-mcc.com// BMcC

    **@Glaiel:** Oh man, I’m in the same boat. Experienced some HEARTBREAK last week when I (misguidedly) thought I could hook my Xbox into my laptop. Was -so- looking forward to playing through Braid again in HD, but, alas, it was not to be. :(

  • Malasdair

    Braid is so much better than almost anybody has said. It boggles the mind that games like MGS4 can get perfect 10.0 scores while Braid creates controversy by costing twenty bucks.

  • Kenzya

    I don’t think Braid is worth $20. Some people think like me. Some people don’t believe MGS4 is worth any $$. I think the story alone in MGS4 is worth an infinite amount more than Braid.

    If we’re making these kinds of discrepancies, of course.

  • http://www.glaielgames.com Glaiel Gamer

    I find it really odd how this generation complains about $15 price tags when this is the first generation when you can get true quality for under 40

  • Kenzya

    Probably because video games are subjective 8) :coolguy:

    ps your “this is the first generation blah blah” statement is inane. There were many PS2 games that were under $40 that were both quality and fun. I’m pretty sure Katamari Damacy was $20. What about DS and PSP games?

    Remember when new blockbuster games didn’t debut at $60? Hm?

  • http://b-mcc.com// BMcC

    I don’t think Glaiel’s comment was directed at you specifically.

    And before blockbuster games didn’t debut at $60, they _did_, though, and sometimes more. (Remember cartridges? :P)

    I’m still in awe of being able to download games on my console at all, haha.

  • Kenzya

    I did not mean to come off as defensive. It was just a comment I wanted to reply to. :) Video games are one of the things I genuinely enjoy talking about. If I can flaunt some nerdiness to the world I will.

    I do remember cartridges though! That was a factor when I was writing that comment. But, really, those days were quite a long time ago. Maybe two generations depending on when you consider the N64 relevant. But, then I started thinking about PSX games, GBA games, Gamecube games, and xbox games; systems of which I’m sure have had quality releases for under $40.

  • Anarkex

    >the “artsy” stuff is there, yes, but strip it all away and you’ve still got a unique, polished, challenging videogame to play.

    If there’s one thing that bothers me about Braid, and the way people analyze Braid, it’s this. The truth is, the line I quoted is absolutely right. The ambiguous quotes literally lying around in it, are completely unnecessary and, honestly, pretty much arbitrary. They paint wonderful pictures, but pictures that are for the most part disconnected entirely with the game itself. The game could easily be played and enjoyed, arguably to its absolute fullest, without any of the “books” found before each level and in the final room of the game.

    Much as I appreciate Braid’s puzzles, atmosphere, and unique take on puzzle platforming, I can’t help but insist that the text outings were unnecessary and quite a bit pretentious. To be honest they added very little to the game BESIDES pretentiousness. I think it’s something someone really should have called the game out on by now.

    Aside from this, I do highly recommend Braid. It’s a clever and very pretty little game.

  • http://b-mcc.com// BMcC

    **@Kenzya:** Ah yes, true enough! :)

    **@Anarkex:** But I feel like they were tied into the gameplay quite well! At the very least, they gave some sort of significance to the way time was handled in each world, and something more to think about as I played. And the ending… Anyway! I thought it was great, but that’s just my opinion. It’s pretty cool that, for folks (like you) who don’t care for the story, it’s handled in a completely unobtrusive way (books you can choose to read or run past). Which is another thing that sets it apart from, like, *every* modern game.

  • Some Guy

    “unifying the naturally divergent forces of Story and Gameplay”

    Umm… Are you sure you’re talking about that Braid, and not some other game?

    Unless by unifying you mean “read story here, do mission with only minimal connection to said story here”.

    Quite frankly, Atari games were doing that decades before Braid.

    Also, plenty of games allow you to skip the story should you not care, but if the story and gameplay are “unified” as you claim, then technically you shouldn’t be able to just “run past” the story and ignore it, the story should be united with the gameplay.

    I think what you meant to say was “‘Half-Life’ united the naturally divergent forces of gameplay and story by using the first-person perspective in a way that totally immerses the player in the experiences of Gordon Freeman on an interactive and personal level.”

  • Ezuku

    I dunno, I felt that the book stuff was deliberately obscure, as opposed to something that’s obscure because it’s beautiful. I understood the book stuff, but I just felt it was quite pretentious and felt forced.

    The other thing I disliked about braid was the hit detection, which seemed more than a little dodgy sometimes.

    Also, to all those complaining about the price tag? Spare a thought for those of us who live in countries other than the US; we pay so much more than you do for basicially no reason for most other games.

  • http://b-mcc.com// BMcC

    No, “Some Guy,” I don’t mean that. I am using broad terms here, maybe that’s where you’re getting confused? I’m not talking about *story events in the game* or whatever you’re saying. I’m talking about the gameplay “language” versus the language of the story and how– Wow, actually, I don’t need to spell this out for you.

    I think it’s funny you mention Half-Life 2, though — a perfect example of “game language” and “story language” at odds with eachother! As well as another game that forces you to sit through story segments. (Or *walk* through them, whatever.)

  • http://b-mcc.com// BMcC

    Also, your “unified” comment is a total straw man, gimme a break.

  • http://lumberingdream.com/ !CE-9

    most of the awesomeness (of Greenhouse, that is), is that if you’ve bought it for Windows already, you automagically have the Mac version too.

    In short, I <3 Greehouse.

  • http://0xdeadc0de.org Eclipse

    Braid books are not pretentious at all, they just serve as a cool intro to what you will find in the game world, for example the books when he talks about the marriage introduce the world where you have the ring and so on. They are part of the game, and they can be enjoyed as little nice phrases beetween a world and another one, they’re pretentious only if you take them that way

  • johhny

    for someone who hasn’t played it, and probably won’t in a while, could you explain exactly how the game “unifies the naturally divergent forces of Story and Gameplay”, and what is done different in this game that no other game has done before to achieve this goal.
    also, i saw the prince of persia also had that rewind feature (if you die), haven’t played that either though. 0_o

  • raigan

    Anarkex: agreed!

  • raigan

    “Also, to all those complaining about the price tag? Spare a thought for those of us who live in countries other than the US; we pay so much more than you do for basicially no reason for most other games.”

    You could consider it a tax on having the luxury of not living in the US :)

  • RazputinOleander

    I agree that the books were nearly entirely distinct from the actual gameplay, but at the same time I also agree that they added ‘heft’ to the gameplay by giving it context. I think this is particularly true for the last level.

    In my opinion, the last level was brilliant because it takes everything from all the story bits and all the gameplay bits, then builds upon both while simultaneously inverting them.

  • http://b-mcc.com// BMcC

    **@raigan:** You really think the books are arbitrary, don’t add anything to the game, are pretentious, etc.? Please elaborate.

    As I said, the game *can* be enjoyed without them, but nobody can tell me they didn’t add to my experience.

    **@johhny:** Sure! I guess the simplest example is World 2 (the first area of the game you play), “Time and Forgiveness.” The books before this world ask the most basic question of the game: What if you could undo the consequences of your past mistakes? (Not just undo them, but still learn from them.) The gameplay mechanic of World 2 is the ability to rewind time without limit.

    This is what sets Braid apart for me: In a typical game, you push through a linear narrative broken up by gameplay segments (or is it the gameplay that’s broken up by the narrative?), usually with a black & white goal/motive at the start. Not so in Braid. In Braid, the “story” is more a collection of thoughts/memories/questions which you actively explore through the mechanics of the game. *That’s* what I mean by “unifying Story and Gameplay.” (If anyone doesn’t think that’s a breakthrough for videogames, I don’t know what to say to them!)

    I’ll admit, I haven’t sat down to analyze Braid’s books or anything, but that’s another thing that’s lovely about the game — it’s layered. I may not “get it” yet, but I think the story will reveal itself more and more over time. For example, the first time through you’re necessarily thinking more about the mechanics, but by the “end” everything you’ve done and thought is cast in a new light. Playing through again knowing the solutions to the puzzles frees up mental real estate for the story, and having a more complete picture of the story allows for clearer interpretation. (This may be a stretch, but writing this, it sounds like the way I enjoy Braid is sort of married to its philosophies as well, pretty cool!)

  • http://b-mcc.com// BMcC

    Of course, Story vs. Gameplay is a whole ‘nother can o’ beans… I’m just trying to put it as plainly as possible, not write a thesis here. :P

    **@johhny:** Oh, also! From a pure gameplay standpoint, Braid’s time mechanics go *far* beyond Prince of Persia. In PoP, you have a finite amount of “back in time potion,” but in Braid you can undo absolutely everything you’ve done in the stage, straight back to the start. But time reversal is only the first, most basic mechanic — each world handles time in a different way. (For example, in one world, time is linked to Tim’s horizontal position, and in another you can place a ring which slows time for objects/enemies the closer they are in proximity to it.)

    This is all linked to the philosophies of the game’s story, but, again, it’s brilliantly designed on its own! The puzzles toward the end seem almost impossible at first, but once they click, they all have logical, easy-to-execute solutions. If you like thinking in multiple dimensions at once, you’ll love this game. ;)

  • Connor Carpenter

    I loved Braid. I had a genuine emotional reaction to the entire experience, and I am SO glad with the decisions Blow made in presenting it (especially w/ the storybooks).

    I think people should be careful in labeling something ‘pretentious’; it’s an easy way to prematurely dismiss that which may only be difficult to understand.

  • Anarkex

    Connor, believe you me I thought long and hard about my use of the word “pretentious”. I hate the word as much as you do, but in this case I firmly believe it applies. I don’t mind if people disagree with me, I don’t exactly expect people on an indie game site to accept that ANY indie game could have been improved in any way. However, when you say that all I’m doing is dismissing things I don’t understand, I find that extremely insulting.

    The books don’t affect the game at all. Maybe they make you think one thing or another about the game, but they don’t assist you in completing the game nor do they give you any knowledge about the game that you couldn’t figure out in the first area of the world. That’s not what I call “unification of story and game”. In fact, I call that the exact opposite of unity.

    Which reminds me, BMcC, I’d love to know why Some Guy’s comment was a straw man, considering it’s a counterargument to something you said verbatim.

    Not to mention, Some Guy didn’t say “Half Life 2” at all. He said “Half Life”. The 2 isn’t part of the title like in “Rainbow Six”. I’m only saying this because I’ve expected Some Guy to come back and say it himself all day now, so, apologies to him if I’m getting this wrong.

  • http://b-mcc.com// BMcC

    > “I don’t exactly expect people on an indie game site to accept that ANY indie game could have been improved in any way.”

    You’re clearly being dismissive here, not a breath before claiming you aren’t. Talk about insulting.

    And ignorant! I only think about how games can be improved, what, *every* day of my life? And have you ever looked at the forums? If anything, people around here are *too* critical. I just don’t use the front page for dumping on things, is all.

    Re: Some Guy —

    Yeah right! It’s not a counterargument, it’s deliberately simplifying/misunderstanding the point of what I was saying. And Half-Life, Half-Life 2, what*ever.* That doesn’t change my point either. (OMG, you caught me! I made a typo. Thanks for not being a dick about it or anything.)

    Anarkex, if you really don’t care if people disagree with you, why are you making such petty arguments? It’s like, OKAY, I get it, you didn’t like the story in Braid and you refuse to see it any other way. There’s nothing to talk about, then, is there?

  • raigan

    “As I said, the game can be enjoyed without them, but nobody can tell me they didn’t add to my experience.”

    Well, they have absolutely nothing to do with the game, they’re a completely separate thing slapped on, and I found them tedious to read (to the point where I just stopped reading them since really, they make NO difference to the game).

    The fact that you can avoid reading them and still enjoy the **game** perfectly well should suggest that they weren’t necessary to the game. All they really add is the ability to claim that the game has some sort of deep meaning.

    Maybe this is a pet peeve of mine, but no one criticizes architecture for not having a “Story”, and if an architect scattered prose throughout their building they would rightly be derided for conflating two separate media which are complex enough in their own right to stand alone.

    Then again I skip all text in all games and skip/ignore all cutscenes, even in RPGs, since really.. it’s pure filler, it’s just writing that’s trying to appeal to the human desired for narrative and identification, all I want is to play a game, not get wrapped up in someone’s stupid life story.

    Like, I enjoy reading fiction, but that’s because it’s typically interesting or well-written or whatever, not just lame archetypal tales/fables recast in various ways. MAYBE if writing in games was at the level of Phil K Dick, then I would be interested in reading it. But even then — what would the point of that be?! It would be better digested in BOOK FORM, not as a game.

    Paintings don’t have written “stories” that accompany them for no good reason, and neither should games.

    Unless the text actually has some meaning in the game — like in IF games or Facade, where the game itself has an understanding of the meaning of the text — then it’s useless, and more than likely an attempt to make the game more appealing by pandering to our natural propensity towards narrative, and/or to hook people by interesting them in the story as a crutch because the game itself is tedious/boring.

    Of course obviously HUD text is meaningful in a game, by “text” I meant the typical story crap that’s draped over everything these days, even puzzle games. UGH!!

    The level of story that should exist in most games is SMB3 at most: games need a premise or a metaphor through which to understand the game elements, not a load of literary baggage.

  • Kobel

    I don’t agree with any prescriptive view of what the ‘level’ of story in a game SHOULD be. We should be encouraging experimentation, not declaring edicts.

  • http://b-mcc.com// BMcC

    I agree with you, raigan, for the most part! Except I do feel Braid is a step in the right direction. This in particular is interesting:

    > “Paintings don’t have written “stories” that accompany them for no good reason, and neither should games.”

    Exactly! But don’t paintings often tell a story, have a message, explore ideas, and so on? The difference is that they do so through the mechanics of a painting (instead of tacking on a piece of writing), while we haven’t quite figured out how to do that with the mechanics of games yet.

    This is closer to what I mean about Braid moving toward unifying story and gameplay — *the mechanics of the gameplay* explore certain ideas. They do this no matter what text is added in. I don’t consider the books in Braid to be “the story” in and of themselves, but the player *can* use them (if they choose) to guide their thoughts as they play.

  • xerus

    They’re like locusts. They’re moving from planet to planet, their entire civilization… and once they’ve consumed every natural resource they move on. And we’re next.

  • http://b-mcc.com// BMcC

    Kobel makes a good point, as well. :)

    Also, locusts.

  • Jeff

    The game would have been brilliant and fun without the books, but with them it was heartbreaking. I would have thought them pretentious if I had played it before some formative emotional stuff in my own life.

    It’s about trying to fix something that can’t be fixed, and each world has a mechanic that illustrates some aspect of the pain Johnny Braid is going through. Time and Decision? When a decision you’ve made has made to feel split in half, like you’re in two places at once. Etc. etc.

    And the end, when he decided to start over from scratch, was beautiful too. Like Yeats said,

    “Now that my ladder’s gone,
    I must lie down where all my ladders start,
    In the foul rag-and-bone shop of the heart.”

  • Pretentious

    Hey guys, Pretentious here. Uhh just want to say that I don’t fucking know any of you, so stop talking about me like you know me.

  • toastie

    Why do you people even use that word, honestly?

    Do you think that Jon or whoever else sits there thinking “Oh ho ho… if I do it this way, they’ll think I’m really clever and poignant!”?

    Most people just express themselves in the matter that they see fit and it is in YOUR eyes that concepts like “pretentiousness” is born, which really begs a reconsideration of who it is that we’re criticizing here in the first place.

  • raigan

    I should point out that I do think Braid is a historically important game, and one of the games I’ve most enjoyed, because of how mind-blowing it is to experience the time-as-puzzle-mechanic thing. It’s an experience as novel and transformative as first playing NES.

    I just wish that this is what people got out of it, not some fragmented poetry.

    @BMcC: I agree completely, but I guess I just think that games ought to “tell” their story via the game itself, _not_ through text. Just as paintings tell their story through paint — adding words is a lame, awkward cop-out.

    Some music “tells a story” abstractly in purely musical terms, and other music (the kind with lyrics) is often more explicitly narrative — the story is more of a “story” proper and not a story in the sense of paintings-tell-stories.

    I just wish more people focused on painting or architecture as a model, rather than movies.

    The belief that storytelling or the communication of a narrative or “meaning” by the author to the audience is the ultimate artistic apex to which all media should strive is really the problem.

    No one discusses the role of narrative in skateboarding, because it’s quite obviously a stupid and meaningless concern — as it should be for games.

    I just feel like Braid is conservative in that it validates the idea that you need some sort of explicit text or narrative content in the game. Yes, the literary style is different than that used in in GTA4 or whatever, but both cling to the contrivance of a narrative or story as a necessary part of a game.

  • http://chaoseed.com/garden John Evans

    And remember, if you get frustrated with the puzzles, read the official walkthrough.

  • Anthony Flack

    I think the story aspects of Braid are overrated, certainly. Braid is a very clever puzzle game, but the game is clearly built around the mechanics and the story comes across as a post-hoc metaphorical interpretation.

    I feel like I can’t really comment fully though, since I haven’t actually finished Braid yet (I really do appreciate it, but also found it a bit annoying to play) – and everybody keeps saying that the ending is the best bit. So I really need to get around to that, especially before I fire off any criticism. But what the hell.

    When Jason Rohrer says that Braid is the height of artistic expression in games, the best example we have of the melding of meaning and mechanics… nah, I don’t buy that. At least not from the parts of the game I’ve seen. I’m not thinking about loss and regret when trying to solve the puzzles, I don’t believe they were constructed with that in mind.

    In fact the story in Braid seems a lot like the thread in the forums about writing an artist statement for a pre-existing game. Interpret Pac Man as a metaphor for life, put a page of text at the start of the game explaining it, and there you go.

  • Anarkex

    Pretentious, I thought we were bros, don’t back out on me now! Remember that time I drove you home from the Christmas party?

    Maybe I’m generalizing a bit when I say criticism is shunned around here, but I read these comments all the time and quite often people with criticisms about games are disregarded for “not getting it” while praise for the games can go so far as justifying shoddy game design. Which is exactly what’s happening here.

    >If anything, people around here are too critical.

    If a person can lucidly state his reasons and hold his own against opposition, there is no “too critical”. If he can’t, it’s not criticism at all, it’s trolling.

    And while I haven’t played the original Half Life, I hold that it very well could change your point. I’m familiar with the way HL2 shoehorns dialog into the game, but I don’t know and would rather not assume that the original game does the same thing. Apparently, you’ve played Half Life and can tell me it does.

    >Anarkex, if you really don’t care if people disagree with you, why are you making such petty arguments?

    I don’t believe my arguments are petty at all. All you’re doing is jumping around the issue that “unity of story and game” is most definitely not something Braid exhibits. Case in point, the game is playable by ignoring the story. That’s all I have to say, because that’s all I set out to prove. Everything else is personal defense. I don’t appreciate when people argue ad hominems instead of trying to prove my points wrong.

    >It’s like, OKAY, I get it, you didn’t like the story in Braid and you refuse to see it any other way.

    I never said I didn’t like the story in Braid, I said that the way it was presented was arbitrary and pretentious, and didn’t affect the game.

    >There’s nothing to talk about, then, is there?

    If this is some special place where everyone agrees that all opinions are equal no matter how little is backing them, then I suppose there never has been anything to talk about, and there never will be.

  • Sninnyer

    The guy who made this game is a platformer maker! He has been exposed!

  • http://b-mcc.com// BMcC

    **@Anarkex:** Okay, first, I didn’t disregard your criticism of it, I said “I thought [the way story was integrated] was great, *but that’s just my opinion.*” I later said your arguments were petty, yes, but because you seem to be arguing for the sake of it, which is fruitless.

    I’m not jumping around anything. *You* seem to be willfully ignoring my clarifications, while only repeating yourself. Example: The game being playable by ignoring the story (i.e., the books) doesn’t go against my point, it’s kind of *part* of my point.

    But still, everything doesn’t need to be debate club! That’s not *any* more admirable than fans of a game ignoring its flaws. But it is more annoying. I’m not an apologist for Braid’s design, I have no responsibility whatsoever to “hold my own against opposition,” especially in an area as hazy and subjective as artistic expression in games.

    Also, I’ve never claimed Braid to be some artistic achievement on the level of classics in other mediums, or even that it completely or perfectly unifies story and gameplay. I said it “pushes forward,” that’s all. And it does.

    P.S. Half-Life is a better example of what I was saying, yes. :P

  • http://b-mcc.com// BMcC

    **@raigan:** Yes! That’s what I’m talking about. :)

    I agree, re: Braid relying on the text, but I think it’s at least *closer* to the ideal than GTA and other games. I’m glad Jon and a number of other developers are pushing these limits, that they’re trying new things, cuz I can hardly imagine what such a game might be like.

    **@Anthony:** I doubt the story was thrown in like this. Jon spent a *long* time making this game, and clearly thinks a lot about what he does. This is a first attempt, yes, maybe rough around the edges (Anarkex sure thinks so!), but I wouldn’t dare say it’s not genuine.

  • Anarkex

    I haven’t found anything you’ve said to be anything but confusing. I agree that allowing us to ignore the books is a good design decision, that is, a better design decision than not allowing us to ignore them (the best decision would be removing them altogether, but that’s neither here nor there). But nothing you’ve said struck me as a satisfying reason why these texts that can be ignored are an integral part of the game.

    If you can explain to me, one more time why this is, I can either counter it head-on or concede.

    And I think it is important that we can “hold our own against opposition” and all this great “debate team” stuff I’ve been ranting about, because it’s the only way we can ever begin to clearly understand things. I’m sorry if it came off that I’m trying to ruin your day or prove you, specifically, wrong. All I’m doing is discussing games. What’s worth appreciating, and what’s better off ignored. Like I said before, if we don’t have any reasons for our criticisms and everything is really, truly subjective, there’s nothing worth discussing at all. It becomes like seeing shapes in the clouds. I hope I’m making some sense here.

  • Anthony Flack

    I watched a presentation by Jon Blow where he talked about the thought processes behind the development, and it was very mechanics and ludology-oriented. Which is not a bad thing – I think it’s a very good thing. And I think the game reflects this approach – it’s a very clever twist on platform game mechanics and should be applauded as such.

    And at some point he wrote some prose/poetry inspired by the game’s mechanics and put that in there as well. And he took out stuff like the tributes to old platformers, reimagined in time-bending style, because those whimsical elements no longer fitted the more reflective mood. All well and good.

    If you wanted to, you could look at it as two companion pieces – Jon Blow made a game and bundled it with a book of poetry he wrote about the game. But it doesn’t change the fact that you could do that to any game if you wanted. Perhaps the mechanics of Braid were kind of ripe to be exploited in this way, but I don’t see that as being especially remarkable.

    Apart from that, I basically agree with everything raigan said.

  • Malasdair

    TL,DR; but if you think the story of Braid is contained in those books, you’re completely off-mark.

  • Anthony Flack

    TL;DR but nothing.

  • johhny

    thanks, for explaing, bmcc. ;)

  • fydo

    @!CE-9
    Wow, I had no idea that Greenhouse offers all ports of a game for free when you buy just one of them. That’s awesome. :D

  • http://infiniteammo.ca Alec

    Another day, another raigan rant.

  • raigan

    i need to do more work and less tigsource.. ugh :(

  • Tom Brouws

    I, personally, can’t imagine Braid without the story.

    It’s such a HUGE part of the game and gameplay, and together with the absolutely wonderful music, it gives a special kind of feeling and stuff to think about.

    And the ending is pure awesome! The secret one also, by the way. :)

  • franp

    Tried the demo.
    Was happy.
    Sell me a DRM-free copy and I will buy it right now.
    Was victim of DRMs in the past and will never buy anything with DRM again.