The Failings of Braid
Monday, August 18th, 2008Coming from a fine arts background, I feel like the one thing I’m actually capable of discussing thoroughly (or at least intelligently) is the visual arts. And the fine ones at that. See, back in college I was routinely brutalized by my colleagues through these things we called critiques. You may be familiar with the idea. Basically, someone presents their work, everyone tears it apart, and then it’s reworked in time for the next critique. This process is repeated until the presentation is considered flawless or the idea is exhausted (usually the latter). The whole thing is somewhat similar to a typical review process, with the obvious difference being that reviews are considered a final judgment. The point of a critique is to properly inform the artist where their work needs improvement… because, let’s be honest, no one is perfect.
I often think about how the critique process for, say, a painter or a filmmaker differs from that of a game designer. The concept of iterative design is not really comparable because it most often relies on input from those who have been working on the title since it’s conception. Games can be play-tested thoroughly or have open betas, but that’s to dig out technical issues. There doesn’t seem to be any external critique process for games aside from focus groups, and those are there to ensure the game will profit, not to test a title’s emotional resonance or thematic effectiveness. Do the ‘hands-on previews’ that we find on blogs and in magazines really play a part is shaping the overall game? Doubtful. Most of that stuff is just to drum up publicity and anticipation; I’d be very surprised if developers ever read those things. Besides, the majority of previews equate to little more than “this looks awesome.”
I’d like to critique games myself, but I’m not even sure if I know how. By the time I play a game, it’s done. It’ll never be reworked aside from a stray patch or shortsighted Special Edition (oh, and expansions, if you’re into that sort of gaming). Is there room for such a dialog when dealing with works that have been declared finished by their creators?
All that being said, I’d like to present some impressions from the video game Braid. Not neccesarily a critque, just some impressions.

The marketing focus with this title seems to be its atmosphere and unified art direction (which is, indeed, the only bit of information I knew about it for quite some time). This visual design is, as my girlfriend remarked, like being trapped in a Thomas Kinkade painting. Everything is so garishly super-saturated that it becomes impossible to focus on specific elements. The adjective ‘painterly’ is interpreted here as a mess of brush-strokes, unable to convey any proper composition and instead trying to leave an mark of classical technique if for no other reason than to affect an uneducated player. The background and character designs seem inspired by the staples of Impressionism but seem to ignore the techniques that defined the movement; light sources are undefined, edges are hard, and there is an abundance of black in place of the expected complementary contrast.
Maybe this art style is what draws people in. Thomas Kinkade, after all, makes millions hocking his paintings to the every-man. I bought the game because it received mountains of praise from just about every review outlet there is. But what does it actually consist of, aside from a rather distracting painted motif? Let’s take to the streets and find out!
What is Braid? One may as well ask what life is. It is art, it is love, it is
pain, it is a journey. It is itself. I don’t mean to sound pretentious. It’s
just impossible to define this game as one thing. This is mainly because I may
get something different out of it than you will.
Actually, Braid is a platforming puzzle game for the Xbox 360. Was that so hard? And what I got out of it was an overwhelming sense of frustration. Both due to the mechanics and because the game is such a missed opportunity.
The main problem is that Braid falls into the same curse had by many of the adventure games from my youth. You’re given a puzzle and, instead of solving it logically, you solve it by using an FAQ. Who honestly thinks “I should try combining the clothesline, the clamp, and the rubber duck with a hole in it” when trying to grab a key from a subway track? Ugh. Braid contains many of these moments, where you’re trying to figure out what the hell the developer had in mind when he designed the level. It’s not a simple matter of considering your skillset and figuring out how to approach the problem at hand as with most games. For example…
First, grab the key and jump over the pit. Climb the next ladder you come to,
and continue to a lever. Pull the lever, and drop down to a square block. A
time-immune enemy is moving around down here. Kill him, and watch for his
replacement to come flying out of the cannon up above. What you need to do is
get him to land on the platform, then run left so that the platform moves back
to its original position with the enemy on it. Once he is up there, keep
running left, to the ladder. Climb it quickly, and if you’re moving fast
enough, you will be to the left of the enemy as he walks towards you.At some point along the line, he will have picked up the key. Don’t worry, we
wanted that to happen. One he has moved to the left of ladder that leads to
the door and the puzzle piece, bounce on him and grab the key. Be careful to
bounce on him with enough momentum to grab the key and move right so that it
remains in your grasp. If it teleports down to the ground, you’ll have to try
again.Now that you have the key, climb the ladder, open the door, and grab the piece.
Does that even count as a puzzle? When I finally figure out some of these situations, I don’t feel like I’m solving anything. It’s as if I’m merely stumbling across the solution.
This is even worse than the average adventure game because everything is solved through platforming. Instructing a character to “use CARDKEY with RUBBER CHIKEN” is a lot different than split-second precision pouncing off of enemies in order to springboard to the puzzle piece you need. That sort of platforming only works when the game controls well. And Braid is, most definitely, a puzzle game with platforming mechanics tacked on. The player character is sluggish, collision detection is poor, and response time is inconsistent. I do not enjoy the primary input methods, the ones that enable me to interact with the environment.
And the story, the thing that normally drives you to complete the game? That’s hidden behind the puzzles. You can run from left to right, ignoring the collectible items, completing the game in about an hour. All narrative is told through optional text at the beginning of every ‘world,’ and that text is sparse. I’ve heard (and I haven’t come close to getting all the loot, so I can’t verify) that more story is revealed once all the collectibles are found. But what is the point of going back and finding all these puzzle pieces if the nuts-and-bolts of the game are not enjoyable and the story is almost non-existent at this point?
The thing that really bothers me is the developer’s stance on all this. There’s a walkthrough posted on the Braid website that’s nothing more than a rant against walkthroughs.
All the puzzles in Braid are reasonable. They don’t require you to do anything random; they don’t require guessing. They don’t require trial and error. The solutions tend to be simple and natural.
When I solve some of the puzzles, I don’t feel rewarded. I feel like I wasted a lot of time trying to figure out what mindset the developer wanted me to be in. There is a lot of trial and error, and things aren’t always simple and natural. To have the developer go out of his way to tell me that I’m wrong for feeling this way… that just reminds me of the arrogant art school freshman who refused to listen to critiques of his work lest they label it as anything other than perfect.
Is this okay? Am I allowed to have this opinion? Talking about video games is much different than talking about art. Part of me thinks I should hide it away and not tell anyone until the hype eventually dies down. But I don’t criticize it because I hate the game, I criticize it because I want it to be better.
