Braid: A Masterwork in Art, Design, and Plot

Braid:
 
Last week, an overview of Braid's different Worlds. This week, a consideration of how its plot, a masterpiece, makes the impressive mechanics look like a cartoonish scrawl in comparison.

A few words about Braid's platforming and puzzles. It does not intend to challenging players with platforming. Braid isn't in competition with Super Meat Boy or N: Way of the Ninja. Solutions to the sixty puzzles rarely demand deft platforming. Instead Braid insists players innovate, by thinking outside-the-box. If a solution appears to require an intricate series of maneuvers, it isn't the solution, no matter how intended it seems. Yet, sometimes solutions necessitate perfect timing. But Tim is the time manipulator, allowing for the required precision. With his power, fiddling with time and space, makes a few millimeters, as large and easy to work with measuring meters. Even so, most solutions require four or five jumps. And while some puzzle games twist difficulty into knots to stump the player (and stretch playtime), Braid doesn't torture the players, instead fostering critical, imaginative thinking. Most Puzzles have only one or two moving parts, and eschew complexity for creativity.

The plot is delivered through books at the beginning of each world. The most broad (and deceptive) outlines, is of Tim (in another homage to Mario), searching for his princess (but she's always in another castle). Yet, unlike the Mushroom Kingdom, the details reveal an intricately crafted setting, which eventually outshines the mechanics through which it is conveyed. These books, of which there are two or three in the lobby of each World, are freely accessible. There are not hidden, or unlocked by any activity, except the entering of a World. In near poetic like speech, the vague events of Tim's life are hinted at, innuendo-ed, and flourished in varying measure, as to leave the reader certain of their power, at first, if still uncertain of their outcome. Delicately expressed, the player explores the relationship between Tim and the Princess. A strange, and disturbing picture is crafted through these vignettes. As The Event nears, and recedes, the outline of Tim's quest crystalize, though still never easily nor completely revealing the entire truth.
After completing Worlds 2 – 6 Tim given access to World 1, where he finally finds the Princess! And in an incredible scene, the writer of Braid completes a delightfully duplicitous, participatory climax.

This next bit is full of spoilers, so jump down to the end for the conclusions if you're interested.

This bit has spoilers, so feel free to skip on down to the bottom.

In an underground cavern Tim observes an oafish knight descend from above. Clutching the Princess in his arms, he cackles, “I've got you,” while she screams “Help!” As Tim watches, she jumps from her captors grasp, as he yells, “Come down here”, to which she replies, “Help me!”
Tim can only watch from his inferior position, underground, as wall of fire appears on the left side of the screen. Simultaneously Tim and the Princess begin running away, one below and other above the earth. Along the run, a series of obstacles require the pair to coordinate. Sometimes Tim has to activate a switch so the Princess can continue, and vice versa. Eventually they run into a house, Tim in the cellar, and the Princess above. And then, without warning the fire is gone. The Princess lays in a bed and falls asleep, while Tim climbs some vines to access her room. But here the player loses some of their ability to control Tim. He is unable to move left or right, up or down. Yet, after some experimentation, the player will discover, Tim can move backwards, in time. Rewinding, the player suddenly understands why the escape seemed so odd. As the player reverses time, they discover Braid's incredible twist. What seemed to be a cooperative escape of Tim and the Princess is revealed to be a reverse time sequence where she flees Tim's advances. Where it had appeared as if the Princess was assisting Tim by activating switches, is now shown to be an attempt to delay him. And the dialogue between her and the knight in reverse functions astonishingly well.
“Help me!” (from Tim), she screams. “Come down here to me.” (so I can protect you from him), says the Knight. “Help!” she yells again as she jumps into the Knight's arms. “I've got you,” (in attempt to comfort) he says as he carries her away from Tim. Upon reflection, he is not an oaf, and she is not frightened. They are in love. 
Here end the spoilers.

An interactive epilogue provides a few more readable passages without any serious platforming to resolve the plot. But it's not over.

For those who have suffered an existential crisis, and are delirious for an insane challenge, Braid is willing to provide. At the opening, Tim walks under a constellation before he enters his house. A perfunctory knowledge of the night sky, will reveal the constellation of Andromeda, the Ethiopian Princess, who was chained to a rock by Poseidon for the hubris of her parents, and threatened with death by the Kraken, a terrifying sea monster. She was rescued by Perseus. Braid uses this myth as a symbol for the question posed by the developer. Which figure is Tim: the Kraken or Perseus? (while which does he think he is?) For those of who find the basic game too easy, there are eight star challenges, fiendishly hidden and time consuming puzzles, to conquer (I didn't even realize they were in the game until I did a bit of research for this article).

Do I still have questions about Braid? I firmly believe, like the best novels, every aspect was planned, and yet left sufficiently ambiguous to invite scrutiny and conversation.

It's curious, that this article, because of the intricacies of Braid, required more time to write than it took to complete the game itself.

Two final random thoughts/hints:
  1. Objects and enemies still move while off screen, and all valid effects occurs, even if Tim can't see them.
  2. A few puzzles are entirely unrelated to time or platforming. Check puzzle pictures!

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