
Braid
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PublisherNumber None Inc.
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DeveloperNumber None Inc.
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Release date6 Aug 2008
In the pleasant riddle game Braid, you can impact the progression of time in an abnormal and surprising manner. Travel through an assortment of universes and unravel all riddles to spare a grabbed princess. In each world you have an alternate force with which you can impact the progression of time. Rewind the time yourself and face articles and time zones in which this is beyond the realm of imagination. Enter real factors in equal, hinder time and substantially more. Braid values your time and consideration; nothing happens twice. Each puzzle brings you something new and intriguing in the game world. Highlights: Now with Steam Cloud supportSave your game advancement with Steam Cloud and afterward essentially proceed with your game on any PC with a Steam association. Basic yet in addition testing gaming experience: Braid is a 2-D game in which you never pass on or can lose. Braid is as yet a genuine test - in any case, the test is to tackle puzzles and not to perform dubious moves. Quick Puzzle World: Travel through an assortment of universes to discover interconnecting pieces and afterward understand the riddles utilizing time control: Rewind time, make equal universes and broaden time ranges. The game experience is special and new and the riddles will challenge your synapses. Pleasant plan: The remarkable game experience is supplemented by the beautiful workmanship style and the incredible soundtrack. Adaptable story: The various universes are associated by an adaptable story and offer you reasonable similitudes for yours Time controls with which you can extend current subjects in "what-if" universes and test the results. Adaptable gaming experience: You can likewise advance in the game without having comprehended all riddles. In the event that you don't discover the answer for a riddle immediately, simply continue playing and attempt again later.
AGM score | 90% |
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IGN | 8.5 |
GameSpot | 9.5 |
Metacritic | 91 |
About Braid
Braid is released by Number None Inc. in 6 Aug 2008. The game is designed by Number None Inc.. Braid is a typical representative of the Adventure genre. Playing Braid is a pleasure. It does not matter whether it is the first or a millionth hour in Adventure, there will always be room for something new and interesting. Thrilling levels and gameplay Braid will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 6 Aug 2008 released games such as:
- ๐ฎ PixelJunk Eden
- ๐ฎ The Lord of the Rings Online: Mines of Moria
- ๐ฎ Noitu Love 2: Devolution
- ๐ฎ Ninja Gaiden: Dragon Sword
In addition to Braid, the representatives of Adventure games also belong:
- ๐ฎ Catherine: Full Body
- ๐ฎ Tinselfly
- ๐ฎ Puzzle Box
- ๐ฎ Survivalist Demo
A complete list of games like Braid can be found at AllGame here.
Braid is versatile and does not stand still, but it is never too late to start playing. The game, like many Adventure games has a full immersion in gaming. AllGame staff continues to play it.
Braid is perfect for playing alone or with friends.
At AllGame you can find reviews on Braid, gameplay videos, screenshots of the game and other Adventure representatives.
The story
This section tells the history of the world of Braid
Tim is a man searching for a princess who "has been snatched by a horrible and evil monster."His relationship with this princess is vague at best, and the only clear part of this relationship is that Tim has made some sort of mistake which he hopes to reconcile or, if possible, erase. As one progresses through the six worlds in Braid, storyline text at the beginning of each world provides further insight into Tim's quest for the princess, and alludes to the overarching gameplay mechanic of each level. The themes evoked include forgiveness, desire, and frustration. The final level, in which everything but Tim moves in reverse, depicts the princess escaping from a knight, and working together with Tim to surpass obstacles and meet at her home. Tim is suddenly locked out of the house, and, as time progresses forward, reversing Tim's actions, the events show the princess running from Tim, setting traps that he is able to evade, until she is rescued by the knight. Tim is revealed to be the "monster" the princess is running from. Following completion of the game, the player finds additional texts that expand the story. The ending of the game is purposely ambiguous, and has been subject to multiple interpretations. One theory, based on the inclusion of a hidden event and the famous quotation stated by Kenneth Bainbridge after the detonation of the first atomic bombโ"Now we are all sons of bitches"โis that the princess represents the atomic bomb and Tim is a scientist involved in its development.[20] Some also refer to the name of the game as both reference to the hair braid of the princess Tim seeks as well as the intertwining of time, demonstrated by the various time mechanics explored in the game. Journalists have considered Braid's plot to be interwoven with the game itself, much as the book Dictionary of the Khazars and the films Memento and Eternal Sunshine of the Spotless Mind interweave the narrative into the work's construction. In this sense, some have considered the game to carry a simple credo, such as "You must look back to go forwards" as suggested by Eurogamer's Dan Whitehead. Others have likened Braid to punk rock, designed (as explicitly stated by Blow) specifically as a statement against the status quo of the industry; it is considered to deconstruct traditional gameplay concepts, such as jumping on enemies or rescuing a princess from a castle as borrowed from Super Mario Bros., and rebuild them in the game to force the player to rethink current game design. Blow has stated that there is more than one interpretation of the story; he "would not be capable" of explaining the whole story of the game in words, and said that the central idea is "something big and subtle and resists being looked at directly."Blow considered Braid to be "about the journey, not the destination". He deliberately designed the plot not to be fully revealed to the player unless they completed the game, seeing it as a way to provide "a longer-term challenge".
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