Videogames have reached the postmodern era. Jonathan Blow’s Braid is an artgame hiding in a Mario shell. Much has been made of the puzzler/platformer’s bold time-manipulating mechanics, as well as a rewarding storyline. While the game mechanics might be a treat, this critical darling isn’t everything it’s cracked up to be.
Yes, it’s impossible to die. With a simple press of the X button, the protagonist, Tim, will travel back in time, so no matter how many fireballs you take to the face or how many carnivorous plants chomp you, you can always do it again. On the face of it, this makes for a very forgiving game – I believe Blow once talked about how he wanted to move past the very punitive “You died so redo the entire level” set up of earlier platformers. But this rewind feature is not designed to forgive the player, it’s an excuse for Blow to introduce diabolical puzzles.
Let’s say you’re playing Mario, and you’re zipping through the level with ease. But right before you reach the end, you accidentally run into a Goomba and die. Now you have to replay the whole level, which might take you another two minutes.
In Braid, this error would be corrected in two seconds flat, saving you a bunch of time. But Braid has some puzzles and jumps that demand exact positioning and perfect jumping, forcing you to rewind what feels like a thousand times. I’d much rather replay a two minute segment of game once than replay a two second segment upwards of fifty times.
Blow’s taken a lot of care with his level design, so much so that there’s just not much wriggle room for less accomplished platformers. I grew up with SNES like any other 20 year old, and my hand-eye is still pretty sharp, but there are some needlessly complex jumps you have to hit, especially at the end of the game. In World 6, I came across an apparently simple puzzle involving fireballs that you have to outrace. So I tried to solve it, but each time I came one microsecond short of success, condemning poor Tim to a hundred fiery deaths. I blamed this failure on my own shoddy skills, so I reran it again and again. Finally, I went to a walkthrough and discovered that I was approaching the puzzle all wrong.
I’ve got no problem with that. But I had no way of knowing whether the issue was my execution or my approach, and the game is impassive, offering no helpful tips or nudges in the right direction.
Clearly this is intentional. Blow wants to make you earn it. Imagine you’re a frustrated gamer who has spent half an hour struggling in vain to collect a puzzle piece. Downtrodden and emasculated, you go skulking to the internet in order to get a little help. Hey, look! There’s an official walkthrough! Go ahead and click through to the second page and see what it tells you:
“… once you get into the actual puzzles, solve them for yourself and do not use a walkthrough!”
Great, an admonishing finger from the designer on high. I feel bad enough having to consult a walkthrough, man, why you got to rub it in my face? Blow claims “All puzzles are reasonable,” and that “They don’t require you to do anything random; they don’t require guessing. They don’t require trial and error.” Eh. That’s not quite true. I tripped over the solution a handful of times, and all of the platform heavy puzzles will require trial and error.
What’s most distasteful about this “walkthrough” is the fact that Blow is trying to set terms for your enjoyment of the game. Blow built this game himself, aided only by artist Dave Hellman, so I understand that he’s probably an auteur who wants maximal control over his work. The problem being that once the game hits the market, it’s not your baby anymore. You necessarily have to engage your audience if you want them to enjoy your game, so telling the impatient among us that we’ll just have to figure it out for ourselves in order to build, fuck, moral fiber or something, is ludicrous. People love sandbox games like GTA for a reason, because they can play it however they like without anyone trying to constrain their experience. Now on the other hand, sometimes a lack of structure can make a game feel aimless and random. In platformers we like being lead by the nose all the way to the final boss. Both approaches work – the problem with Braid is that it occupies the uneasy middle ground between the two.
Much like the princess that Tim pursues, Braid wants to keep you at a distance, taunting you with sparse paragraphs detailing episodes from Tim’s life. You’re not sure what’s quite happening, but that’s fine, you’re willing to chase after it. But the problem is once you scale the tower and rescue the princess, you realize she’s not all that pretty after all.
Braid’s story is, simply, a mess. A lot of this can be attributed to Blow’s mediocre prose – he writes just like you’d imagine a videogame developer would. Obviously he’s a bright guy, and he’s trying to grapple with some weighty stuff, but line by line the writing lacks any kind of poetry or grace. Style aside, Blow never places us in a moment. We leap around from moment to moment, and you could contend that this discombobulation is the point. I don’t buy it.
Spoilers from here on out.
In one story, Tim’s walking through the streets of Manhattan with his girlfriend. In the next, he’s in a “cinema” alongside farm-workers and sailors. What? You’ve got talk of castles right next to airports. The only way these can be understood is metaphorically, and at this point it’s clear Blow doesn’t want to ground us anywhere, but rather present game mechanics textually. That’d be a great bit of dovetailing assuming the story had any structural integrity.
A blurb on the game’s website from Gamer Hate describes the end level as “fucking ingenious.” It is – Blow uses his game mechanics to take what we thought we knew and flip it onto its ear. That’s very cool. But then you’ve got this epilogue, where suddenly there’s mention of the A-Bomb. Nuh uh. That’s not going to work. At no point prior to this do we receive any allusions to the Manhattan Project, either through story or art or anything. And suddenly this is about the Pandora’s box that is fission? It’s a laughable tack-on.
The final moments of the game aren’t much better, making a rather bland point about memory. I think the experience would have been more satisfying if Blow had cut the epilogue altogether, and leave the player watching as the Princess flees from Tim.
All that said, Dave Hellman’s art is a triumph, and many of the puzzles satisfy, dazzle, and even astound (my favorite being the platform within the puzzle).