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Unraveling Braid

So I just skimmed through some of the posts in this thread, but this game sounds amazing. And I don't really know anything about it except what I read on Penny Arcade the other day. Should I buy an Xbox for this?
 
pandaeskimo said:
pro tip:
If you go to the shack under the constellation and hold a, b, and start and then press y and then wait 5 seconds and then hold x for 10 seconds, you transport to world 1. If you do the same, but hold the two bumpers instead of a and b, you play the rest of the game, except invisible! WOAH, totally RAD game dudes.

pro tip: If you stop posting stupid shit and putting random bullshit in spoiler tags, people start to read what you have to say.

I fixed my previous post and put the story discussion from the other forum in spoiler tags.
 
pandaeskimo said:
pro tip:
If you go to the shack under the constellation and hold a, b, and start and then press y and then wait 5 seconds and then hold x for 10 seconds, you transport to world 1. If you do the same, but hold the two bumpers instead of a and b, you play the rest of the game, except invisible! WOAH, totally RAD game dudes.

Oh, you're one of those juniors.
 
Danthrax said:
So I just skimmed through some of the posts in this thread, but this game sounds amazing. And I don't really know anything about it except what I read on Penny Arcade the other day. Should I buy an Xbox for this?

I believe it's coming to the PC at some point, so you might wait unless there are other 360 exclusives you are wanting to get your hands on.
 
GhaleonQ said:
And Shawn, I thought that my response was good enough to watch for one in turn. If you aren't responding, could you send me a p.m. so I can not watch for a rebuttal?

I'm going out. I'll let you know.
 
FartOfWar said:
I'm going out. I'll let you know.

Anything in response to this?

No, this:

I didn't know which thread to post this in but it feels like something that should go in an 'unravelling' thread. I just read a really really interesting post on rllmukforum from someone that believes that Braid's story is a metaphor for the discovery of the atomic bomb.

Check it out, it's completely different from every other interpretation I've read and is much more credible than you would first think.

http://www.rllmukforum.com/index.php?showtopic=190136

I had been searching for post-epilogue discoveries and answers, and that interpretation of the story satiates my want for explanation the most of anything I've read so far. To be fair, I would have absolutely no idea if there were inaccuracies in that explanation or not. I would love someone who does to let me know how accurate that is. Shawn Elliott, you're deeply knowledged in War history, right? How credible?

You probably already headed off. If not, could you possibly PM me with your thoughts? Obviously, I don't expect you to. Thanks if you can, though!
 
Agent Ghost said:
I played the demo, boring as hell.

Please share your deep insight in the official thread. Your post adds so much to the conversation, it should be channeled correctly.
 
Just gonna c/p what I wrote on Shawn's blog:

I agree and disagree. The world mechanics are beautifully clever (aside from World 4 occasionally grr) both as gameplay and as metaphors for what's going on in the story. But they're still just metaphors - they mirror what's going on in the narrative, and they're parallel to them, but they're still a separate entity. Because in the end, the major objective in Braid is to solve puzzles to collect puzzle pieces, to put together the fragments of one broken man's life. In the end, the narrative is there outside of the gameplay - all we do when we get "Closure" is complete the process of putting the pieces of the story together, instead of writing the story ourselves.

That's my issue with Braid's attempt to weld form and content - I think the world mechanics are totally elegant (though I think they are aided by the game's willful ambiguity, since it's easier to come up with a story that's told in ambiguous blocks and weave in gameplay ideas than to tell a unified one and do the same), but, aside from the final stage, I still never felt like I was playing the story, but was only pushing it along, opening the pages for it to write itself.

Maybe, if we read the actions we perform in the game - the solving of the puzzles - as Tim's working out of each moment in his life (each stage in each world mirroring a side of the dilemma he faces at the different parts of his life the worlds represent), and solving these puzzles means, metaphorically, that tim has solved his issues, and that that's what allows him to SPOILERS make his castle out of the bricks of the places he's been SPOILERS then effectively, we've just played through his psychological growth, we were the ones that solved all his problems, that brought him from the trauma of loss to the idea that maybe what he has is good enough for a new beginning (assuming we're reading the story optimistically).

Still - brilliant game, massive triumph, this year's Portal, blah blah blh

Can't wait for Blow's next
 
The rllmuk poster's reading is very interesting and one of the more probably readings of the epilogue and the ending.

One thing I'd want him to touch on is the
star ending. If the end result is that even if you win, you still lose, the star ending changes all that because you can, quite literally, beat the system. What would this mean? In regards to that analysis, that the power of atomic power can be properly controlled?
.

Good stuff.

As for Shawn's post, I think the
star ending
furthers the metaphor of the time mechanic in the context of the game as a whole.
 
Agent Ghost said:
I played the demo, boring as hell.
joker23sc9.jpg


Joke post?
 
So, I bought this game -- Braid, yesterday.

I'm only on World 2. But -- I'm looking at some of this, and I have no idea how you're able to pull these interpretations from the game. I mean -- NOTHING, so far, has even implied any of this jargon.

Guess I'll have to keep playing to find out, eh?
 
U K Narayan said:
So, I bought this game -- Braid, yesterday.

I'm only on World 2. But -- I'm looking at some of this, and I have no idea how you're able to pull these interpretations from the game. I mean -- NOTHING, so far, has even implied any of this jargon.

Guess I'll have to keep playing to find out, eh?

way to spoil yourself before finishing the game. good job.
 
keanerie said:
That's my issue with Braid's attempt to weld form and content - I think the world mechanics are totally elegant (though I think they are aided by the game's willful ambiguity, since it's easier to come up with a story that's told in ambiguous blocks and weave in gameplay ideas than to tell a unified one and do the same), but, aside from the final stage, I still never felt like I was playing the story, but was only pushing it along, opening the pages for it to write itself.

I'd argue the game sets out to make you feel like that, however upon it's conclusion you see that you have been "playing the story", it really opens your eyes to how signifcant the warping of time it.
 
firehawk12 said:
The rllmuk poster's reading is very interesting and one of the more probably readings of the epilogue and the ending.

One thing I'd want him to touch on is the
star ending. If the end result is that even if you win, you still lose, the star ending changes all that because you can, quite literally, beat the system. What would this mean? In regards to that analysis, that the power of atomic power can be properly controlled?
.

Good stuff.

As for Shawn's post, I think the
star ending
furthers the metaphor of the time mechanic in the context of the game as a whole.

There's a
star ending
? What is it?

Spirit of Jazz said:
I'd argue the game sets out to make you feel like that, however upon it's conclusion you see that you have been "playing the story", it really opens your eyes to how signifcant the warping of time it.

How so? Maybe I'm just too stupid to realize it.
 
exfixate said:
Anything in response to this?



You probably already headed off. If not, could you possibly PM me with your thoughts? Obviously, I don't expect you to. Thanks if you can, though!

I haven't finished Braid, but the atom bomb/Oppenheimer angle worries me. There's no denying that the allusions are there. The RLLMUK poster isn't offering an interpretation so much as he is collecting evidence. Now I'd like to see someone make a case with that evidence that amounts to something more substantial than 'Braid is an A-bomb allegory' (a reading which, if anything, makes me think less of the game).

I've also encountered allusions to Mary Shelley's Frankenstein aka The Modern Prometheus (see also the J. Oppenheimer biography called American Prometheus) and the obvious conclusion is that Braid wants to compare the history of videogame development to the creation of Frankenstein's monster and atomic weapons -- matters of technical mastery with little or no concern for ethical implications. Proportion is an issue for me in this case, as is the possibility of what I read as a braid becoming a bloated mess. Like I said, I need to finish it and decide for myself.

That said, it is interesting to see so many people take the presence of allusions as a guarantee of genius. This is the Lost generation.
 
firehawk12 said:
The rllmuk poster's reading is very interesting and one of the more probably readings of the epilogue and the ending.

One thing I'd want him to touch on is the
star ending. If the end result is that even if you win, you still lose, the star ending changes all that because you can, quite literally, beat the system. What would this mean? In regards to that analysis, that the power of atomic power can be properly controlled?
.

Good stuff.

As for Shawn's post, I think the
star ending
furthers the metaphor of the time mechanic in the context of the game as a whole.

The theory does touch upon that subject and the final event of the 'alternate' ending certainly adds to that reading.
The completion of the constellation Andromeda, otherwise known as the 'Chained Maiden' or Princess. In this instance of course the Princess being atomic power which is now in Tim's grasp.

The theory sits well with me since when I played the game through to the end I did see some of the references being made
To the creation of the Atom Bomb
, although I didn't link anywhere near so many references myself. It fills out a lot of what I was thinking about it.
 
FartOfWar said:
That said, it is interesting to see so many people take the presence of allusions as a guarantee of genius. This is the Lost generation.

I don't know whether to laugh or cry. =/
 
FartOfWar said:
I haven't finished Braid, but the atom bomb/Oppenheimer angle worries me. There's no denying that the allusions are there. The RLLMUK poster isn't offering an interpretation so much as he is collecting evidence. Now I'd like to see someone make a case with that evidence that amounts to something more substantial than 'Braid is an A-bomb allegory' (a reading which, if anything, makes me think less of the game).

I've also encountered allusions to Mary Shelley's Frankenstein aka The Modern Prometheus (see also the J. Oppenheimer biography called American Prometheus) and the obvious conclusion is that Braid wants to compare the history of videogame development to the creation of Frankenstein's monster and atomic weapons -- matters of technical mastery with little or no concern for ethical implications. Proportion is an issue for me in this case, as is the possibility of what I read as a braid becoming a bloated mess. Like I said, I need to finish it and decide for myself.

That said, it is interesting to see so many people take the presence of allusions as a guarantee of genius. This is the Lost generation.

I don't take the presence of allusions as a guarantee of genius -- I actually played the game. The reasons for why I find it brilliant have absolutely nothing to do with whether the story is relating to the atomic bomb. I really don't think anyone else is in the camp you're condescendingly putting them in, either.
 
keanerie said:
There's a
star ending
? What is it?

It's being discussed in the last few pages of the "big" Braid thread. I definitely think of it as a huge game changer when it comes to "reading" the game.


cultofweaver said:
The theory does touch upon that subject and the final event of the 'alternate' ending certainly adds to that reading.
The completion of the constellation Andromeda, otherwise known as the 'Chained Maiden' or Princess. In this instance of course the Princess being atomic power which is now in Tim's grasp.

The theory sits well with me since when I played the game through to the end I did see some of the references being made
To the creation of the Atom Bomb
, although I didn't link anywhere near so many references myself. It fills out a lot of what I was thinking about it.

I do agree, but as Shawn suggests, the poster is more gathering evidence than forming the argument. That said, if you read the thread, there's a poster who points out that the theory itself is potentially inconsistent with the other "books" that set up the previous worlds.

I think I'm in essay grading mode (yay undergrad English exams!), so I think it's a great close reading of the epilogue but it doesn't take into account the rest of the game as a whole.

I mean, the majority of the players will only get the
star ending
on the second playthrough. And replaying the game is in itself an act of "rewinding time". I guess as I earlier suggested, this could imply that being smarter, being able to replay a situation with foreknowledge gives you mastery over the
bomb
. But again, it's just a matter of whether or not that one piece of evidence stacked up against the other evidence leads to that theory being sound.
One thing someone might do is take a look at how
each star is obtained
and trying to see if there's a connection in the method required to obtain them or even if there's any connection between the levels that contain them.

FartOfWar said:
That said, it is interesting to see so many people take the presence of allusions as a guarantee of genius. This is the Lost generation.

I think we're a generation that has been raised on pastiche, starting with Star Wars and culminating with Lost. Any obscure reference or allusion or intertext is enough to illicit some kind of positive response.

I hope Blow isn't just throwing references around like the Lost writers though. I guess the blowhard in me thinks he's trying to deploy the uncanny with his game references, at the very least.
 
exfixate said:
I don't take the presence of allusions as a guarantee of genius -- I actually played the game. The reasons for why I find it brilliant have absolutely nothing to do with whether the story is relating to the atomic bomb. I really don't think anyone else is in the camp you're condescendingly putting them in, either.

That wasn't directed at you. Have you read the Giantbomb thread? The 1UP thread? Rllmuk's?
 
FartOfWar said:
That wasn't directed at you. Have you read the Giantbomb thread? The 1UP thread? Rllmuk's?

Ah, no, I have not -- sorry for being harsh. There are people, who haven't played the game, that think it is genius based solely on lewismistreated's interpretation? Now I understand where you're coming from. Again, sorry about that.
 
we need some occam's razor up in this bitch.

this would be a very convoluted and pretentious way of telling the story of the atom bomb...made specifically for the people who know all those obscure details. Is the dev supposed to pat the rllmuk poster on the head and say "good boy, good boy" now? Something tells me the dev was aiming for a wider audience with the story.

Maybe he's right though. I've read crazier interpretations of games.
 
Mamesj said:
we need some occam's razor up in this bitch.

this would be a very convoluted and pretentious way of telling the story of the atom bomb...made specifically for the people who know all those obscure details. Is the dev supposed to pat the rllmuk poster on the head and say "good boy, good boy" now? Something tells me the dev was aiming for a wider audience with the story.

Maybe he's right though. I've read crazier interpretations of games.

The point is that there's no such thing as a right answer.
I recently heard a story that Asimov wrote an article chastising people who misinterpreted his work, to the point where everyone who read his books was "wrong". The point being that there's no such thing as a wrong way of reading authorial intentionality into a text.

Even if Blow set out to have his game be an allegory for the creation of the bomb, there's absolutely no reason why other interpretations aren't equally valid. You just need to be able to back up an opinion with evidence.
 
firehawk12 said:
The point is that there's no such thing as a right answer.
I recently heard a story that Asimov wrote an article chastising people who misinterpreted his work, to the point where everyone who read his books was "wrong". The point being that there's no such thing as a wrong way of reading authorial intentionality into a text.

Even if Blow set out to have his game be an allegory for the creation of the bomb, there's absolutely no reason why other interpretations aren't equally valid. You just need to be able to back up an opinion with evidence.


There are plenty...billions of wrong ways of reading authorial intentionality. The author had an original intention and Asimov had the authority to say "you're all wrong." And no, that shouldn't stop anyone from seeing it their own way. People can have their opinions as much as they want.

Critical interpretation is an exercise in pinning very complex tails on even more complex donkeys, without the blindfold....and for that, I reserve the right to say something sounds implausible or that it just doesn't "feel" right. There's no rule saying I have to accept this guy's interpretation, as interesting as his connections are.
 
I really like reading Shawn's articles but I rarely get to play the games he pimps since he's mostly a 360/PC guy. I'm really glad this one has a good chance of being on PS3.
 
sykoex said:
I really like reading Shawn's articles but I rarely get to play the games he pimps since he's mostly a 360/PC guy. I'm really glad this one has a good chance of being on PS3.

I'll get another ps3 one day. I borrowed an office machine for MGS4. And I play Wii whenever I can. I just got King of Clubs minigolf but haven't tried it yet.
 
firehawk12 said:
It's being discussed in the last few pages of the "big" Braid thread. I definitely think of it as a huge game changer when it comes to "reading" the game.

I think we're a generation that has been raised on pastiche, starting with Star Wars and culminating with Lost. Any obscure reference or allusion or intertext is enough to illicit some kind of positive response.

I hope Blow isn't just throwing references around like the Lost writers though. I guess the blowhard in me thinks he's trying to deploy the uncanny with his game references, at the very least.

As far as the
star ending
goes, yeah I watched it and I think it does change the way you can read the game, it definitely reinforces the form-content relationship that I, upon further reflection, have found to be really strong in the game, but I don't know how much it changes the way that I personally read it.
He can touch the Princess, but she's still unattainable in the end, and you end up wasting hours of your life getting Stars if you didn't just Youtube it.
Unless you're referring to it as being strong evidence for the A-bomb theories.

Regarding the allusions, I totally agree with you on why we're so attracted to them, and more - but I do kinda feel like Blow's just throwing shit in that makes sense metaphorically and that echoes other things he's incorporated into the game's thematic makeup, and maybe he thought that would be good enough on its own, and didn't consider people might make it into this ridiculous hunt for some grand scheme behind it all.

I like the Oppenheimer stuff as a metaphorical echo to everything else in the game, and it conflates the personal scale of Braid into something historical, as well as maybe making some sort of commentary about the nature of technology and games, but I honestly don't think there's either enough evidence in the game to hang a real argument on, and I also just believe that narrowing the game down to something as specific as that - as interesting as it may be - is kind of besides the point. I'm content with mulling over my own version of the story, going back and reconsidering it, talking it over and letting it shape itself - are people really that uncomfortable with ambiguity that they need to impose such a strict structure on the game's narrative?
 
keanerie said:
are people really that uncomfortable with ambiguity that they need to impose such a strict structure on the game's narrative?

This is possibly the most natural thing for nerdy people to do when confronted with unclear answers. I blame mathematics and science teachers.
 
GhaleonQ said:
This is possibly the most natural thing for nerdy people to do when confronted with unclear answers. I blame mathematics and science teachers.
They blinded us with SCIENCE!

I'm in the "it's an emotional experience, stop trying to piece together a narrative" camp. The puzzles are just a way to get me to focus on the visuals/music and the juxstoposition of the "game" A/V with the "background" A/V. The world stories are lead-ins to the various level themes in order to emphasize what you're doing. I agree that part of the
epilogue
refers to the
a-bomb
; I thought it was pretty obvious at first, especially considering the previous
book passage about the experiments heavily twisted the notion that Tim was "good"
, and the
alt-text
made it completely obvious, but at the same time I think that both those two bits (
bomb and monkey test
were actually unrelated.

I think the ultimate point of the game was to present the theme of "striving for the unobtainable fantasy will lead you to sorrow" and then throw as many examples out as possible in the hopes that one of them will resonate with the player enough to hurt them, with the Worlds representing (and being) the escapism necessary to for someone to continue chasing the rainbow.
 
FartOfWar said:
I've also encountered allusions to Mary Shelley's Frankenstein aka The Modern Prometheus (see also the J. Oppenheimer biography called American Prometheus) and the obvious conclusion is that Braid wants to compare the history of videogame development to the creation of Frankenstein's monster and atomic weapons -- matters of technical mastery with little or no concern for ethical implications. Proportion is an issue for me in this case, as is the possibility of what I read as a braid becoming a bloated mess. Like I said, I need to finish it and decide for myself.

Obviously.

Have you finished the game yet?
 
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