icycalm wrote:It's not a Mario clone. Mario was pure platforming, this is puzzle-platforming. However, from the little that I played, I'd say that the platforming is very weak because of the rewind function. Hence, whatever merit the game has, if any, must come from the puzzles. So the question is: how smart and difficult to solve are the puzzles? Given the fact that everyone I know of who played this game finished it in one or two afternoons, I'd say not very.
Your impression of the game so far makes sense - the first world is, at its very essence, a tutorial, showing and teaching the basic principles of how time can be manipulated in the game. Later on, the game begins to add twists, such as items and enemies that are not effected by rewinding time, or linking time to your horizontal position (Worlds 3 and 4 respectively). The puzzles aren't made to be near impossible, allowing only the smartest and most capable to solve them, or even so much as "hardcore," but they do require a fair bit of thought (especially as you progress further into the game).
icycalm wrote:WTF does this all have to do with art or games of the year? You simply take games belonging to the same genre and compare them. Where's the sense in comparing Braid to Portal? Or Lup Salad to fishing? Or Pikmin to having sex?
lol pikmin sex
The reference to Portal in the review is there for two reasons:
The first reason is that both games require you to think outside the box. At first, Portal feels like an FPS-Platformer, but you soon realize that you can't quite progress through the game this way for very long - you have to begin "thinking with portals."
In the same way, Braid seems like a simple 2D-Platformer (albeit with the ability to reverse your mistakes), but if you continue to treat it as such, progression comes to a screeching halt - you have to fundamentally change the way you think about the level in order to succeed.
The second reason is that both games have a story (or at least a semblance of one).
icycalm wrote:Much like in Space Invaders then! You know, like, when the aliens invade? And you have to, like, shoot them down?
That's a pretty poor example. Space Invaders has more of a scenario - "There were aliens and I shot them down" hardly qualifies as a story (your Wolfenstein 3D example would have made more sense). Portal and Braid both have plots, and characters, and describe a series of events; Portal's is much more straightforward, while Braid sets you up for most of the game and brings the actual plot crashing down during the very last levels. While I agree with Worm that this plot tends to be on the pretentious side and I personally think that calling it "art" is silly (though who am I to judge what art is and is not), I'd be hard-pressed not to find the sudden and drastic realizations made at the very end of the game pretty cool.
icycalm wrote:You see some of the universe's greatest riddles solved on this website, and you consider our "credibility" gone because of a simple pejorative? Only an artfag would think that way.
Whoa there, claiming that this website contains the answers to some of the "universe's greatest riddles" strikes me as sounding somewhat conceited; could you provide a few examples (I'm not refuting your claim, I just wish to see them for myself).


