4 ms·
> I'm hurrying because the good bit is next. Braid gets some frankly disproportionate praise for its skeleton of a story conveyed by the "books" available betw
by zerocrates 12y ago
> I'm hurrying because the good bit is next.
Braid gets some frankly disproportionate praise for its skeleton of a story conveyed by the "books" available between levels, but that final stage is fantastic, not only as the culmination of the buildup of mechanics throughout the game. Very few games ever manage to intertwine their gameplay and narrative so successfully.
- john_butts 12y agoAlmost no one praises the books! In fact, that's the one caveat in most otherwise glowing reviews; that is a testament to the game design, that the only concrete narrative is the least effective narrative. However! - I think Blow was at least trying to do something that explains how stilted it seems, though I'm not entirely sure what. For example: it takes only a slightly charitable perspective to make a coherent story when the books are read in reverse order, and confirmation bias be damned, it seems intentional.
- emsy 12y agoTo me, the books wouldn't be that much of a problem. After all most games have some form of written or cineatic storytelling. But Blow's rants against traditional games makes it seem a bit hypocritical that he had to resort to (only) the books for his storytelling. I mean the ending combines story and mechanic and I wished there was something in the other levels that emphasized the content of the books.
- wldcordeiro 12y agoThere is though, I can't recall the specific buts I believe in world three the books talk about how the main character needs to be immune to the princesses' power (or charm, or something) and then the level introduces you to the items that aren't affected by time reversal.