Monday, January 11, 2010

Let's do the time warp again

The Xbox Live Arcade has really come through in the past year or so in terms being able to release quality content at reasonable prices. Great new games like Puzzle Quest: Challenge of the Warlords, 'Splosion Man, and Penny Arcade Adventures have found a happy home with quality remakes and re-releases like Worms, Banjo-Kazooie and Uno. But one of the best parts of the service is the fact that small games can be made for small budgets and released to a real audience without need for huge marketing pushes and big box co-operation. This allows for a bit more risk, and where there's risk there's innovation, and that can makes things very interesting.

Leading up to its release, Braid was the XBLA golden child - the definitive proof that people pointed to when they wanted to show that arcade games could be as "big of a deal" as retail games were. To many, it was going to be the proof that downloadable games were the future and could compete directly with retail in terms of sales and revenue for game companies. Considering it was receiving heaps of awards when it was still in its infancy (2 years before being released), that should be no surprise. But even (and perhaps especially) with all the pomp and circumstance, Braid had something to prove in an area that was still largely new in the console space. So after all the hype and fanfare, did Braid make a case for 'triple A' downloadable games or was it simply more chaff? After playing it, I have to say that, in every way, Braid proves that you really can do some impressive things with limited space and budget. And here's how.

The game begins as what seems like a simple platformer but quickly goes beyond that, using time itself to take platforming to a whole new level. Oh, sure, time manipulation has been tried in games before, but Braid handles it so well it becomes nearly seamless in execution. It's not the familiar that makes it so good, but the unfamiliar that really helps it to stand out. The interesting uses in some of the later levels - including position-dependent time, 'shadows' and time warping - are what really solidify it as an innovative, original game.

Which is amazing, really, because time manipulation is a very difficult gameplay mechanic to get right. You have to hit the sweet spot between too simple and too complex, balance the completely obvious and the ridiculously obscure, all while trying to maintain enough diversity to keep the game feeling fresh. Even the slightest drift too far in one direction and the house of cards begins to tumble, easily taking the game from 'fun' to 'frustrating'. Braid does all this and more, always evolving and continually challenging the player with new play options and twists. At first it's just a simple jump-stomp platformer, then they mix in a bit of the all-too-familiar "hey you can rewind time" mechanic, but after that it's anybody's guess and everyone's surprise. Most 'puzzles' are fairly obvious and become a simple matter of executing properly (or determining how to execute properly), which keeps players from getting frustrated because the goal is clear and the tools are all explicitly laid before you.

There is one puzzle in a late level  that did throw me for a loop and begin to frustrate because you think you know how to work it but it seems to just require absolutely perfect execution. Instead, a bit of dumb luck and a realization of my own mistakes causes it to become an actual point of pride when I was able to work it out the correct way.

Perhaps the only true fault of gameplay is that there just isn't enough of it, but like Portal, that is almost a guaranteed statement for a game that you really enjoy and would like to continue playing. It is very easy to say "the game went on too long and became repetitive" and blame the developer for trying to stretch too much gametime out of a single concept, so I find it difficult (if not impossible) to actually blame a game for being "too short". I would rather the game be shorter and very good (see: the Half Life 2 Episodes or Portal) than try to forcibly extend the game for fear of it being "too short" (see: backtracking in Halo, excess travel in GTAIV, or level grinding in RPGs). A reviewer knocking the game for being "too short" really translates to (the significantly more positive) "does not overstay its welcome", and is more the sign of a desperate reviewer digging for something negative to say than an actual flaw in an effort to appear unbiased. Either way, it is fair to say that Braid will leave you wanting more.

...or if not more, at least a book of references, because the story is everywhere and nowhere at the same time. Braid's story, while almost completely baffling upon closer inspection, is perhaps one of the best proofs that video games add a completely new dimension to entertainment that, when used properly, takes storytelling to a whole new level. Books are something of an interactive medium, feeding you information but allowing you to use your mind and imagination to fill in the gaps and recreate the scene. Movies are visually impressive and often stunning in execution, but leave very little to the imagination and offer little in terms of stimulation aside from bright lights and big sounds (a few exceptions aside, of course). Video games, however, are designed as an interactive medium and allow the player to feel deeply invested in the story (like books) while maintaining a very impressive visual clarity (like movies). Most games try to really fall back on one of the two sides to carry them to greatness (the classic graphics vs. gameplay argument), but Braid finds a great story to tell with a great gameplay system that mesh together so well it leaves you almost stunned speechless at the end. It is difficult to explain without giving it away, but the last level alone is one of the finest moments in entertainment and requires almost no words or fancy visual effects.

That's what makes it so sad to say that the 'real' story - depending on who you believe - is so confusingly hidden and ambiguous that is it really takes away from the experience as a whole, assuming you bother to look long enough. Braid is really telling almost 4 different stories at once, sometimes jumping back and forth between them with no real clear indication that it has done so. As you play, it seems like it makes sense (granted, even the most basic of interpretations seems very weird) but as you near the end it just explodes into a tangled mess of plots, subtle metaphors and completely blank holes. Even now, you can search far and wide on the internet for different "interpretations" of the games plot and events (do yourself a favor and do not do this until you've played it at least once) and almost all of them will be different. There is something to said for stories being "open to interpretation", especially with regards to character motivations and thoughts, but when you can't even piece together the basic plot of the story it starts to cross a line.

Some say this is a reason to put Braid above the rest - that it deserves praise for not dumbing down the story and for being a bit more open to interpretation than, say, "a plumber that fights a dinosaur to save a princess of a kingdom of mushroom men" - but I'm going to have to disagree. It does not detract enough to really punish the game for it, and in fact it does a good job of getting people to continue to talk about the game after the fact, but a story does not have to be cryptically written to be good.

Graphically, Braid is arguably the perfect blend of stunning art and wonderful artistic direction. There is not a single point about it that leaves you with the impression that it is a simple downloadable game, and it is even more impressive than most AAA titles released that year (in terms of production quality). It really shows off the true power behind HD gaming and makes you wonder what could be done with a full retail title in 2D. The amount of detail in the scenery, incredible use of colors and smooth animations all add up to a beautifully rendered, completely unique look that really captures your attention and refuses to let go. Couple this with the soothing violin playing in the background and you can easily get lost in the splendor of it all. While graphics can't make bad gameplay better, it does act as a very nice bow to wrap up an already strong package.

Despite all of the praise it received, Braid was still a magnet for criticism, mostly surrounding its length and price. I've covered the whole 'length' argument at length (ba-dum-tsh), but cost is an entirely different issue. I think one of the biggest reasons why cost was even such a big problem for most people is because 1) companies had been burning people on the cost of DLC already (see: Horse Armor in Oblivion), 2) A pattern was starting to emerge that XBLA games were $10 so that is the price people expected, and 3) players tend to directly compare cost with perceived length to determine "value". Braid was bucking that trend, and it brought up bad memories of companies trying to overcharge for downloadable content, which is often cheaper to distribute than going through retail channels. Penny Arcade Adventures ran into the same problem when they released Rain Slick for $20 earlier that year. Couple that with the noticeably short playtime and it really set some people off.

For some reason, video games are still the only medium where a direct correlation is drawn between cost of the product and length of total entertainment. I've almost never heard of someone complaining about how they could pay $10 for a 3 hour movie instead of $10 for a 2 hour movie, without mentioning the quality of the film at all. Sure, video games work with numbers that are significantly larger (20-60 hours in some cases for $50-$60) but why is it that gamers do not wish to think of their purchase in terms of quality, but instead in terms of quantity? $15 for 4-8 hours (more if you're into speed runs) of gameplay is not a terrible investment considering the length and cost of other entertainment options (many full price games, the movies, etc). Granted I purchased the game when it was a "deal of the week" for a mere ten dollars, but that was because I had always wanted to buy it and was pretty sure it wouldn't drop to that price again, not because I felt fifteen was unreasonable. If you have any appreciation for good games with very high production values, $15 is a great price.

To me, Braid remains one of the biggest surprises to the (potential) quality of XBLA games and the power of downloadable games as a whole. Before playing it, I had purchased few (if any) XBLA titles, and the ones I had purchased were 'safe bets' that were from companies I knew or extensions of known series. Now, I'm much more attentive to what is coming out each week on Xbox Live because you just never know when you might find the next "diamond in the rough". Considering how long it took me to purchase and then play it, the information is now a tad dated, but if you have yet to play Braid you should definitely look into purchasing it (or at least downloading a demo). And, hey, now it is available other places too - PC, MAC, and even PSN. So you don't even need an Xbox 360 anymore to enjoy it. So go out there, faithful readers, and do the time warp again!