Braid
In a some ways, Braid is 2008’s Portal. Like Portal, it’s a puzzle-platformer that’s a critical hit despite being completable in a matter of a few hours (and despite being a puzzle game, for that matter), but in both cases, this is because there’s so little repetition and filler. Also like Portal, it’s a game based around grasping the unintuitive consequences of one simple idea. In Braid, that idea is control of time.
In other words, it’s the same underlying concept as Prince of Persia: The Sands of Time. But PoP:TSoT was an action game, and thus had a reason to limit the use of time-control capabilities, lest it make the action too easy. Braid is a puzzle game, and lets you rewind as much as you want. Ironically, this means that Braid can contain action sequences far more intense than any you find in PoP. There are bits toward the end where I was constantly doing fractional-second rewinds in order to get things just right. It’s crazy how fast you get used to that. But when you think about it, playing a conventional action game also involves frequent irregularities in the flow of game-time, in the form of quickloads and reversions to save points, and the player usually isn’t bothered by this. The difference here is just a matter of degree.
Mind you, PoP‘s rewind system wasn’t very well-suited for puzzles: it let you go back in time and change stuff, but only in the simplest and most consequence-free way. To make puzzles, you need variations on the theme. The first and simplest variation in Braid is that some objects aren’t affected by your rewinding, and keep on moving forward. The freakiest variation — and my favorite — is the series of levels where the flow of time for everything other than the player character is a function of your position: move rightward and time advances, move leftward and it rewinds. Notably, this really throws a monkey wrench into the ingrained habits of 2D platforming. You can’t just stand there and wait for things to get into the right position for you, and in particular, if something is in your way, you can’t wait for it to move. It won’t move until you do.
If you take away the temporal weirdification, it’s a 2D platformer with mechanics that greatly resemble Super Mario Brothers, and the game runs with that, giving us monsters blatantly modeled on goombas and piranha plants, a princess who’s eternally “in another castle”, and so forth. SMB references seem to have become to indie games what Winsor McCay references are to indie cartoons: a way for the artist to establish cred by showing an appreciation for the true classics of the medium or whatever. Braid plays around with the princess premise in its between-levels text, first making it mundane, portraying (the player character) Tim’s pursuit of the Princess as occurring in the aftermath of a failed relationship with her, but then after a while turning it into something more abstract. The Princess is the eternal and non-specific object-of-pursuit, the thing which will make everything better once you find it, and which you therefore take terrible risks to discover, despite the uncertainty of your success. (In the epilogue, this is linked to science, and the development of the atom bomb, leading some to conclude that Tim is a nuclear physicist and the whole game is his guilt trip about his work on the Manhattan project. But I think that’s an over-literal reading of one example, among many presented, of where the generalized pursuit of Princesses leads.) The strangest part is that there’s a point where the stories of the mundane and eternal princesses overlap, where Tim leaves his significant other because he feels driven to go and find the Princess. Some have interpreted this as simply indicating that the woman he leaves here isn’t the one referred to earlier as the Princess, but I think the idea that he leaves her in order to find her fits well with the time wackiness. Sometimes Tim does things backwards.
And besides, the whole thing is driven by dream logic. The text is very clear that Tim is confused and his memories are blurred (as you might expect from someone who keeps changing his own past). The backgrounds are blurry in an impressionistic way (which makes the parallax scrolling look really nice for some reason). The level-selection areas are clouds, for crying out loud. Apparently there’s been something of a backlash against the pretentiousness and vagueness of the story, but I think that’s taking it all too literally. Some people seem to resent what they see as the author forcing the audience to make up the story when that’s clearly the author’s job. But I don’t feel like I’m being forced to do any such thing, because this is not a story-driven game. The story fragments are there as a frame, and do a nice job of providing things for the gameplay elements to be metaphors for, but it’s clear that the game came first and the metaphors were chosen to fit it. The big exception is the final level, where the gameplay comes to comment on the story quite directly, turning the rescue its head. Well, we’re told in the very beginning that the Princess’ captivity is Tim’s fault, the result of a mistake that he spends the entire game trying to go back and correct.