New Year's Eve 2008. My wife Grace and I paid fellow GamingNexus writer Sean Nack and his wife Stephanie an overnight visit. We brought over Monopoly, but we weren't feeling very cutthroat. We brought over Balderdash, but weren't feeling
definitive. Nothing at the theater piqued our attention. And so my mind wandered back over the year, as minds are wont to do when another 365 days have come and gone. And I'd resolved to pay more attention to indie developers for the upcoming year, 2009--but it didn't feel like it was too early to start.
Jonathan Blow's
Braid was a game that I'd continually skipped past. My Xbox 360 red ringed a week before it hit XBLA. By the time my 360 came back,
Spore hit. Then
Warhammer Online hit. Then
Civilization IV: Colonization hit. Then
Fracture (wince). Then
Dead Space.
Fable II,
Far Cry 2,
Fallout 3,
Need For Speed Undercover (wince again),
Prince of Persia...then a revisit to
Pirates of the Burning Sea and the new-to-me
Europa Universalis III.
And through it all
Braid has been taunting me, calling me a spineless, lilly-livered coward for (predominantly) sticking with this holiday season's no-brainers. Jonathan Blow is a man that, as far as I can tell from photographs and videos, has never smiled in his life; and he wasn't smiling at me now either. So it was time to take my cowardice and crutch myself on Sean Nack and his wife. One hour before an incredibly slow-moving ball was to drop in Times Square, I convinced everyone to participate in what's been heralded in certain circles as the Most Pretentious Moment in Gaming for 2008:
Braid. Plus it's been showing up--rather conspicuously--as the media darling on more than one Top 10 of 2008 list.
All four of us took up strategic positions on the couch, and it took all four of our minds put together to make it through the infernally-puzzling
Braid. We played, we laughed, we scoffed, we scolded, we shook our heads in defeat, we threw our heads back in victory, we pumped our fists with elation then alternately wished we could punch Jonathan Blow in the face. It'd been several years since I'd been on a roller coaster ride, but traversing
Braid certainly counted. And just because we made it through doesn't mean the entire journey made complete sense.
Here's what
Braid's aftertaste was like to Sean and I--the following is copied and pasted from a back-and-forth email between the two of us--plus Sean divulges his sentiments on the endings of
Far Cry 2 and
Fallout 3 as well. We figured it was high time the discussion of
Braid be taken beyond the "It's the greatest ending ever!" platitudes.
* * * * * SPOILER ALERT * * * * *
...And if you haven't played
Braid, then none of this will make sense out of context anyway. [Continue reading "
Adventures in Braid and the overwrought metaphor."]
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