Posts Tagged ‘ Braid ’

“The Year of …………” – Interaction

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Finally, we get to the core of video-game’s expression. If the aesthetic and narrative dimensions are crucial to video-game’s artistic power, it’s the audience’s chance to intervene and interact with video-games that ultimately defines them. If there is one pillar that supports video-game’s unique, precious elements, it’s game-play. And though in 08 games came out at a staggering rate, it’s dubious that there were any powerful reinventions of video-game’s inner matrix.

Mainstream video-games continued their parade of on-going genre stagnation, with casual and hardcore markets boasting the lack of inspiration of their designers; it’s a sad but easy to ascertain fact, but there are rarely any new genres or avenues for interactive expression in modern video-games. All you have to do is attempt to characterize modern video-games, and you will understand that everyone of them can be neatly inserted into an old format or genre: First/Second/Third Person Shooter, Action/Adventure, Classic Adventure, Platforming, Survival Horror, Puzzle, Vertical/Side-Scrolling Shooter, Beat’em Up, Brawler, Sand Box, Strategy, Japanese/Western RPG, etc, etc, etc. How many games do we know today that aren’t classifiable on this basis? Too few… in my account, at least.

Even concerning new IP’s, designers simply seem content in re-interpreting popular game-play trends, merely adding slight nuances, which of course, they elegantly boast in the back cover of each game – “New Weapon Systems!”, “Revolutionary Camera Angles!”, “A Bold Reinvention of the Genre!” – none of these change the way we play games, and for the most part, are mere tricks with which designers and advertisers publicize games. Innovation in the strictest sense, tends to come only from fresh artistic assets, perhaps as an attempt at masquerading the formulative design work that hides beneath the skin; and artistic and narrative assets being what they are in the medium… it does not bode well for a majority of original video-game series. The following, however, are some of the brightest reinventions in the field of game-play and level design.

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Echochrome” – How on earth a designer gets the idea to translate into interactive form a concept so hard to define, elusive and complex as impossible objects based on optical illusions (see this), is something that goes far beyond the reach of my mind. And to translate such a complex concept into game-play terms in such an elegant and simple way is all the more baffling. To apply the strange logic that hides beneath impossible objects, the game allows you to rotate the camera, as you would in any other game. As you do so,  the scenery – mostly comprised of simple corridors and columns floating about in an ethereal background – rotates, and allows you to create illusions of perspective. Thus you can, for instance, merge corridors from different axis’ planes, rendering impossible geometric architectures in a 3D space. In doing so, you allow the game’s puppet character to reach unreachable locations, thus allowing it to get closer to the game’s objective. The simple camera control then devises a perfectly balanced form of game-play that requires your brain’s readjustment to an alternate reality where space is defined only by the subjective perspective with which your eye pierces the scenery. Unique, elegant, and groundbreaking – what other game  in 08 reinvented interaction in such a way?

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Braid” – Once again, I come back to “Braid”. Not because of its interaction mind you, because as we all know, “Braid’s” main mechanics are clearly inspired by other video-games, and in 2008, time bending features are hardly innovative. However, the way in which each of the time-bending variants of “Braid” is applied to each level is the work of genius. As Fumito Ueda, the creator of “ICO” and “Shadow of the Colossus”, remarked concerning the last game he had played (in an 1UP post-mortem): “I feel a little dizzy when I imagine the workload that the level designer of this game took to ensure level consistency” – consistency is indeed, “Braid’s” most powerful feature. It’s easy to imagine how a designer might have felt the desire to cut corners and simplify levels in order to produce witty, complex puzzles, but Jonathan Blow took the high road and made each level meticulously consistent with the time-space laws it introduces. If in a level, time only moves forward as the character moves forward, and vice-versa, than that law is never broken; more surprisingly, the level’s puzzles are impeccably built around that logic, forcing the player himself to think of time and space in the same manner. The results are some of the finest puzzles ever to grace a video-game; tough enough to make you think, simple and elegant once you get around to understanding the way in which time behaves in each level.

[P.S. I will resume my reviews from now on, and will publish my final article concerning 08 in the coming weeks. Hope you appreciated my choices regarding the best of last year. Feel free to comment. ]

“The Year of …………” – Aesthetic

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Unlike Narrative, aesthetic elements have been present since the very birth of video-game as a medium. It’s then by no means a surprise to observe how far they’ve come as a complement to the interactive dimension. On the indie front, far from the censoring eye of money hungry producers, audiovisual marvels such as “PixelJunk Eden” and “Echochrome” showed the highest of cares with video-game’s aesthetic expression. “Eden”, a game entirely developed around the work of its art and sound designer, Baiyon, delivers one of the most original and stylized approaches to art design and soundtrack composition of the year, a game that feeds so much on its aesthetic expression, that only manages to feel downtrodden on its interactive counterpart. “Echochrome”, inspired by the notorious works of M.C. Escher, delivered a minimalist interpretation to Escher’s paradoxical works on perspective and geometry, accompanied by Hideki Sakamoto’s erudite compositions (“Yakuza 2”, “Yakuza Kenzan”), which undoubtedly delivers the best soundtrack of the year [thanks to Dieubussy for that one, if it weren’t for him, I’d probably miss it].

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On a lesser note, I can’t but mention “Braid”, with its surprisingly cohesive licensed soundtrack, perfectly in balance with its picturesque art design; surely, one of the most balanced aesthetic works of the year. To top it all off, a word of appreciation to “Mega Man’s 9” retro-aesthetic, unheard of in such a popular release. Though I am the last person on Earth who would enjoy “Mega Man’s” childish, hardcore approach to game-design, I find it takes a great deal of courage for Keiji Inafune and his team to consistently adopt an 80’s aesthetic, complete with low-definition artwork and soundtrack, in a 2008 release. It’s an example, and a notable precedent for designers everywhere; a remainder that aesthetics’ power goes far beyond the quantity of pixels and polygons with which games are rendered. Aesthetic is all about interpreting reality in a way that will force a particular emotional reaction on its audience, and that’s exactly what “Mega Man 9” accomplishes by forfeiting common “video-game” sense –  it takes people back to the  infancy of their video-game-ish musings.

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And yet, despite the startling aesthetic evolution that can be felt in most indie productions, top-tier games insist on a mostly “dark and gritty” visual style, where gray is the color around which most palettes revolve. Their musical background accompanies that same line of thought, orchestrations mostly reduced to a series of banal epic themes, increasingly simplistic in nature, with forgettable compositions serving as auditive filler for most of each video-game’s length. It’s then a breath of fresh air to lay eyes and ears on neoplasticism influenced “Mirror’s Edge“, a strikingly white visual tour de force, brimming with bright lights and shockingly vivid colors, splattered through the cleanest of scenarios, drawn along the most geometric of lines. The accompanying soundtrack, despite one or two unfortunate pop nuances, is smooth and atmospheric, avoiding altogether the “Wagner-made-dumb” refrains present in most blockbuster titles. Let’s hope “Mirror’s Edge” shows mainstream developers that colors aren’t a bad thing.

“The Year of …………” – Narrative

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The relationship between narrative and video-games has always been troublesome, so much so, that many scholars, designers and journalists vehemently oppose the notion of the two merging together. It’s a difficult conundrum to solve: interaction is based on notions of free-expression and free-choice, and narrative (especially in its dramatic form) is sustained by inevitability, causal relationships and linearity; the two seem in complete contradiction. Throughout the years, there have many attempts at blending narrative with interaction, but the simplest, most effective one today, is still the use of a perfectly linear storyline which the player experiences without any chance to intervene. The use of cut-scenes – small interludes in which the plot is explained via a cinematographic language – have become the cornerstone of video-game’s narrative expression. Last year, the cut-scene dogma was upheld in earnest, with very few video-games relinquishing it in favor of new approaches. “Braid“, Jonathan Blow’s indie title, is the only recent game that tried to translate some sort of narrative through more than just its non-interactive segments, and that is why it deserves a honorable mention. By using text to establish a meaningful narrative context, it challenges players to interpret each game-play exercise as a metaphor for a story –  one told through each level’s interaction, design and aesthetic elements. While most found it confusing or cryptic, I found it intelligent and heart warming. And it assumed a compromise which few have the courage to stand for: if the player wanted to decode the narrative, he had to forgo an interpretation of the semiotic language employed by the game, but if he didn’t, he could merely accept the game as a platformer homage with random text segments. But the main reason “Braid” gets this mention is because Jonathan Blow’s work truly is a meaningful step towards video-game’s true narrative expression, one that revolves around interaction, instead of clashing against it.

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But the paradoxical nature between narrative and interaction isn’t the only challenge developers have to face, as telling stories through non-interactive segments alone, is something which has eluded game designers and writers for years. A simple comparison with cinema, literature or theater, shows how much more infantile and poor video-game’s stories and narratives are, from all standpoints: from character expressiveness to dialogue writing. In that sense, my other choice for this category goes out to “Lost Odyssey“, for showing that even the most linear and cut-scene driven narrative can be used to make you feel… a quality we’ve come to deem exclusive to other art forms. Cut-scenes, now regarded as undesirable by a majority of mainstream media journalists, are the clay with which Sakaguchi works his fantasy tale, molding a human journey of self-discovery and tragedy, far more powerful and well told than any other game of the year. Unlike “Metal Gear Solid 4”, “Lost Odyssey” swings gracefully between action rhythms, dramatic segments and the standard anime comedy relief, using the appropriate cinematographic language,  thus harnessing the emotional power of a century of evolution in film devices (mostly absent from videogames’ formally constrained cut-scenes). Additionally, the “Thousand Years of Dreams” – the series of short stories written by Kiyoshi Shigematsu for “Lost Odyssey”, accompanied in-game by the delicate strings of Uematsu’s compositions – prove that even the most minimalist of expressive vehicles, such as text and audio, have a narrative potential still to be fully harnessed in video-game form. This is why Sakaguchi’s work is so impressive and important: it shows that game-design has evolved so much, and yet, designers are still are incapable of properly channeling the most basic expressive power of their means, in order to tell a simple story. “Lost Odyssey” tells that story… how many games have achieved that feat?

“The Year of …………” pt 3 – Adventure/Platforming

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It was an interesting year for action adventure games because, despite the stillness that can be felt in most genres, there were many attempts at revitalizing their core set of mechanics. But, as we’ve come to expect from the industry, most of these attempts went awry, subjugated to the commercial logic that plagues such a potentially powerful medium. Well, at least, there have been new avenues opened up by these failed attempts, which is more than I can say for the other categories.

Unto the best… and worst of 08.

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Tomb Raider Underworld” – The first “Tomb Raider” was one of the few games in its genre that fully honored its greatest forefather, “Prince of Persia”; it’s then somehow fitting that even today, the new “Tomb Raider” shows some form of relationship with Mechner’s game (much more so than the silly new “Prince”)… and that’s as good as a compliment as one can make to a “Tomb Raider” game. “Underworld“, despite its many shortcomings, is a game that invites the player to develop a greater relationship with his surrounding environment, to actually explore the scenario, using his senses as much as his controller. It’s also an extraordinary piece of level design that blends beautiful architecture with enticing puzzles and action pieces, delivering a moody, yet entertaining experience. Innovative it may not be, but it is still a perfect depiction of what makes a good action adventure game work.

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“Braid” – I admit being reticent about placing “Braid” in this category, for it defies both any category or genre boundaries most games are content on subscribing. But it has platforming, it has some mild adventure elements and it borrows it’s concept from “Sands of Time”, so here it is. “Braid” is probably one of the few games in this exercise that achieves plenitude in each of its expressive dimensions, and that alone makes it deserve an honorable mention. The fact that it delivers such a complete experience, while simultaneously providing a revolutionary gameplay, completely designed by a single person, just serves to show that innovation can work, and doesn’t need a million-dollar budget, just a spike of creativity and a great deal of good intention from publishers.

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Biggest Letdowns

“Mirror’s Edge” – Ah… “Mirror’s Edge”, it had everything: a cool aesthetic, a dystopian narrative, an exciting new take on its genre; nothing could go wrong… except it did. Inspired by “Breakdown’s” coherent use of the first person perspective, which fully incorporated body movement and inertia (unheard of when it was first released) [thanks to Dieubussy for that reference 😉 ], “Mirror’s Edge” was an attempt at taking that first person experience to a whole new level, by making the player experience “the flow”: a mix of vertigo and adrenaline, induced by the ‘in your face’ view of a high speed flurry of parkour movements. The cruel fate of the game is that it actually succeeds in generating that singular experience, even if only to waste it with one of the worst level designs I’ve seen in the past year. It’s as if  designers had deliberately built each level to break the smooth, flow-y pacing: either by forcing the player to wander aimlessly through scenarios in search of an obscure objective, or by making him trudge through generic shooter-like sequences that in nothing add to the core notion of the game. Add to that a silly plot, an even worse narrative vehicle, and you have a game that neither translates an interesting thought nor provokes the emotional, gut-like reaction it aimed at.

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“Prince of Persia” – It’s the other ugly duckling of the year, curiously enough, for all the opposite reasons of “Mirror’s Edge”. Whereas “Mirror’s Edge” failed in producing a consistent “flow”, but provided the proper aesthetic context for its experience, “Prince of Persia” did the exact opposite: it designed a perfect flow, but lacked the necessary emotional effect that could make its gameplay interesting. In a sense, one is too much of a game to let its sensory experience come to fruition, the other is not enough of a game to be entertaining, nor enough of an emotional voyage to be more than just a game. Both fail, and yet, one can almost sense what wonderful games they could’ve been if they could merge the best each has to provide. Let’s just hope these developers learn from these mistakes.

Braid

“Each moment has its sickle, emulous
Of Time’s enormous scythe, whose ample sweep
Strikes empires from the root.”

Edward Young

The princess is gone… taken away into a castle in a far away land. Tim needs her, longs for her… he cannot fathom life without her. Thus, he embarks on a journey to find her, delving into this mystical land, drafted out of memories and dreams, hand painted with the colors of a man’s life, desperately in search of his lost princess, through time and space. To try and describe “Braid” any further would be a mistake, no, a bitter insult to its author and his work. Yes, because unlike many in the industry, and pardon the cliché, Jonathan Blow, the designer, actually created a work of art that brims with ambiguity and meaning. As Dieubussy once told me – to accurately describe it, one must be a poet, something which I clearly am not (my English prose being as bad as it is, you can imagine my poetry). “Braid” feels like Art, plays like Art, and bloody hell IS Art. And it attains that statute in a way far more evolved than most videogames that attempt the same feat (as the recent “Bioshock”, for example), as for once, gameplay is also a meaningful part of the game’s conceptual themes, motifs and story.

Curiously enough, though it remains an artsy fare, on an interaction level, the game admittedly draws inspiration on other videogames, most notably “Super Mario Bros.”, from where it derives the basic mechanics of platforming, and to some extent, the game’s structure (split into “worlds”), level design (each scene is shaped as 2d sidescrolling panel, much like in Mario) and even some of its quirks (the obvious one being the placement of a castle at the end of each world, where every single time, a dinosaur informs you that the princess isn’t there after all). But there’s a twist, and therein lies “Braid’s” uniqueness. As in “Sands of Time” or “Blinx”, you can spin time backwards, but in “Braid”, each game world makes the time disrupting behave in a different way. For instance, in World 4, after rewinding, Tim leaves a shadow that carries out his actions from the previous time line, thus allowing him to be, literally, in two places at the same time. These powerful new time mechanics are the core of the gameplay, much more so than the platforming roots the game shows at first glance. And fortunately, level design feeds on this factor for intellectual purposes, and instead of turning “Braid” into a “Super Mario Bros.” with time mechanics (which isn’t too far off from “Sands of Time”), it turns “Braid” into the new Time-Bending “Portal”. Yes, that’s right, expect the game’s focus to be centered around tortuous mind bending puzzles that will make your head ache every single time. But even “Portal” can pale in comparison, as “Braid” goes much further in its intellectual stimuli, its puzzles being challenging to the point of making you think all the time about their solution. For example, one of the later puzzles had a solution I only envisioned while reading a book, hours after playing, because in the back of my mind, I was still trying to fit its logic into perspective. But don’t fret; though hard, these puzzles transpire elegance, their logic so perfect and sublime, that you’ll feel an enormous sense of compensation when you actually crack them. And very rarely will you feel frustrated, because the solution is always there, staring at you in the face, and when you finally do find it, you’ll understand that the puzzle wasn’t a cheap trick the developer pulled of his hat; it had a clever solution that relied on a rationally coherent deduction, which will make you think “How did I miss that?!” It’s extremely hard to find such care given to level design, and you’ll never stop admiring the designer’s creativity and sheer genius in the concoction of these brilliant pieces of intellectual madness.

Not only do these work as valid and thought-provoking pieces of gameplay, but these puzzles are also interesting allegories that translate the inner journey of its main character. Blow has placed a number of iconic images and simple phrases that resonate with the gameplay mechanics and levels, adding them another layer of interpretation that transcends their face-value, expressing abstract and symbolic meanings, otherwise inaccessible to the player. This use of gameplay as a meaningful metaphor for the authors’ statements is becoming increasingly common in indie games and Jonathan Blow has himself referenced the works of Jason Rohrer and Rod Humble in his presentations. They’re obvious influences; that he now incorporates their spirit into a commercial game is not only welcome, as it is provocative… almost visionary. Not that I feel this is the first time it is done, quite on the contrary, for since the genesis of games that creators have imposed meaning to the player’s actions, most of which aren’t as obvious as would otherwise seem, but, as Blow also states, the new paradigm in videogaming rarely accepts this notion, opting instead for deriving meaning from non-interactive elements, such as cinematic cutscenes, leaving interactions as straightforward mappings of simple, real-life actions (shoot, punch, jump, etc). Blow believes that breaking away this dogmatic philosophy is essential for games to move forward towards their “Golden Age” and he’s doing his part, and in my opinion, he deserves applause for it.

To flesh out the allegorical nuances present in the gameplay, each world has a number of books the player can read. These provide a more solid, less abstract narrative medium, that fits perfectly with the hazy imagery. Though I can agree that the writing is not as “poetic” or “evocative” as it could be (

And not only is Jonathan Blow aware of this more powerful semiotic language, that takes into account all of videogame’s disciplines to translate a vision, as he does this with an added sense of beauty. The game’s art, by David Hellman (author of the webcomic “A lesson is learned but the Damage is Irreversible“), has a picturesque, hand painted quality, of expressionist influence, that further enhances the dreamlike qualities of “Braid’s” universe. Each landscape is crafted out of numerous layers of delicate images, fused together in a constant motion, giving the illusion of time, perspective and depth of field to what is an otherwise bidimensional background. These resonate perfectly with the score (which you can explore here), a balanced and astonishingly coherent selection of string compositions by Jami Sieber, Shira Kammen, Swan and Cheryl Ann Fulton. The game opens up with in a dark street, dimly lit in yellowish tones [title image], “Maenam”, by Jami Sieber caressing your hears, the perfect overture: a slow, steady crescendo of cellos in a mellow tone, coming into full force with a sad harmony that delivers Tim’s anguish perfectly – you can almost hear the cellos sing that he longs for the Princess to be with him. Following it, as you delve in the first game world, a place of bright colors and lush flora [see above], you’re greeted with “Downstream”, by Shira Kammen, a light bucolic fantasy piece for violin, of mild Celtic inspiration, that can almost make you soar high as in a dream due to its upbeat tempo and gentle, happy melody. And these are just the first few minutes of the game, the remaining also continue this perfect blend of musical harmony and visual style, effectively connecting on an emotional level with the player. Not only is “Braid” thoughtful and inspiring, it’s also touching on an sentimental level, a perfect piece of art in its purest, more emotional state.

What more can one say about “Braid”? It’s intelligent, inspiring, beautiful and touching. I simply lack the adjectives that could make the game justice (I wonder if they exist, really…). Is it perfect? Nothing is: minor flaws abide. But do they matter in the grand scheme of the game? No, not by a mile. I still think there’s a lot of work to be done in order to further develop videogame’s true language, and specially, the way in which interactions can become meaningful metaphors; “Braid” is simply one step forward in the long road that lies ahead. Surely, this is the best game to come out since “Shadow of the Colossus”. That I even dare and place in the same sentence, both this simple, downloadable game and one of Ueda’s glorious masterpieces (that I believe uphold Jonathan’s Blows core philosophy, and to some extent, even further it) is in itself a statement on how big an achievement “Braid” really is. The future of gaming lies here.

Overall: 5/5