Posts Tagged ‘braid’

Indie Game: The Movie Coming To Steam

I’ve got a mighty fine idea. Why not point a camera at a bunch of creative sorts and let them speak their minds? That’s how Indie Game: The Movie was made, although I suspect editing the hundreds of hours of footage into something watchable, fascinating and entertaining was the hard part. Perhaps that’s why Swirsky and Pajot’s film won World Cinema Documentary Editing Award at Sundance 2012. Everyone will be able to watch it soon, or at least anyone near an internet connection, as it will be available as a downloadable purchase on June 12th. What’s most intriguing about this is that one of the download services carrying the film will be Steam. This leads to the obvious questions: will every film in the world soon be available on Steam and will Episode Three be a cinemovie?

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Impressions: Braid PC

What do you mean 'Meat Circus is behind me'?
On its initial release on the 360, Braid was one of the most critically adored, controversial and successful indie games of the year. I’m going to do an impressions post more than a traditional review, because I still haven’t finished the bally thing, but there’s stuff worth saying with it coming to the PC. The inclusion of a level editor is great. Having to use JoyToKey to play with a non-360 controller less so. But really, what’s important is to sort of reset newcomers expectation. The debate has confused things.

You’ll have seen this:
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Deconstruction Complete: Braid Level Editor

I’m going to post some thoughts on PC Braid later, but until then, here’s some exciting news. Jonathan Blow has just posted the instructions for getting the Braid level editor working over on the Braid blog. In a state-the-obvious-way, the ability to play whatever the community comes up with makes me enormously excited for the future of PC-Braid. It’s a fully functional editor, allowing you to fiddle with all variables – the example level features a fast Tim – and import whatever you fancy. I suspect you can now fastforward to the future where RPS makes a Braid level with a series of sketches of phalluses. Because we’re very mature. Go play.

Braid Demo


Greenhouse have posted up the PC demo of Jonathan Blow’s time-fiddling, award-winning platformer, Braid. It’s 120mb and contains a sizeable chunk of the game, with an option to unlock the full thing in exchange for $15. And, well, it’s pretty damn good. (It even automagically detects 360 controllers being plugged in mid-game.) Thanks to Aaron for the tip. We’ll be talking at greater length about Braid next week.

Braid Coming To Impulse, Others


[EDIT: Actual price for this is $14.95.] Exquisitely clever time-bending platformer Braid will finally see a PC release on March 31st, and the $15 pre-orders are up on Stardock’s DRM-free digi-delivery system, Impulse. Blow says: “”I’ve signed the game with 3 different online distributors. One of them, Impulse, has already announced. The other two haven’t put out their press releases yet, so I don’t want to jump the gun saying who it is.” (Thanks, Paul.)

The IGF winner is one of the most heavily praised indie games of the past few years, and has caused many people to say “beeeeoooowwwoop!” in earnest. Creator Jonathan Blow gave a memorable keynote at FreePlay in 2007, in which he both talked up Braid and described the reward scheme of World Of Warcraft as “unethical”. Braid trailer after the click.

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RPS Demands: I Want To Live Forever

Irony in a lollipop.

I have a challenge, developers. I know you’re reading. I want a high profile, big budget, mainstream action game in which the player character is invincible. I believe that the next truly great game will be the one that does this.

Games have come close. There have obviously been infinite lives for many. Mario, as he ages, becomes far more generous with his back-up existences – anyone who played Galaxy will know it was hard to have few than a few dozen laying around. Then of course there’s Quicksave, which creates an artificial invincibility, so long as you remember to hammer it frequently enough. And perhaps the closest to the goal would be time travel, with games like Prince of Persia and Braid demonstrating that you can have a great deal more fun if you’re not constantly condemned to death.

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