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Examples

  • They're few and far between, and even when a major studio and major names put them out, they tend not do to too well (Braid's successes certainly would not be such if it was not made by a single man).

    Speaking Of Maturity SVGL 2009

  • There WAS a ludo-narrative resonance in the time distortion mechanic - but I'll be buggered if I can explain it, because the brunt of Braid's core story was so abstract and text-heavy that it flew over my tiny head.

    Conflict, Resolution SVGL 2009

  • I like that someone in the comments of last night's discussion on Braid's design analogized Siren (both of them) to Portal, in that there's generally one way through the level that you find through trial, error, and repeated death.

    Archive 2008-08-01 SVGL 2008

  • A lot of gamers probably don't care about Braid's self-effacing narrative and just see "Mario in the Future".

    This Headline Will Not Pun On 'Faith' SVGL 2008

  • Just recently, some SVGL readers cited Braid's lack of replayability as one of its design flaws.

    Archive 2008-08-01 SVGL 2008

  • I'm not going to get nitpicky about the same little things that every game has problems with, I'm just interested in Braid's high-level design decisions.

    Archive 2008-08-01 SVGL 2008

  • Braid's a strong contender but my reservation is that it's a very introverted game; it's more like a postcard from the Gaming Nirvana than it is the Nirvana itself.

    Game Of The Year? Greg Tannahill 2008

  • So, when the player must leave a room in World 2 without collecting all the puzzle pieces, then come back later to grab them, it's frustrating and unfair since it's the only place that this rule of Braid's structure isn't upheld.

    Archive 2008-08-01 Steve gaynor 2008

  • So, when the player must leave a room in World 2 without collecting all the puzzle pieces, then come back later to grab them, it's frustrating and unfair since it's the only place that this rule of Braid's structure isn't upheld.

    Quick Critique: Braid Steve gaynor 2008

  • To be fair I wouldn't exactly call Braid's budget "a shoestring" since Jonathon Blow spent about $180k of his own money on it.

    Massively Multiplayer Ugliness Greg Tannahill 2008

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