Thoughs on Braid

Although the game's basic mechanics are extremely simple and familiar, with it's Mario style side-scrolling platforming and it's key and lock puzzles, the unique time mechanics of each level made me think in ways that I never have before. The only comparison I can think of is Portal. Portal made me think in a new spacial logic that doesn't really exist in reality, and Braid does the same with it's unique temporal logic.
Although this game is relatively short, it is challenging. Most of the game's 60 puzzle pieces took some thinking for me, but no longer than 15 minutes to solve. There were however three pieces in particular that took me quite a bit longer to figure out. In frustration at one point I looked at developer Jonathan Blow's official walkthrough, only to discover that he had pulled a fast one on me and encouraged me to figure them out myself. So I went back and spent some serious time with these three remaining pieces, and as he suggested in the walkthrough, they may have taken me an hour or two to figure out. But figure them out I did, and it felt extremely satisfying. After experiencing Braid's clever ending and epilogue I thought I had finished the game.
Apparently the game was not finished with me though, as there were still a a few nagging things in the back of my mind. I had read artist David Hellman's excellent article on gamasutra about the exhaustive process he and Blow went through to make sure the art in the game was perfect. In the article he displays numerous mock-ups of a single screen in the first level the player encounters in the game, including this one:

Hellman notes:
I knew that Jonathan Blow's design philosophy was to exclude extraneous noise, and everything in the game had been carefully placed for a reason. Without giving anything away, I had noticed several things in the game that seemed out of place, strange details that Jonathan Blow had placed carefully to linger mysteriously in the minds of players like me. As he notes in his walkthrough: "Braid does not have a linear story the way most games do, so Getting To The End is not necessarily what you would expect. The idea of 'beating the game' does not apply so much, here."When I sent these to Jonathan, he jumped on the rectangular "cut out" on the bottom of the center platform. It was a conspicuous geometric variation in a puzzle game where the player will assume everything has been placed for a reason.
It would be bad for the player to get stuck trying to figure out the puzzle-solving purpose of something with purely aesthetic value. As we went along, I got more disciplined about eliminating stuff that might distract or confuse the player.
With these little unresolved pieces of the puzzle nagging at the back of my mind, but with no clue in which direction to proceed, I did exactly what Jonathan Blow's walkthrough advised against. I read a forum. What I found was pretty astounding. Aside from people trying to analyze the game's abstract fragmented "story" which presents snippets of optional text that seem to be related on the level of theme alone (personally I'm torn on how I feel about this aspect of the game, but I'll spare you that tangent for now) there is a series of nearly impossible (both to find and execute) hidden challenges in the game that unlock an alternate ending.
If anyone reading this is playing the game, to give you a hint about these challenges without spoiling them for you as a few have already been spoiled for me, they involve finding the stars in the constellation visible in the city overworld, dispersed throughout the game. One of the stars requires starting a new game, or at least finding the star near the beginning of your first play through. Another requires waiting for about two hours in one of the levels! I can't help think that despite Jonathan Blow's statement to avoid reading forums to solve the game's challenges, that these stars were built-in specifically for the forums, where people who found all the puzzles pieces but still wanted more could cooperate to uncover these challenges and be rewarded for doing so, much like Bungie did with the skulls hidden in Halo 3. Indeed, Braid is a game that can be played and appreciated on multiple levels, and it is this kind of depth that makes it so interesting and great.
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