A wise friend recommended the new, much-talked-about XBox360 game Braid the other day, so when the chance arose yesterday to give it a whirl at Farhad's place, I was intrigued. The talk goes like this: an impressionistic platformer even better than Portal, with truly innovative gameplay, beautiful art, and a haunting, poetic narrative underneath it all.
Alas, the talk is only partly correct.
[Spoilers follow. Summary: If you've got an XBox360, you absolutely should give Braid a whirl, but if you find yourself uninterested in the story or worse, don't worry - it's not you, it's the designer, in more ways than one.]
The gameplay in Braid is exciting and original: each level involves manipulating time in a different way, such that it's impossible to die or even permanently screw up. Throughout the game you have a literal rewind button that is central to solving most of your problems. One series of levels involves a ring that slows time only in its vicinity; one lets you rewind several seconds and send your shadow to play out the time that you rewound (letting you complete multiple tasks at once). The nastiest, cleverest section has time move forward when your character moves to the right, but backward when you move to the left; in-game tokens let you unmoor certain objects from the time stream so that they always move forward, and at full-speed, both you and the bad guys (more on them below). The effect is intoxicating and maddening. The music - which is pretty - scrubs back and forth as you go, which creates an eerie and oddly desolate atmosphere.
(Farhad points out that the aesthetics of the game may be inspired by the teenagers who make max-score and minimum-time runthrough videos for platformers - you can see them on YouTube. Many such videos splice together multiple takes and savegame edits - the equivalents of Braid's time-shifting. I suspect he's right.)
And the art...the background art looks like oils and watercolors and, though it's not terribly innovative at this point (there are plenty of Flash games that look better), it's lovely. The sprites are something else - more on those later.
The final level of the game begins with a slightly-incoherent cutscene. Then it's a timed race against an encroaching wall of fire that keeps you from meeting up with your lady love. You dash to the right and can't go back (a la the old-style platformers). When you reach level's end, you're inexplicably barred from reaching her to celebrate - and then the entire level plays in reverse, only instead of running backward as in your usual rewinds, you run forward (but in the direction you came from).
You retreat to the beginning of the level, and the cutscene plays in reverse. Then comes the game's 'big reveal.'
And here my troubles began.
First, the little problems: most of the puzzles in the game can be solved only one way; they're logic puzzles that happen to move, and the novelty and beauty of the time-shifting mechanisms elevate it perhaps out of proportion with its level of game-design craft. This isn't to disparage the gameplay - it's addictive and beautiful (and when was the last time you could pair those two words to talk about a platformer?), only to point out that the critics who call this 'Best Game Ever' are praising a three-hour-long logic puzzle dressed up as something else.
The character art (particularly the embarrassing representation of the princess) is just tacky, given the elegance of the background work; might be deliberate though. The tackiness stems from the game's primary visual influence: it's a parody of the original Super Mario Bros. game, complete with carnivorous plants springing from pipes, mushroom troopers, hard-to-reach powerups, and childish jokes riffing on 'Your princess is in another castle.' The sprites look like a teenager's tribute to Mario and the animation is simplistic, inelegant, and in places incomplete (watch Tim 'pick up' a key). It's not a good idea; it's also not clear why the designer thought this was a good idea. Presumably this is to link thematically with the game's story, which (unfortunately) we're coming to. Or perhaps he was so enamored of his neat game mechanics that he chose absolutely the most regressive childhood fantasy imaginable as his aesthetic starting-point? Or - maybe 'regression' is part of the point of the game? (This is to give him too much credit, I think. More on that in a moment.)
The game is short, quite so - literally three hours of fresh gameplay. I'd pay fifteen bucks for that, but not fifty, but that's to quibble over money and not quality. Still, at full price you're getting taken a bit.
Great as game, bad as art.
Here's the unfortunate thing about Braid:
It's broken up by long stretches of prose reading, which tells a story about...well, that's the big interpretive question. It's about a breakup, or maybe the creation of the atomic bomb, or maybe just a kid daydreaming about a girl in Manhattan, or - it could actually be a very short story about a child overthinking a game of Super Mario Bros..
And the writing is absolutely fucking awful.
There's an ongoing debate among gamer and game-critic types as to whether the text is supposed to be clunky, overwrought, solipsistic, and connected to the gameplay only by thin filaments of association (e.g. the carrying-on about memory and regret, plus a mechanic that lets you move time - yes, how very droll). Regardless, the text really is clunky, overwrought, and solipsistic:
He worked his ruler and his compass. He inferred. He deduced. He scrutinized the fall of an apple, the twisting of metal orbs hanging from a thread. He was searching for the Princess, and he would not stop until he found her, for he was hungry. He cut rats into pieces to examine their brains, implanted tungsten posts into the skulls of water-starved monkeys.
Ghostly, she stood in front of him and looked into his eyes. "I am here," she said. "I am here. I want to touch you." She pleaded: "Look at me! But he would not see her; he only knew hot to look at the outside of things.
Wait, here's some more!
The boy called for the girl to follow him, and he took her hand. He would protect her; they would make their way through this oppressive castle, fighting off the creatures made of smoke and doubt, escaping to a life of freedom,
The boy wanted to protect the girl. He held her hand, or put his arm around her shoulders in a walking embrace, to help her feel supported and close to him amid the impersonal throngs of Manhattan. They turned and made their way toward the Canal St. subway station, and he picked a path through the jostling crowd.
His arm weighed upon her shoulders, felt constrictive around her neck. "You're burdening me with your ridiculous need," she said. Or, she said: "You're going the wrong way and you're pulling me with you." In another time, another place, she said: "Stop yanking on my arm; you're hurting me!"
And...
The candy store. Everything he wanted was on the opposite side of that pane of glass. The store was decorated in bright colours, and the scents wafting out drove him crazy. He tried to rush for the door, or just get closer to the glass, but he couldn't. She held him back with great strength. Why would she hold him back? How might he break free of her grasp? He considered violence.
They had been here before on their daily walks. She didn't mind his screams and his shrieks, or the way he yanked painfully on her braid to make her stop. He was too little to know better.
She picked him up and hugged him: "No, baby", she said. He was shaking. She followed his gaze toward the treats sitting on pillows behind the glass: the chocolate bar and the magnetic monopole, the It-From-Bit and the Ethical Calculus; and so many other things, deeper inside. "Maybe when you're older, baby," she whispered, setting him back on his feet and leading him home, "Maybe when you're older."
Every day thereafter, as before, she always walked him on a route that passed in front of a candy store.
Every piece of text in the game is like this, which is written in a style called 'bad writing,' whether deliberately or not. What exactly is bad about it? The same thing that's bad about half the entries in NaNoWriMo, or everyone's first 'sexual coming of age' novel and indie rock album. It's not written for anyone but the designer, Jonathan Blow.
Here's Blow responding to criticisms of the game:
AVC: The game has been discussed extensively on the web, and I'm curious if you think people "get" it.
JB: There are some people who get the game, or at least significant parts of it. And there are some people who don't seem to really get the game. What's interesting is, as the author, you don't ever necessarily expect the audience to get the same thing out of an artwork that the author put in, right? But there are definitely highly significant things that I've put into the game that have very specific meanings to me, and looking around on message boards and forums, I've seen individual people find most or all of those pieces, and say, "I see this, you know, and here's what this means to me, etc." I haven't necessarily seen one person put it all together. It's a very, I would say actually a very complicated text, and the way it works with the gameplay and the puzzles is very complicated and subtle. And so I wouldn't even necessarily expect to see that yet. And frankly, my goal is not strictly to have most of the audience play the game and automatically understand [it].
And here's his most characteristic moment, from the same interview:
A long time ago, I used to write fiction, short stories mainly. And I reached a point where I had honed my style so that it wasn't totally atrocious, and I kind of knew what I was doing when writing, and then the question was just, "What do I write about now?" And I couldn't really find anything that I felt was important enough to write about. So I just kind of gave up on writing.
When you read comments like these, you know you're dealing with one of several things: some kind of spectrum disorder, crippling narcissism, outright lies, a total inability to introspect, or terminally stupidity (or some combination). Mr Blow is simply wrong about his own work: if he had honed his craft as a writer as he claims, readers would be getting things out of his writing. Yet the ponderous, insufficiently-edited text in the game displays 101-level failings: fanciful (i.e. merely personal) telescoping posing as concision; unnecessary repetition; 'the boy' and 'the girl' as your usual artlessly-deployed-childhood-image avatars (literally cartoons in the Scott McCloud sense); equally artless, stilted formalism ('He was searching for the Princess, and he would not stop until he found her, for he was hungry'); inconsistent point of view ('The boy wanted to protect the girl. He held her hand, or put his arm around her shoulders in a walking embrace, to help her feel supported and close to him amid the impersonal throngs of Manhattan') veering between cutesy kidspeak and boilerplate 20something editorial ('impersonal throngs of Manhattan').
Of course Blow gives the game away in his interview: 'But there are definitely highly significant things that I've put into the game that have very specific meanings to me, and looking around on message boards and forums, I've seen individual people find most or all of those pieces, and say, "I see this, you know, and here's what this means to me, etc."' He's struggling to deal with other people playing in his sandbox, and that's admirable, but thus far he's failing utterly at the task, retreating time and again into pure fancy, the arbitrary associations of private memory. Never more than in the text itself, which reeks of undigested personal impulses never converted into the gift of art.
Look:
One of my main interests in writing stories was in finding truth, like fundamental truths of the universe, or finding important things. But the problem is that writing isn’t a good venue for that. Because as I said, you can write anything the fuck you want down on a piece of paper, and as long as you're clever enough with your language, and your flow of logic from one sentence to the next – the better you are at those things, the more you can fool a reader into believing you. Even if what you’re writing down is total bullshit.
Blow claims that the repetitions and clunkiness of the writing serve a specific purpose; of course he's only asserted this and refuses (for whatever personal reasons) to speak in detail about the game's intended meaning(s). So we're left with the game itself, which plays like a dream (quite literally) and reads like a teenager's attempts at profundity, fading instantly on recollection, insisting childishly on connections instead of drawing them, mentioning memories instead of rendering them, playing at meaning instead of crafting it. I've played plenty of bad games and Braid definitely isn't one of them, but I'm startled by the irresponsibility of the thing: purely programmatic puzzles (tug on one thread and unravel the whole thing!); hermetic prose; a 'tribute' to old art that simply invokes its predecessor, expecting the invocation to stand in for meaningful comment. These are signs that an artist expects us to wonder at his work without him wondering, in turn, what we're up to, what we're thinking. Whether it works.
The first two-dozen pages of Finnegans Wake amount to a crash course in Joycean reading; even the first page's puns are easily parsed (on one level), the geography of the story established, the HCE symbol deployed quite overtly, the basic mythic material held up for first perusal. 'Great literature teaches us how to read it,' my mentor would say. Braid - which isn't Finnegans Wake, though don't tell Mr Blow that - either refuses or fails to do so; I'm guessing it's the former. But refusal is a failure of sorts.
All of which wouldn't be such a big deal - certainly wouldn't merit this rush of wings - if the puzzle-solving in Braid weren't so enjoyable, the mood so pervasive. As you explore each level you're supposed to collect literal puzzle pieces; they form pretty, melancholy paintings, one(?) of which directly affects gameplay (cleverly so). What's good about the game is absolutely wonderful. As Farhad and I took turns playing the game, collecting each puzzle piece filled us with a sense of accomplishment and relief - the basic mechanic of gamer pleasure. Yet: I remember the image on one of the paintings (the first one). That's it. I remember the miserable text passages, and I remember thinking that the game's finale was clever but not affecting at all. I remember thinking, a little later, that 'All this has been done before,' which is an unnecessarily portentous way of saying that 'The protagonist is really the victimizer' is neither a new idea nor a terribly interesting one.
And yet here I was, wondering whether there was a new idea at the heart of a 2D-platformer's story and prose. The boy sat back. He looked out the window at the green leafy tree and the blue bird who had stopped singing. He wondered where she was, whether she was thinking of him. Whether it mattered.
She thought: '"Makes you think" and "Is good" aren't the same things.' At another time, in a place that was as well a memory, she thought: 'Couldn't you have just written "He needs a goddamn editor" and been done with it?'
Well, well. He needs a goddamn editor. Bit late for that, really - you want me to go backward and unwrite the whole post?