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    #1

    Gameplay Mechanic Analysis

    Hey guys! Could you kindly correct my grammar and suggest better phrases and sayings etc, if you could also explain to me why it would be better. Appreciate it!

    Braid

    Braid is a 2D platform / puzzle game, designed by Jonathan Blow. It was first released on August 6, 2008 for Xbox 360, and later on for Windows, Mac OS X and Linux. Braid only has a single player mode. Other notable games in the genre are The Lost Vikings (1992) and Donkey Kong for Gameboy (1994) and Portal (2007).
    Run and jump elements feel almost identical with Super Mario Bros. – which Braid pays homage to. There are flagpoles, castles and a princess to rescue, which makes the game feel familiar Mario like adventure. Braid puts the player into the mindset of the protagonist, Tim, via a story that gives insight to his motivations and personality throughout the quest. Though narration wise the story has great impact on the mechanisms and vice versa, in this analysis I will solely focus on the time mechanics and their effect on direct gameplay experience.

    Braid’s puzzles are based on time and causality. Player solves puzzles with various abilities that affect time flow. Braid has six worlds / rooms, each consisting several levels. Each world has a unique time gameplay mechanism that is themed with the story taking place in the room:


    2. Time and Forgiveness introduces player to a basic rewind mechanism that will be available for the rest of the game. Using rewind reverses time, so all actions are undone, even death.
    3. Time and Mystery introduces green glowing objects: keys, doors, levers, platforms and hazards that are immune to time reversal. This mechanic brings diversity to puzzles, though the possibilities may seem limited or plain, Blow finds creative ways to make extensive use of it anything but dull.
    4. Time and Place changes style of the puzzles and thus increases difficulty, this keeps player at the flow-zone. Horizontal movement right forwards and left reverses time. Flow of time is untouched by vertical movement. This mechanism encourages the player to solve puzzles via precise calculation and theorizing instead of learning by doing.
    5. Time and Decision is about parallel actions. After rewind is used a shadow is spawned for 12 seconds which performs actions done by the player before rewinding. The shadow can interact with purple glowing objects and objects that have a shadow. Solving these puzzles rely on understanding causality, but also on timing, which makes this more platformer style world feel a refreshing breeze after the previous one.
    6. Hesitance provides player with deployable ring that spawns a time slowing sphere which player can use to her advantage. Slowing effect gradually decreases further away objects or Tim are from the sphere. Since the ring is deployable, it enables numerous fresh ways to solve puzzles.
    1. The final world is the first world story wise. Here time flows backwards. Rewind mechanism makes time flow normally and reveals an unexpected climax.
    Last edited by mignatiu; 18-Mar-2014 at 08:46. Reason: Removed forgotten caption

    • Member Info
      • Native Language:
      • Finnish
      • Home Country:
      • Finland
      • Current Location:
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    • Join Date: Feb 2014
    • Posts: 3
    #2
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