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The Best Case For Games As Art

Apologies for posting this in the blog section. Unfortunately, GI does not have a user review section for Braid. Hence why I posted this as a blog. It's also my first real attempt at a more concise style of writing. Ernest Hemingway is the man. Love to hear some feedback, tell me what you think in the comments.

Anyway, the review.

Braid

Concept
An existential journey 
to find something 
that may not exist 

Graphics
Beautiful brushstrokes 
and lovely colors 
adorn Tim's world 
Sound
The classical 
soundtrack feels 
artsy 
Controls
Simple and easy to use 
Technical
No issues whatsoever 
Replayability
Limited, although 
superfans should 
take a look at the 
constellation outside 
the house 
Overall Score

8.5 

 


There's an ongoing debate whether games count as art. That discussion is a matter for another day. The definition of art is too complicated for a single game review to properly discuss. However, if there was a single game which could be held up as a shining example of games being art, it would be Braid. 

Jonathan Blow's critically acclaimed indie hit is layered with complexity. Braid does not simply entertain, it provokes thought. The game is ostensibly about a man named Tim trying to rescue a princess. This allusion to gaming's golden past breaks down as you progress.

The story (told through text boxes before each world) changes slowly into something different than what I expected. The final level is the pinnacle of this change, forcing you to reconsider everything you thought you knew.

Braid's true genius lies in its postmodern deconstruction of the traditional idea of a video game. It takes the traditional story in gaming and presents it in a radically different way. There are many impressive parts to Braid, but the story stands as the strongest. Puzzling out gems of meaning from cryptic messages is enjoyable.

The gameplay of Braid is enjoyable as well. It is a 2D platformer that takes a few obvious cues from Super Mario. The game is divided into worlds, which are divided into levels. Each world ends at a castle. Every castle has a creature who tells you, "The princess is in another castle."

...or something along those lines.

Other than those minor homages, Braid breaks new ground. Tim is gifted with the ability to rewind time. This makes death a minor obstacle rather than a level-ender. Falling on a pit of spikes means a quick rewind, no restarts necessary.

You would be excused for thinking Braid is easy. Without death, how can the game be challenging? The difficulty comes as puzzle pieces. Each piece requires solving a unique puzzle. You can complete Braid only after finishing all of them.

The puzzles are impressive. Each one feels unique. Mechanics are never repeated, but they are expanded. Solving each one requires a good bit of thinking and ingenuity. I admit that I could not collect the last few pieces without the help of a walkthrough. The puzzles are certainly challenging. Thankfully, the level setup allows you to bypass head-scratchers and come back to them later.

Solving Braid's challenges never feels too frustrating. The gorgeous art and soothing music creates a calm atmosphere. Like Bastion, Braid's art eschews realism in favor of in bright colors and aesthetic beauty.

As an artistic experience, Braid is an unquestioned success. However, the game falls short within its medium: gaming. Braid is not an especially fun game. The puzzles are excellent and the platforming is acceptable, but this game is unexciting. No one would pick Braid for a fun Friday night gaming session with friends.

All the same, Braid is worth playing. The story is fascinating. The puzzles are complex. The art and music are appealing. All of that adds up to make one of the most uniquely compelling experiences in gaming. If you do or have ever believed in games as art, Braid is something you need to experience.

Now, where did that princess go? She was just here... 

Comments
  • Nice blog/review. I just started replaying Braid, I find games like this are more enjoyable and easier to study after their first playthrough. And since I'm doing a research study on games and art, I just recently read an article that proposed a couple interesting questions: "do games have to be fun?" and "would games be easier to accept as "art" if they didn't have to be fun?"

  • Nice review, Apozem. It's been a while since I played Braid, but I feel like you hit all the high points, and I agree that it is a great case for video games as art. On a writing-related note, I don't know if I would've noticed had you not mentioned your attempt to write more concisely, but I really got hung up on your short, stumpy sentences. I'm not saying there's necessarily anything wrong with it, but I have always believed that overall flow and pacing are more important than simply being concise. True, it's good to be concise in the sense that being too wordy can overwhelm the reader, but if being concise means sacrificing good flow, then it can be harder to read, and personally, I don't think it's worth it. Sorry for the spiel; I'm not trying to be critical, these are just my thoughts on the matter. And while I totally respect Hemingway as a writer, it's important to note that he wrote fiction, and fiction often plays by entirely different rules.
  • Haven't seen you around... Busy life? Read the review and now I know a bit more about a game I've haven't given much thought yet. Seems like a fun game and the art style is quite interesting. I loved Trine and I think I would like this as well. Might try it out, maybe it runs of this crappy nothingness.
  • Mod
    Is that the rarely used table function of the advanced editor I see? Nice! Regarding being concise...this is something I struggle with even in commenting, and often have been told at work that it is the one area that I could improve with communication. So I have worked on it, and to be honest, I feel it is more important to be clear, and if that takes some extra words, so be it. I have made some progress. When reading the creative writing of others(I consider blogs mostly creative writing), I think it is okay to get off topic a bit, and to use extra metaphor's, phrases, or words to get the point across. To me it is more entertaining that way. As long as you eventually say something, then I say write however you want, if it isn't concise, so be it.
  • Mod
    Braid was one of those games that I quit for awhile due to disinterest, but went back to after hearing all of the positive noise from friends and critics. The final half definitely makes the experience. Also, I like how you made the boxes and stuff for your review, it's really clever. Great review!
  • Braid is definitely too hard to be much fun at all, in my opinion, but it is a good example, no probably the best example, of video games as an art form. Good Review, and I'm glad I didn't skip it like I was going to when I saw "Video games" and "art" in the same sentence.

  • I think the argument "Are video games art" is pointless. Instead, they should be asking "Is [Insert Game Title Here] art." You can't say all video games are art, but you also can't say that no video games are art. Art is merited on an individual basis. Braid is most certainly art, as well as many, many other games, but to say that all video games are art is quite a stretch.
    *Addendum* Excellent review!
  • Great review. I like the more concise format. I personally always appreciate more concise posts... even though yours never really seemed too long winded to me. But whatevs.
  • Mod

    This is a superb review as usual. I think I'm definitely going to need to check out this game since it's been getting such praise.

  • Nice post. Well done. Now, "Art is merited on an individual basis". In the context of friendly bantering, I completely disagree with this sentiment. Completely. "Art" is not an evaluative term, but a descriptive one. If we insist on using the word art only when applied to things of which we approve, it becomes meaningless, nothing more than fodder over which people will argue. As a visual artist, I am convinced that all games are art. The discussion should be over how successful each piece of art is at fulfilling its goals. My working definition of art is that it is a manifestation of human creativity expressed in a medium. Games are a medium. Music is a medium. Paint is a medium. The contention that art is only what I like is counter productive at best. Art is art the same way that a sandwich is a sandwich. The elitism of artists is something I find terribly annoying. By the way, sorryjzargo, I am not accusing you of elitism yourself. Please do not take it that way. Thanks.
  • Nice review! You brought up some great points. Braid isn't the most fun you'll have in gaming, but it is a gaming experience that I would recommend to just about any gamer.I enjoyed the writing style, but I must say I do enjoy your previous style of writing as well.

  • I remember playing Braid last year. I never thought it could be a case for the whole "video games are not art" debate, but it really is. Braid is a beautiful painting that's come to life. I know this is somewhat off topic, but your Hero Picture of Bastion reminded me that that game is beautiful as well. Anyway, nice review. :)

  • While Hemingway was certainly the man, I wouldn't go emulating him so much. He came up with some pretty lousy solutions.
  • If dozens of artists working on a game are working years on end to create something, how can the final product not be considered art?

    I love to see people bringing this topic up and showing the old farts like Roger Ebert how wrong they are. Amazing examples.