Braid: Anniversary Edition "sold like dog s***", says creator Jonathan Blow
eurogamer.net
eurogamer.net
But I was a bit irritated by performance issues I experienced with the time bubble later in the game. They eventually got patched, but considering the amount of rants Blow has about performance (+ the fact the game is not actually new), it kind of soured me on it a bit. I guess his attitude eliminated any sense of good faith I would have to a developer releasing something with bugs.
I remember reading this was a big problem with the ring chapter.
I'm not sure how it was solved in the original version, and I'm surprised it regressed
Now your just a dude like the rest of them. Puzzle games are not known for the replay value. And replaying a puzzle game when theres so many amazing spanking new and not so new unplayed games... nah
a predictable outcome really
A new quirky indie 2D puzzle platformer with interesting aesthetic and a mystery from someone who did it once would be of high interest.
The problem is tons of his user base already played Braid and puzzle games aren't replayable.
- Lack of marketing. The first time I'm hearing of a Braid remaster is from the creator bitching about its poor sales.
- Lack of replayability. Most people who played it the first time are probably satisfied with their playthrough and not convinces that they need to go through it again.
- Lack of value add. The game went on sale all the time on Steam, XBX, PSN, etc. I'm pretty sure I got the Steam version on a Humble Bundle for a few bucks, and I believe I had the PS3 or PS4 version as a free game on PS+ one month. Given that I could never muster the interest to finish the original game (which I can still happily play on Steam, mind you), I'm not sure why I'd want to buy the game again.
I think this was a miscalculation on the team's part that there would be sizable interest in a remaster. I mean I enjoyed World of Goo back in the day, too, but I don't feel like I need a remaster of that, either.
Then again, this is the guy that IIRC put all of his earnings from Braid directly into The Witness's development (essentially making it another make-or-break title even after Braid's success), so you get the feeling that however talented a developer he might be, maybe the guy needs someone above him to spot-check his financial decisions.
I know a lot of gamers, including my younger-than-Myst daughter, who very much feel the opposite.
"Fun" is subjective.
Define "decent"
My impression is that Braid: Anniversary Edition was one of those "obvious things" to do in order to generate revenue.
So creatively it feels like it didn't really need to exist, it seems more like it was mainly intended as a revenue raiser.
I think it would have been better to create a real sequel to Braid.
As everyone has said, attention and free time is limited these days. People who loved the original may have little interest in playing it again with minor changes, but might have bought a sequel.
I liked the original and bought it on day 1 (or at least week 1), but I have zero time to play a remaster...
> A FRESH COAT OF PAINT This is the game you remember, with all the original challenges and the same haunting, evocative score — but repainted pixel by pixel so that each carefully rendered world comes to life in high resolution. New visual details, animated brushstroke effects and revamped sounds add to the immersive experience.
> GO (DEEP) BEHIND THE SCENES Explore the most extensive developer commentary ever put into a game, with over 15 hours of recorded insight and conversation from developer Jonathan Blow, artist David Hellman and more members of the "Braid" creative team. Navigate it by visiting a new in-game world, which also contains new puzzles and redesigns of classic puzzles.
It doesn't even list how many new puzzles and note that some of the puzzles are redesigns.
It doesn't include a new mechanic or anything just what I would assume are harder puzzles. (The original IMO got into grindy territory due to many rooms being slow to do and requiring resetting if you messed up the platforming at all)
Remakes that have replay value get people to have another go at a game that like and thus can do okay.
But puzzle games don't work like that as everyone who played the first is going to feel the core gameplay loop is a chore since the discovery aspect is dead.
Odd that Blow would assume giant sales for the game. It barely registered in my radar, plus it was a big hit on release. I wasn't really looking to buy it again. It's a puzzle game, I remember playing it for months back in the day, but I now know the solutions.
Did they?
> None, because we can't afford to pay anyone because the sales are bad.
It says they don't have money to pay someone to work on the orthogonal programming language thingy.
If they didn't expect sales to be good, they sure wouldn't have expected to be able to pay salaries for a dozen SF-based devs with the proceeds. And if they didn't expect that, they couldn't blame the bad sales for not being able to pay staff.
"Did he?" is the proper way to say it given that he's a man.
Btw it's really amazing there's a volunteer anti-they pronoun police in the comments now. Thank you. Really good example of how you getting annoyed at something turns you into the something. It's pretty natural in English to use "they" in those contexts, policing it doesn't mean you're fixing some programming I got.
The original was authored at, I think, 720p. Totally reasonable to remaster at 4K and release for new audiences to enjoy.
Sadly it failed to reach that new audience. The games industry is beyond brutal and in dire straits right now.
> Braid: Anniversary Edition launched in May and adds 40 new levels, as well as over 15 hours of commentary.
... 15 hours of commentary?
To be fair I've only just heard of Braid but commentary is not something I look for in a puzzle game. Sounds awful, really
Whatever you think of the merits of the game itself, historically, it's an important game and one of a few that came out around the same time that allowed games to be treated seriously as an art form by critics in the sense that the gameplay design itself was seen as an artistic expression rather than just the music or other art assets.
There's a lot to criticize about the game, but it's definitely a game that's worthy of a commentary track.
I mean JB does seem to be someone who enjoys hearing himself speak but he is also an exceptional game designer so… yeah it’s good. It’s not just a texture swap.
Context: jblow is a well known dev figure working on Jai, a programming language. He hasn't quite reached the fame level of carmack, but has a sizeable following
$4m alone (again, let alone his other games) would be enough to retire and make languges, engines and whatever else he wanted.
And with the Internet there isn't really a reason to limit yourself to people from US, a fraction of that would be enough to contract people from EU (though i'm certain you can also find people from US with much less than $500k/year-$1m/year to work on games).
And although it's certainly quite an accomplishment for a single developer to complete even one successful game, it's not like he's remarkably prolific, either. If anything, it seems like Blow's technical purism has been an obstacle to his creative ambitions. I'm sure he'd argue that the two are inseparable, that the mindset that enabled him to create Braid is also the mindset that led him to work on Jai, and that might be true. But I'm not sure why anyone else should desire to follow in his footsteps -- I think most people would end up mired in the desire for purity without the achievement to balance it out.
I might contrast him with Edmund McMillen, who managed to use Flash to develop two hugely successful, influential, and creatively distinctive games in the span of a couple of years. His approach is just as worthy of respect as Blow's, I'd argue.
I feel too many game devs get lost in that instead of just focusing on making a good game. Just make the damn game - there are so many good engines and languages out there, why do you want purity when you don't have the freedom to pursue it?
My advice to people going down that path is: consider contributing to ScummVM, an open source roguelike, or a ROM hacking project for a game you already like. Scratch your technical itch on something that other people will actually play. It feels great, and it gives you a better path toward eventually building something that's totally your own. Trying to build your own game engine and game on top of it is like taking a plane to Nepal and just starting to walk up Everest with the intention of figuring it out as you go.
Braid, considered as one of the greatest games ever made, was built around a time when indie game dev wasn't really a big thing. He has also funded a bunch of other indie game dev companies.
His talks on programming and the bad practices of OOP, SOLID and all that nonsense and the general clunkiness and slowdown of software and the levels of abstraction and house of cards are very welcome commentary.
That said, agree I don't really get what the thinking was here. Seems like he'd be better off just releasing the new levels and improved art, etc as a sequel rather then rather confusingly marketing it as an "Anniversary edition" of the original game.
I didn’t see any game review websites cover the release or review it. Did they not market it enough?
Searching for: “braid anniversay” the top result is for braid-game.com which 500s when you visit the site on a VPN.
I imagine the main reason to try a remaster is to get it on current gen console stores, but the indie game market is a lot more crowded than it was in 2008.
But it's a game you play for the puzzles and story, which don't give it the replayability of a more actiony platformer. Hard sell for people who played it already, so it has to find new customers. That's way harder than it was on the 360's Xbox Live Arcade.
(I do have fond memories of the original, even though I totally forgot about it until I read this headline. But I also remember that it was a 2D scroller/puzzle game, which didn't have a lot of ways to improve in its field. At least not technically...)
For me, Braid was most prominently known as like a cool HTML5 tech demo. I remember playing it at like 15fps in Google Chrome... And that's all it was.
But now I look at wiki, and apparently it was a video game for consoles and natively released for PC?
Am I misremembering something. Now when searching for the HTML5 version of Braid, I find no results.
Edit: Lol, I'm thinking of Bastion, very similar name and art style: https://boingboing.net/2011/12/09/html5-only-version-of-bast...
https://supergiant-games.itch.io/bastion
The HTML5 demo I was thinking of: https://bastion.fandom.com/wiki/User_blog:Soldierscuzzy/Bast...
1. Novelty:
2D side-scroller puzzles are a tough sell to the youth crowds these days, as many kids have the alternate choice of minecraft, Roblox (terrible), Fortnight, and GTA.
2. Utility:
Also, the demise of most puzzle games was the insipid walk-though content on YT. i.e. people look up spoilers for zero effort game play (not fun, so pointless.)
3. Perceived scarcity:
Have they considered relaunching the release, but changing "Braid: Anniversary Edition" title to "Braid: Uncensored bloody violent hadōken slaughter of the acid-barfing screaming dinosaurs".
Best of luck, =)
That and he has a reputation almost as bad as the Fez dude.