video game platform puzzle video game developed number inc game originally released august xbox xbox live arcade service ports developed released microsoft windows april playstation november december basic story elements protagonist tim attempts rescue princess monster text passages laid game reveal narrative giving clues tim motivations game features traditional aspects platform genre integrating powers time manipulation abilities player progresses finding assembling puzzle pieces designed game personal critique contemporary trends game development funded year project money artist drew artwork underwent satisfied blow vision preliminary version final artwork won innovation game design award independent games festival final version received additional accolades game received highly positive reviews critics eventually highest critically rated title xbox live reviewers criticized game price relative length seen title growth indie game development release production documented film indie game movie game total revenue nearing million blow fund game witness gameplay played solving physical puzzles standard platform game environment player controls protagonist tim runs jumps climbs game levels tim jumps enemies defeat collect keys unlock doors operate trigger platforms defining game element player unlimited ability reverse time actions dying game divided worlds experienced entered different rooms tim house player return world previously visited attempt solve puzzles missed world time based game mechanic time forgiveness plays ordinary platform game player time actions section includes challenges unfair ordinary platform game feasible mechanic available time mystery introduces objects surrounded green glow unaffected time manipulation example switches remain flipped time action occurred change objects basis puzzles section theme later worlds denote objects unaffected player time manipulation time place links passage time player character location horizontal axis player moves right time flows forward moving left flow standing moving vertically pause time player location carefully managed relation enemies objects time decision involves shadow player character appearing player time performing actions real player character timeline shadow complete initiated falls jumps stand disappearing things coloured violet interact main character shadow time puzzles section revolve mechanic carry multiple actions provides player magic ring dropped flow time closer moving objects including tim slower time passes regular control remains available final world labeled simply world time flows reverse time returns flow time normal state stage contains puzzle pieces collected create puzzles tell story unlock stage completing main game mode available select levels entire game stars hidden world correspond stars outside main character house plot tim man searching princess horrible evil monster relationship princess vague best clear relationship tim sort mistake hopes reconcile possible progresses worlds storyline text beginning world provides insight tim quest princess alludes overarching gameplay mechanic level themes evoked include forgiveness desire frustration final level tim moves reverse depicts princess escaping knight working tim surpass obstacles meet home tim suddenly locked house time progresses forward reversing tim actions events princess running tim setting traps able evade rescued knight tim revealed monster princess running following completion game player finds additional texts expand story ending game purposely ambiguous subject multiple interpretations theory based inclusion hidden event famous quotation stated atomic bomb sons princess represents atomic bomb tim scientist involved development refer game reference hair princess tim seeks time demonstrated time mechanics explored game journalists considered plot interwoven game book dictionary films eternal sunshine narrative work construction sense considered game carry simple look forwards suggested eurogamer likened punk rock designed explicitly stated blow specifically statement status quo industry considered traditional gameplay concepts jumping enemies rescuing princess castle borrowed rebuild game force player current game design blow stated interpretation story capable explaining story game words said central idea big subtle looked directly blow considered journey destination deliberately designed plot fully revealed player completed game seeing way provide longer term challenge development created game current video games trends bringing abstract parts complex puzzle revealing deep moral philosophical questions blow came concept december trip thailand started development work april following year december version game completed number worlds puzzles final version lacked final artwork version won independent games festival game design award game developer conference working art direction blow presentation mechanics puzzles improve game years development blow money development going hiring artwork living expenses originally blow envisioned game broken different worlds final game exploring space time world having different high level mechanics mechanic develop world arrow time required player traverse level manner repeated reverse example player forbidden jump tall height moving forward time able jump height reverse time idea blow discovered feature developed aspects game mechanic blow considered player expected result action concept find entertaining game mechanic blow previously explored prototype game called game predicting shot found setting chaotic idea led try similar ideas simpler mario style setting selecting game mechanics wanted began adding puzzles philosophical points views game design general puzzles concepts blow dropped interesting puzzles worlds game blow wanted include significant consequences time found games prince persia sands time time time creates changes game world games player time shifting effects person perspective decided use presentation blow noted puzzles difficult impossible solve perspective blow design goals achieve gameplay innovation naturally artistic expression game marriage example humble set game related feelings marriage instead developing game concepts adding story later blow noted new gameplay mechanics gameplay felt different game concept development related game presentation player blow recognized games present complex interface player way understanding game times needed explain game rules draw players blow referenced pointing game communicated purpose playing game player citing reasons game poor reception developed promote non verbal communication player explaining fundamental rule world start allow player interact rule world commenting development following game witness blow noted run difficulty demonstrating video footage happens player mind puzzle solving process problem encountered witness blow recognized puzzles range difficulties puzzles difficult certain players set difficulty curve designed game levels let player bypass puzzles allowing experience rest game solve difficult puzzle certain boss fights require player defeat enemy character continuing combination time mechanics blow hoped players able find solutions puzzles completing puzzles later game blow felt rewards false meaningless included earned solving puzzle strongly discouraged players work way instead encouraging players solve feel good completing puzzles help blow created official guides player instead insistence player work puzzles puzzles pay homage video games level features inspired puzzle ending worlds tells player princess castle similar end world game story influenced works italo invisible cities drive specifically blow took unique narrative model like homage dreams avoided taking story direction blow goal mind expanding people experiences gotten blow opted present story screen text instead game cutscenes asserting criticism lack cut scenes conceived story presented tradition books respect artwork game artwork took year complete background artwork game went initial rough color concepts created creative illustrator concept artist ultimately final artwork created artist critically acclaimed lesson learned damage blow gave rough images level layout told draw blow styles settling final versions changes worked identify remove elements art confuse player retaining aesthetic elements player non functional parts level game overall artwork created blow broke functional pieces level editor world built pieces blow suggested changes reflected tone world avoided art distracted gameplay time forgiveness world player encounters drawn create feel exploration forgiveness artwork time decision mix luxurious domestic objects nice furniture rugged outdoor objects water rotting piers nautical rope create intentionally look convey aspects alternate realities variations game backgrounds arrived concept background elements appear focus keeping foreground elements sharply focus clear player particle effects applied background foreground elements add apparent motion waving grass blades movement clouds character visuals originally created later better match predominant style backgrounds music features licensed music artists blow decision use licensed music reduce development costs felt regularly compose video game music necessary skills needed create mood wanted game ultimately selected tracks sufficiently long avoid notable player attempted solve difficult puzzle provided different interesting sound played reverse match reverse time mechanic gameplay blow selected tracks organic complex help set game mood aimed present isn necessarily clear cut selection music influenced creation background artwork game received favorable feedback listeners result works inclusion released soundtrack game music april includes additional track remixes incorporate time shifting elements game pieces included hidden sky ground tell heart second sight long past gone second sight downstream entire track actually composed pieces music downstream composed second son composed swan future release prior release blow withdrew guerrilla games competition protest controversial dropped competition despite finalists developers followed suit later withdrew games including flow originally developed windows title possible console versions blow committed releasing console version blow signed microsoft release game xbox live version officially announced tokyo game blow critical xbox live certification process believed effort meet requirements better spent game time certification team allowed retain certain aspects vision game contrary process including giving player immediate control game instead requiring start title screen microsoft requested blow include additional hints player based results blow held ground refusing release game forced add said likely release game xbox live service business model blow later released theme xbox live wanted release theme free microsoft required theme priced nominal level windows version originally slated late release slipped october blow decided prevent overwhelmed number large titles scheduled release late pushed release early version benefited work blow create standardized platform like xbox order finish core game dealing compatibility issues inherent development prior game release microsoft windows blow priced game models games world priced xbox live version leading criticize choice response blow reduced price meet xbox live cost stating people talking game complaining cost ported playstation platforms port released december second humble indie bundle alongside windows mac version added bonus said version possible nintendo current size restrictions blow expressed current plans release levels sequel specified developer likes time mechanics wants game uses new ones new level designs hey awesome shortly release blow released resources level editor allow users import new graphics game reception release met nearly unanimously positive reviews aggregate review score metacritic making rated xbox live arcade game 10th highest rated xbox game purchased people week release according blow second largest selling xbox live arcade title sales profitable making money working high paying job time took develop game game sold copies april blow stated sales brought million revenue development game witness considered masterpiece highly praised unique puzzles presented eurogamer noted creative variation time manipulation need understand non actions feel years gaming ripped away age stated puzzles elaborate formidable designed hugely satisfying solve point reiterated sunday connection puzzles overall presentation game favorably received gamespot stated rare game rack brain trying solve puzzles minute challenging come terms mature tale game director impressed feel immature player form media doesn short respect artwork presentation given high regards commented artwork old school design backdrops hand painted environments stated game visuals eye catching distracting wired wrote beautiful symphonic melodies contribute impressive unique vision tunes probably reason lose facing particularly tough puzzles games interpreted ability time indefinitely commentary traditional platform game design fact player forced restart level die gives greater emphasis game core challenges game primarily criticized short length ign stated game offers reason come completed puzzles compared short experience similar criticisms portal length disregarded face unique approach storytelling expansive ideas game price seen negative game wrote worth penny blow later said expected price microsoft promoting game price edge noted blow tried integrate story gameplay game worked final world story little self conscious obscurity including new media academics disagreed praising philosophical complexity game saying sort labyrinth embedded simple gameplay design genuinely huge concepts version game considered faithful xbox version game retaining content adding new features reviewers commented benefited keyboard controls port xbox version lack initial support graphics display computer larger screen resolutions turning certain game effects seen expected patches released add options playstation ports game found easily accessible system retained innovation challenge original xbox live game awards addition winning independent games festival award design selected gamespot awards best original downloadable console game best best licensed music awards xbox live arcade game year best soundtrack best ending incredible runners ups game year awarded casual game year 12th annual academy interactive arts sciences awards nominated xbox live arcade awards winning award category best innovation included game hall fame ign named 8th best xbox live arcade game september listing legacy developers cited influence game design guardian considered game sex lies indie gaming potent symbol potential non mainstream productions japanese video game developer developer heroes stated playing want try making title tim unlocked playable character super meat boy game designed independent game developer previously created original character designs garnered academic interest acclaim complexity saying thinks unique constraints game play possibly best structure story probably encountered marries pure mechanics story philosophical platform use narrative elements puzzle making compared similar techniques storytelling novels manual looking glass considered title launched wide interest independently developed video games starting onward new_york_times called easy rider moment showcasing small developer successful large compared game work genre familiar elements new manner insight game featured movie
Braid (video game)