Posted by Brandon "BMcC" McCartin
Wed, 20 May 2009 22:12:00 GMT
A quick one, for all you Apple eaters: Award winning, time-bending puzzle-platformer Braid has been released for the Mac! You can find it here, at Greenhouse, with a free demo and everything.
A lot has been said about this fine little game, but I thought I’d throw in my two cents, before it’s too late. (After the jump.)
The long-awaited PC version of Braid is now available on Greenhouse (including a demo), and will be unlocked on Steam around noon PST. The game will also be available through Impulse and through Gamersgate today. The price is $14.95 USD.
The rapper behind the Grammy-nominated, #1 hit single Crank That (Soulja Boy) gives us his thoughts on the IGF award-winning Xbox 360 masterpiece Braid.
I feel like there is enough compromise in the game industry. Everyone compromises on everything all the time. If I want to make something different, that really stands out, then a good way to do that is to not compromise. Plus, compromise does not suit my personality very well. It tastes bad.
In the past, I’ve noticed that before Braid was released, some people have took issue with Jon being vocal about his opinions regarding the games industry and the development process. Has that changed at all for you guys?
In any case, I’m digging these interviews. Keep ‘em up, Matt!
I’ve got a backlog of new indie games I want to tell you about, but ‘til I find the time you’ll have to hear our friend Yahtzee yap about an “old” one (so totally not old). Does anyone else wonder whether he’s wearing clothes while he records these? No? Uh, me neither!
The latest Penny Arcade strip is about Braid! As far as I know, this is the first indie game they’ve mentioned directly in a comic, which is pretty cool. I personally enjoy PA so I’m glad to see them promote indie games through Greenhouse, PAX, and now the strip itself.
I wrung four and a half hours out of the finished product, coming into contact with genuinely huge concepts that hum with stradavarian fullness. You’re mad about five dollars? What? Shove your five dollars up your stupid ass.
Well, okay, maybe not that last part. At least not until rear ends start vending Cactus Coolers or bus tickets. What a waste, otherwise!
But in all seriousness, the pricing issue is another compelling problem for developers, especially an indie who can set his or her own price. It’s especially compelling because it’s become obvious that for some people (perhaps most people?), the price somehow enters into the equation that determines a game’s inherent worth. A game that costs more than it should cost becomes a worse game. Should that be the case? Should that idea be reflected in game reviews? I suppose it depends on whether the goal of the review is to help you make a purchasing decision or whether the goal is to evaluate the merits of a video game.
In Aquaria’s case, Alec and I priced the game at $30, $10 above what I guess is the “norm” is for downloadable PC indie games is, because that’s what we felt it was worth. We considered a lot of factors, from the quality of the game, to the effort we put into it, to plain ol’ numbers like how many hours of gameplay and how many assets we created. A lot of people felt it was worth what we charged, and a lot of people didn’t, which is fine. But some people took the pricing personally before they even played the game, which I’ll never truly understand.
I think the problem is that no one knows how much a game should cost, or how we should value games. Is a good, short game better than a mediocre, long game? What are pretty graphics worth to good gameplay? What about indie versus mainstream? Like with almost EVERYTHING about games, it’s just not as clear-cut as with other types of media. The industry is too young, and it’s just plain different, too.
But to quote Tycho once more:
You read a lot (in incandescent threads devoted to the topic) about how ten dollars is the “sweet spot” for Live Arcade titles, and that may be the case, but we should entertain the idea that its creator wasn’t trying to make an “Xbox Live Arcade Game.” Perhaps he was trying to make a good game, the best game he could, and Microsoft’s Broadening Initiative For Digital Content was the last thing on his mind.
In the end, I don’t think it makes sense to compare games to anything other than what you think is a good game. $15 is more than most XBLA games. It’s also about how much a 2-hour movie or an ironic t-shirt costs. I guess the question is… so what? What do you guys and gals think?
Posted by Sick Panda
Wed, 06 Aug 2008 11:09:00 GMT
Hello, gentlemannz. Is me, Sick Panda, reporting live from doctor’s offices on laptop MacintoshBook Pro, donate by Chinese governments. Doctors tells me ever-thing gonna be okay, but I must stop barffing on them.
Anyway, I tell you right now Braid is here. On XBOX live arcade and mebbe soon on the PC computers too.
I almost never give out full marks, generally reserving that honour for retro games that have proven their worth many times over, but Braid has me in its spell. Judged purely as a game, it’s cunning, ingenious and endlessly surprising. ...But there’s so much more here, a desire to create a game experience that is more than mere technical craft.
In a world without Mario and Valve and the Bethesda hit factory Braid is indeed the best game ever made; in this world, it’s among the best games of the generation, and is unquestionably and immediately the best game ever to have been released on Xbox Live Arcade.
Also, Derek play preview of game and say is good game also, he say:
Yes, of course Braid is awesome! Now go back to sleep!
Is must be a pretty good game, then! Go play if you can. Sick Panda can no play. Okay, gentlemanns, thank you for your time and this is the very Sick Panda signing off until next time!!! (Thank you Mr. Yu for making link and quote.)
As part of Microsoft’s Summer of Arcade, Jonathan Blow’s Braid is hitting XBLA on August 6th, with The Behemoth’s Castle Crashers following soon after on August 27th. August is going to be a good month!
Braid won two of IGN’s “Best of E3” awards this year, including “Best Xbox Live Arcade Game” and “Best Puzzle Game.” It’s also been getting some great reviews from the gaming press.
The latest entry, part II of his “Art of Braid” series, shows the progression from Jon Blow’s programmer art (which is quite fun!) to what you see today. I love this kind of thing! There’s some good exposition on his creative/development process, too.
Part I of the series reveals Braid Art’s abstract beginnings.
Castle Crashers, by The Behemoth, is slated for a Summer release.
This information was revealed in a Microsoft press release following their keynote. It’s really more of an excuse to post more screenshots. I want to play all of these games very badly.