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Jonathan Blow's Braid

Jonathan Blow is this tall, elf-ninja who wanders around GDC with people following him with rapt expressions on their faces. What's the reason for this? "He saves people's code", my tablemate whispered to me at dinner last night, a rapt expression on his face.

Whoa.

Arthouse Games has a review up of Jonathan's seekrit game, Braid. It's a long read, but a goodie:

Jonathan Blow's game Braid has been much talked about but little played, since he has been keeping the game under very tight wraps. Braid won the award for Innovation in Game Design at the 2006 IGF, but no demo was posted. Braid was discussed at the 2006 Experimental Gameplay Workshop, but no demo was posted. Braid was entered into the 2007 IGF and Slamdance festivals, and still no demo was posted.

Mysterious, right?

Braid has the potential to change the way you think about reality. It will certainly change the way you think about video games. In this preview, I will explain why it has this power, using detailed examples from the game. However, part of the game's interest lies in its surprise factor: there is great joy to be had in discovering just how clever this game is for yourself.

In fact, I am glad that I never read a preview of this game before I was lucky enough to play it myself.

Hm, maybe we shouldn't read it after all then. Whatever you do, don't click the link below.

Jonathan Blow's Braid [Arthouse Games]

6:38 PM on Tue Mar 6 2007
By Alice
1,972 views
26 comments