<![CDATA[Kotaku: braid]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: braid]]> http://kotaku.com/tag/braid http://kotaku.com/tag/braid <![CDATA[Braid Finally Makes It To The PlayStation Network]]> After charming the pants off of players on Xbox Live Arcade and the PC, Jonathan Blow's Braid is finally heading for the PlayStation Network later this month.

The time-twisting adventures of Tim will be taking the trip to the North American PlayStation Network on November 12th courtesy of Hothead Games, with a European release coming at a later date. Press, players, and rap artists alike have heaped praise on Blow's innovative platformer, both for its unique gameplay and its distinctive hand-painted look. If for some reason you've not heard about Braid until this very moment, welcome to Kotaku, and visit the game's official website to find out more about the title everyone was talking about while you were trapped in that cave.

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<![CDATA[Braid Dev Seeks "Full Body Motion Tracking" Programmer]]> Number None, the developer behind swell time-manipulating platformer Braid, is getting into the motion control business, actively seeking a developer to do "very interesting work with full-body motion tracking," according to a new job listing.

That update to the official Braid web site, as spotted by the one man team of Superannuation, is hiring someone with "substantial 3D game development experience" for an unspecified project. It could very well be the announced but mysterious project The Witness or something new altogether.

As Superannuation points out, Number None's Jonathan Blow indicated that The Witness would use motion control tech only in a limited way. Of course, that interview was published a whole two days before the job listing went public, so plans may have changed.

Hiring another programmer. [Braid Blog via Superannuation]

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<![CDATA[Indie Games Go Dirt Cheap On Steam, Direct2Drive]]> Digital distribution services Steam and Direct2Drive are battling it out this weekend, attempting to see which PC gaming platform can offer the best indie bundle. The clear winner in this price slashing bloodbath? YOU!!

If you're having difficult answering the question "What are you playing this weekend?" here's a list of what you could be playing for mere pennies on the dime. Steam's "Weekend Deal" features no less than ten of the top indie games from the past year, including Audiosurf, Blueberry Garden, Braid, Crayon Physics Deluxe, Darwinia, Everyday Shooter, Gish, Mr. Robot, The Path and World of Goo all for just $29.99 USD. Insane! I paid fifteen bucks for Braid alone!

If that's simply too much game for too much value for you to handle, Direct2Drive is similarly blowing out indie games, with the Best of Indie bundle. That features Zeno Clash, Defense Grid: The Awakening, Democracy 2, The Path and Cogs for just $17.75 USD. Bonkers, really.

Don't less these offers pass you by. Web servers are standing by to take your credit card information then send you data packets bursting with fun. Act now!

Best of Indie Bundle [D2D]
Indie Sale [Steam]

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<![CDATA[Braid Creator Names, Details Next Game 'The Witness']]> Independent developer Number None's follow up to Braid, the time-shifting puzzle adventure game, will be The Witness, an exploration-puzzle game on an uninhabited island. Hold onto that knowledge, for it will be a long wait before you get The Witness.

The developer recently began hiring for The Witness, described in job listings as "philosophical and quiet" and placing "a heavy emphasis on the way things look." That look will take sometime to nail down, apparently, as the game is slated for a release in "late 2011." That's a "hopefully" late 2011, according to the game's official, currently minimal web site.

The only other nugget of information offered to the desperate to pick at is a snippet from the Tao Te Ching, which serves as a poor fact sheet.

Like Braid, The Witness is planned for release on multiple platforms, "whatever makes sense in late 2011," according to the official description.

The Witness [Official Site via the Braid blog]

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<![CDATA[Yeah, Braid Is Coming To The PS3]]> Those Germans know a thing or two about upcoming game releases, because no sooner do the USK display a listing for a PSN version of Braid than we get official confirmation of the game's PS3 debut.

The confirmation comes courtesy of a representative from publisher Hothead Games, who told IGN that the game is indeed coming to the North American and PAL PlayStation Stores. What they didn't tell IGN, however, was a price point or release date, so for now, just know that Braid is coming to the PSN sometime...in...the future....

Confirmed: Braid Coming To PSN [Update] [IGN]

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<![CDATA[Braid Coming To PlayStation 3, Says German Ratings Board]]> A PlayStation 3 version of Xbox Live Arcade hit Braid appears to be in the works, with Germany's Unterhaltungssoftware Selbstkontrolle (USK) rating the latest port as of yesterday. That's excellent news for PS3 owners.

The USK (via NeoGAF) pegs Hothead Games, developers of Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness and the Mac version of Braid, as responsible for the port. Braid was made available to Windows and Mac OS X gamers this spring.

With the XBLA version's one year anniversary coming up, we wouldn't be surprised to see an announcement of the PlayStation 3 version happening soon.

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<![CDATA[Braid Developer Hiring For "Quiet, Philosophical Puzzle Exploration Game"]]> The official Braid news blog offers some helpful hints about developer Number None's follow-up to the time-bending puzzle-platformer. Just don't expect that particular game any time soon.

The unnamed, unannounced title is described as a "puzzle-exploration game that is philosophical, and quiet" in listings for 3D Environment Concept Artist and Lead Artist positions. The game is further described as placing "a heavy emphasis on the way things look" and candidates are further wooed by noting that the job will be "a refreshing project for those who value nuance."

The job listings, posted yesterday, estimate that the project will have a 2-year development cycle.

According to further job details, what the game is unlikely to feature are girls with big tits, barbarians wielding axes, aliens, space shapes, gangsters getting shot in the face, orcs, giant robots and post-apocalyptic wastelands. Huh? How is this even a game anymore?

It makes no sense! Braid was alright though, so maybe we'll find a way to cope without all that other business.

Braid News [Official Site via Endsights]

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<![CDATA[Braid Comes To The Mac]]> The list of excuses for not having played Number None's Braid gets shorter today with the release of the Mac OS X version of the time-shifting puzzle platformer.

The newest version of Braid is priced the same as its Xbox Live Arcade and PC counterparts ($14.95 USD) and is just as native to the Mac platform as previous releases. The port was handled by Hothead Games, the same folks responsible for Penny Arcade Adventures. For anyone who hasn't yet heard of the award-winning game, read our review of the XBLA version to see if it sounds like something you'd be into.

Currently, Braid for Mac is available at Greenhouse, but will soon be showing up at "a lot of places." Keep an eye on those places!

Braid [Greenhouse]

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<![CDATA[Blow: Less Focus On Innovation, More On Interesting-ness, Please]]> Braid co-creator Jonathan Blow argues that the pursuit of innovation is a prerequisite for making a great game.

Calling the zeal for innovation in games an idea he used to promote but now considers "a little bit misdirected," Braid designer Jonathan Blow recently described a possibly superior design goal:

In a recent interview with The Independent Gaming Source, he said:

"I think gameplay innovation can result in things that are interesting, but at the same time it doesn't automatically result in something that is deep-often it's a gimmick. I am interested in deepness and richness of game design. You can get that with deliberate innovation or without; I think the issues are orthogonal. At the same time, I think if a designer is working on something he really cares about, and is really exploring some ideas in his own style, bringing his own particular insight to the table, then he will automatically come up with something different than most other games; furthermore, this will be a deeper, more-compelling kind of innovation.

There's plenty more on that idea — including specifics — from the ever-interesting Blow in the interview. Also in the full piece are details about some scuttled ideas that were once planned for Braid.

TIGInterview: Jonathan Blow

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<![CDATA[The Path For Art Games]]> By Leigh Alexander

Audiences constantly demand video games fight familiar boundaries. We're sick of the same old, same old. We want creativity, artistic integrity, elegance and depth–or do we? Do players know what they're asking for when they look for "more" from games? And if this is really what we want, then what's with the mixed reception–both cultural and economic–when we get it?

We've seen it happen time and time again. A game can ring all the right bells in response to the clarion call for "art," for "legitimacy," for "more" – and yet fail to penetrate the market in a significant way. Examples? We asked for an adult game on Wii ever since the platform launched, and if you believe the internet, the lack of Wii games for grownup, hardcore gamers is a potentially lethal chink in Nintendo's armor.

Yet March NPD revealed that Sin City-inspired, artfully violent MadWorld, which on paper is exactly what we asked for, performed only modestly at 66,000 units. Similarly, GTA: Chinatown Wars' underwhelming sales performance on DS has been made an avatar for the idea that mature content on popular platforms just doesn't pull audience attention — even with high ratings. Then, of course, there's Capcom's classic Okami example, the last-gen avatar for the baffling case wherein creative success doesn't match up to the commercial.

Here at Kotaku last month, we talked about all the ways in which M-rated content isn't really yet mature. Now, we look at the viability of art games–and as sick of the "games as art" issue as most are, we wouldn't be so tired of hearing it if there weren't something missing, either in the conversation or in the games themselves. What's holding them back?

Designer and academic Ian Bogost recently theorized that what players are really asking for when they kick around the issue is not simply art, but legitimacy– in other words, we know that games are capable of affecting players more deeply than the silly thrill of the headshot, so we want to see them try.

And yet the response to art games is usually mixed. Neither the critical press nor the consumer base seem to be universally decided yet on how to receive the work of developers like Jonathan Blow of time-bending Braid fame; Jason Rohrer, creator of thought-pieces like Passage and Gravitation, or Tale of Tales, who's slowly advanced on the art game scene with both The Graveyard, a brief essay on entropy, and the darkly allegorical The Path.

Off The Beaten Path
Tale of Tales' The Path is the latest game on the scene to confuse traditional "gamers." It's an exploration horror title that relies allegorically on the fairy tale of Little Red Riding Hood to provoke thoughts about innocence, curiosity, expectations, violation, growing up – or, at least, that's what the response has been from some. Beyond that, it's difficult to describe without spoiling– The Path might provoke you to think about something else entirely, and so the best way to understand it is just to play it.

Notably, it's open-ended; it's not task-driven, and whether or not there are "win" conditions is up for debate. It's a game that asks audiences to reconsider what a game "is," but let's not wander off The Path to tackle that issue today. Steve Gaynor, designer and author of the Fullbright blog, has an excellent door-slammer: "'Is it a game' is almost as useless as ‘is it art,'" he says. "Did you play it? Congrats, it's a game."

Gamers act very fatigued of familiar conventions; there's a jaded, blasé attitude toward re-skinnings of the same old thing. Yet we often see confusion and hostility toward games that experiment with new ways of reaching players–maybe part of that is because both audiences and designers are stuck in old ideas about what games "are."

That's what Tale of Tales believes, so perhaps it's unsurprising that The Path is a non-traditional game–the developer's two-person team, Michaël Samyn and Auriea Harvey, are not traditional developers. In fact, they never set out to make games, and spent most of their careers as storytellers in other media – sculpture, painting, performance, graphic design and music, to name a few. The pair's fascination with fairy tales and old mythology came out of the desire to work with existing story language rather than fight the fact, as they say, "we weren't the greatest fiction writers in the world."

"In 2002, we threw ourselves into the reluctant arms of game development," the pair tells Kotaku. "Because, unlike the web technology we had been working with before, games technology was still continuing to evolve towards ever greater ways of making interactive art. It seemed like game technology would allow us to finally really create what we had only been simulating before."

Stuck In A Rut?
Samyn and Harvey chose to work with video games, then, because they believed in the idea that games are capable of delivering art and story in unprecedented ways. But they admit to being a little disappointed at how rigidly both game developers and players insist so strictly on established conventions.

"We quickly found out that many game developers don't think of their technology as a medium for artistic expression or even for touching people or telling stories about the world," say Tale of Tales. "To our surprise they were really fond of the very traditional game structures that they had inherited from board games and arcade games. And they enjoyed very much re-skinning the same game over and over."

Regardless of how you feel about The Path, there's no universe in which a desire to try new directions for video games is a negative. "We're exploring the enormous potential of this medium for art-making. We're not interested in purity," Tale of Tales explains. "We're not so interested in the history of videogames or the traditions of game design. We're taking the medium at face value and poking at it to see what it can do."

But the team admits they were shooting for "commercial potential" with The Path, moreso than with Tale of Tales' Independent Games Festival award-nominated art game The Graveyard. But speaking on whether audiences are actually willing to pay $10 for The Path– "we tend to be pessimistic," say the pair. "It seems to be very difficult to find an audience large enough to support our production without extensive effort outside of the purely creative activity."

Pushing The Borders
Another inhibitor to greater commercial and cultural viability for art games is the difficulty in reaching mainstream audiences. Tale of Tales actually hopes primarily to reach non-gamers through work like The Path, but explains why that's a complicated proposition: "The main thing that seems to be blocking this progress–if we're allowed to call it that–is the difficulty of approaching markets outside of the market for games," they say.

"The games industry is very well organized and very successful within its own ecosystem. But it has optimized all of its systems and habits for internal use. As a result, only gamers like games. And everybody else doesn't understand them or is even disgusted by them. Which is problematic for us. Essentially, we make games for non-gamers—and, in general, non-gamers hate games."

Designer Jason Rohrer, known for poignant titles like Gravitation, Passage and IGF Innovation Award-winning Between, has bypassed the entire issue of the commercial viability for art games by making all of his titles free to download. "I'd say that Tale of Tales is not making games at
all, but something else entirely," he says. "They call their works ‘games' out of simple marketing convenience."

From that perspective, it makes a little more sense that gamers hesitate to vote with their wallets in favor of games like Tale of Tales' if they're not meant to be "games" as we know them.

"Works like Braid and [Rod Humble's] The Marriage, on the other hand, are undeniably games. You can win both games, and in the case of The Marriage, you can also lose," says Rohrer.

Still, there's no saying that The Path would be a commercial juggernaut even if it adhered to more familiar definitions of "game." Says Rohrer, "It's not clear to me that ‘gaminess' is correlated with commercial success. Braid was a commercial success and was generally embraced by mainstream players, while The Marriage was given away for free, and arguably couldn't have been a commercial success if it was sold."

Rohrer says that game length, replay value or other measures of the amount of time players can spend with a game is a common way by which people determine their financial valuation. "Braid is more valuable to [gamers] because it takes five hours to complete; it contains a few dozen puzzles. The Marriage is like a single puzzle, and if you figure out what the mechanics mean, you are done playing."

It's easy to blame the audience for not receiving progressive games the way they "should." But Rohrer argues that the primary obstacle to growth for art games is actually an absence of depth: "We're trying to push the medium forward into more meaningful territory, but we haven't figured out how to do that while also preserving the features that make games an interesting medium in the first place," he suggests.

And Rohrer says it's worth pointing out that lack of depth isn't just a problem in art games–it's a problem for most games. "Mainstream, commercially-successful games aren't deep–they're just really long," he says. " Long and shallow. Art game makers have rejected the notion of making a game unnecessarily long by repeating the same gameplay filler over and over for 40 hours. But what art game makers are producing instead are short and shallow games, at least in terms of gameplay."

So it's not that gamers don't want art, and it's not necessarily that the audience is unprepared to embrace new definitions of games. The issue may just be that even though they push boundaries, art games suffer from the same problems as all video games do.

Looking Down The Road
It's not all bleak news for art right now. "We do continue to be surprised by the amount of people within the games audience that do appreciate our work," says Tale of Tales. "So some things can change on the inside as well… There are even hardcore gamers to whom The Path is a true revelation."

"The Path seems to be selling to some people, which shows that there are some people who are willing to throw down money on it," agrees UK journalist Kieron Gillen of the Rock Paper Shotgun blog–where staffer John Walker posted complex but ultimately mixed impressions of the game.

"In fact, I suspect at the end of all this, The Path will end up doing financially better than the average indie game which recapitulates what we've seen a thousand times before –because it's exploring a relatively fresh niche," says Gillen.

And Gillen suggests it may not be such a problem if people appreciate art games, but are unwilling to spend money on the experience–the Tate Modern in London, for example, charges ticket fees for special exhibits, but the majority of visitors to the gallery simply visit the free exhibits.

Tale of Tales says it's "quite pleased" overall with The Path's sales, even factoring in the "steep drop" within a week of the game's release. That's a normal sales pattern, but it means the pair has work yet to do in order to help the game reach more people.

"Two years from now, we will draw our conclusions," say Tale of Tales. "So far, it doesn't look like a project like The Path is commercially feasible without arts funding–at least not within the current games community."

"But we don't intend to stop at its borders. Perhaps The Path can find commercial success in a whole new audience. We'll let you know."

"Maybe when we do this a few more times, and when other artists and designers join us, the audience will get more used to these ‘divergent games' and the landscape will change accordingly."

Why "change the landscape"? Plenty of gamers just want to play Halo, and that's fine. But pushing the boundaries of traditional design is the only way video games will gain a greater cultural presence. Without titles like The Path, games risk being relegated to permanent insularity. Audiences and designers who care about games must play– and buy – these kinds of games, and accept their role in the future legitimacy of the medium. Otherwise, "games as art" will remain nothing but a tired talking point.

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<![CDATA[Microsoft Refunds Braid Overbill, Plus a Little Extra]]> If you bought Braid back in February when it was XBLM's first "Deal of the Week," check your points balance. Microsoft mistakenly overbilled for it, but they'll be refunding the difference plus 100 points.

We've gotten word through a few readers about the mistake, which Microsoft attributed to a "technical glitch." The virtual money should be credited back to accounts sometime within "the coming weeks."

That's a little more than two months to fix a 400 point error, but hey, they fixed it, and even if it's fake money, they gave people a little extra for their trouble. Here's the full message sent to those who were overcharged:

Dear Xbox LIVE Gold Member:

We launched Deal of the Week program on Feb 23rd, 2009 as an added benefit to your Gold membership and we are very excited to see the overwhelming response we have received from our loyal users such as you.

As a result of the increased transactions we know that you experienced an intermittent Xbox LIVE issue, which resulted in you being charged full price of 1200 points for the ‘Braid' deal instead of the discounted price of 800 points. We sincerely wish to apologize for the
technical glitch and would like to take this moment to thank you for your patience and understanding as our team worked around the clock to fix this problem.

We will not only be crediting back the 400 points that were overcharged, but also be crediting an extra 100 points as a token of our appreciation and as a thank you for your loyalty during this period. You will see a credit of 500 points in your account in the coming weeks.

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<![CDATA[Ease In The Weekend With The Braid Soundtrack]]> Ease your way out of work and into weekend mode with the lovely soundtrack from Jonathan Blow's Braid, now available for free online play and purchase.

As innovative as Braid's gameplay is, one of the best aspects of that game is it's music. Jonathan Blow licensed tracks from Magnatune artists Cheryl Ann Fulton, Shira Kammen and Jami Sieber, proving that you don't have to hire a composer to find music that fits your video game to a tee. In honor of the game's PC release, Blow and Magnatune worked together to create an official soundtrack for the game, consisting of Braid's eight original tracks and remixes of "Maenam" and "Undercurrent" by Jon Schatz.

The soundtrack can be purchased as a CD or MP3s on the Magnatune website for varying amounts of money, depending on how much you feel the music is worth to you. Or, adversely, you could just listen to the embeddable player we've placed below until the end of time.




Music from Braid by Sieber, Kammen, Fulton and Schatz
Music from Braid [Magnatune - Thanks Evan!]

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<![CDATA[Braid For PC Also Comes With A Level Editor]]> The recently released PC version of Number None's time-shifting platformer Braid comes with an unexpected surprise: a built-in level and graphics editor. Developer Jonathan Blow says documentation and a developers kit is due shortly.

Blow confirmed that the PC version—and, eventually, the Mac version—comes with an unannounced editor, allowing players to swap out graphics, sound and level designs. The developer says budding Braid designers can custom make "up to a full game, potentially" with built-in tools.

And when he says "full game," he obviously means a brick-by-brick recreation of Super Mario Bros. level 1-1.

Map editor for Braid? [Steam Forums via Destructoid]

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<![CDATA[Braid Shifts To PCs Today]]> The PC port of Number None's excellent Braid, our choice for 2008's Indie Game of the Year, is now available. No more bulky Xbox 360 required!

The time-shifting platforming adventure is now available to digitally download for Windows PCs via Greenhouse, Impulse and Gamersgate, all for the low price of $14.95. Where it's not available yet, unfortunately, is through Valve's Steam service. That version has been pushed back until tomorrow meaning Steam Achievements will just have to wait.

Did I mention that we really, really liked Braid? You should get it. There's a demo version available, should you find our recommendations untrustworthy.

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<![CDATA[Braid Delayed (for the PC)]]> PC gamers looking forward to Indie hit Braid are gonna have to look forward a couple more weeks. Jonathan Blow is delaying his game til April 10 to work out some bugs.

Says Blow, on the official Braid Blog:

The delay is just to fix some problems that came up in testing with various versions of Windows.

Also, we have a special surprise planned concerning the music in Braid.

So, sorry for the delay, I know folks have been waiting a long time for the PC version and it's not so great to have to wait an extra 10 days, but it's only so that I can try to ship you guys a version that works well (which frankly is impossible in Windows, but the best I can do is make it work for most people most of the time).

When it does roll out, you'll get it through Steam and download services Greenhouse, Impulse and GamersGate. And, "If I have some more time to do the appropriate discussions, it may appear in one or two other places," Blow says.

Braid Release Slightly Delayed [Braid-game.com via Joystiq]

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<![CDATA[Braid Coming to Steam]]> Indie darling of 2008, Braid is heading to Steam next month for $15.

We loved it. The Interactive Achievement Awards loved it. And now on March 31 you can love it too.

"Braid is arguably the strongest example of what can be accomplished by an independent game designer," said Jason Holtman, director of business development at Valve. "From GDC to DICE, the title has deservedly collected numerous accolades and, along with World of Goo, Audiosurf and many others, is redefining the way people think about 'Independent Games.'"

So now you can pick up the game for PC on Steam or Impulse or for Mac on Hothead. Now you have no excuses not to play this game.

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<![CDATA[Hothead Brings Braid To Mac, The Maw To Windows]]> Hothead Games is teaming up with other independent game developers to bring award winning titles to new platforms, starting with Twisted Pixel's The Maw and Jonathan Blow's Braid.

Hothead Games, the developers behind the Penny Arcade Adventures series, is teaming up with other indie developers to help bring their games to new platforms so they can focus on development. They'll be helping Jonathan Blow bring Braid to Mac users, while delivering Twisted Pixel's Xbox Live Arcade title The Maw to Windows PCs.

"We focus on finding new distribution opportunities so that they can focus on what they do best: developing their next great game," said Hothead Games COO Joel DeYoung. "These two titles represent only the tip of the iceberg. We're committed to working with indies and helping them be successful, so look for lots more announcements to come."

This is an excellent example of the kind of comraderie you find among independent developers. Let's hear it for the little guys!

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<![CDATA[Xbox LIVE Gold Members Getting Weekly Deals]]> Microsoft is bringing discounts to Xbox LIVE. Starting today, Xbox LIVE Gold members get discounts that range from 25 percent to 50 percent on Arcade titles, DLC, Xbox Originals and other LIVE content.

This week's deal is Braid, now available at a 33 percent discount for 800 Microsoft Points. This deal will only last one week.

Later this month will see Gold member deals for Ninja Gaiden II DLC, Project Gotham Racing 4 DLC and Xbox classic Fable.

Microsoft trailed this last December with the Halo 3 Legendary Map Pack.

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<![CDATA[Jonathan Blow Lowers Price On PC Braid]]> A day after Stardock started accepting preorders for Jonathan Blow's Braid for the PC at $19.95, the independent developer has announced a five dollar price drop in the interest of reaching a wider audience.

Worried that the $19.95 price point for the PC version of the popular and innovative Xbox Live Arcade title Braid would keep PC gamers from purchasing the title upon it's release next month, Blow quickly leapt into action, explaining that attracting new players was more important than money at this point.

I don't care that much about the PC release price. The XBLA version was nicely profitable, and my goal with the PC release is mainly to get the game out to a wider audience. Sure, it would be nice to earn the optimal amount of money from that release - I have interesting ideas for games that I want to make in the future, and making games is very expensive, and I will probably have to hire people to help! But ultimately, I would rather have people talking about the game itself, what they like and dislike about it, than about how many American Fiat Currency Dollars it costs.

While I believe Braid is worth every penny of the original price, I suppose it's nice of Blow to give PC gamers a little break. Perhaps they'll pay him back in kind by buying the game in enormous quantities.

Meanwhile, Stardock has announced that they will be honoring the lowered price point, with anyone who preordered the game at $19.95 only being charged the reduced $14.95 price. Good for them!

Braid for the PC is now $15. [Braid]

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<![CDATA[Braid Makes The Jump From 360 To PC Next Month]]> Braid - the indie darling of 2008 - did good business on the Xbox 360, a platform not exactly renowned for its indie darlings. So how will it fare next month when released on PC?

The game will be released on Impulse, the digital download shopfront of Stardock, who in turn are the publishers of Sins of a Solar Empire. So your money would be going to all kinds of good causes.

If it helps, we loved it. It'll be out on March 31 (though you can preorder now), and will cost $20.

Braid [Impulse]

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