IGF Winner Braid Confirmed For Xbox Live Arcade
September 12, 2007 7:00 AM | Simon Carless
Just wanted to put this up quickly, since Microsoft put out the press release overnight announcing titles ahead of next week's Tokyo Game Show, and right at the bottom of the announcement, in the Xbox Live Arcade section, is official confirmation that Jon Blow's IGF winner Braid is coming to XBLA early next year. (There's also some other notable XBLA announcements in the release, as covered by Gamasutra, including Mizuguchi's Rez getting a re-release for the service.)
Here's the paragraph officially announcing it: ""Braid" (Number None Inc.). Arriving in early 2008 on Xbox LIVE Arcade, "Braid" is a platformer/puzzle game. The player journeys across seven worlds to rescue a princess; in each world, time behaves in its own peculiar way. The player must cleverly manipulate the flow of time to solve puzzles. "Braid" aims to provide a mind-expanding, filler-free experience."
Good news, I think - console would have been my preferred way to play the game, since it's a twisted Mario-ish 2D platformer at its root, so I'm glad it's finally going to debut in the next few months - it's been a while since it won the Innovation In Design Award at the 2006 IGF (for which, disclaimer, I am Chairman.)
For the two GSW readers who haven't seen it in action, there's a demo of the current PC version in Jon's Independent Games Summit lecture we recently posted in video form - skip to 15.10 in the video to see it. Hopefully it won't get overhyped before it debuts, but it's a genuinely interesting, neat game.
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6 Comments
Thanks for the posting, Simon. It's good to have a release announcement finally; it's been pretty hard doing the previews and interviews of the past few months, but not being able to give anyone information about where and when they can actually play the game.
Anyone who wants more information about Braid can go here: http://braid-game.com/news/?cat=11 (The blog actually covers many topics in indie and experimental game design; that link is a topic search for Braid Previews only).
Jonathan Blow | September 12, 2007 9:25 AM
Congrats on the deal, though I'm personally very happy that the PC-version is still underway. It is still my gaming platform of choice, even though I own several consoles as well (including a 360).
fluffy bunny | September 12, 2007 9:59 AM
One reason we want to do the PC version is that we ought to be able to support user-created levels in a reasonable fashion... this is a game where you can get very creative with level design. That will take a little bit of extra work beyond us finishing the main game, but should be very worth it.
On something like the Xbox 360, because the network is so closed, it can be hard for user-created content like that to flourish.
Jonathan Blow | September 12, 2007 10:06 AM
"it's been a while since it won the Innovation In Design Award at the 2006 IGF"
Off topic:
I would actually like to see the IGF move towards recognizing only completed games with its awards. Nothing against Jonathan and the rest of the Braid team, but I think it would be better for the IGF's legitimacy to have its winning titles freely available when they receive an award.
Steve Chiavelli | September 12, 2007 3:06 PM
Well, the problem with that is that the IGF usually has rules that games with publishing deals are ineligible. The spirit of it is that games with a lot of outside funding are not independent...
Financials in the game business being what they are, a developer is going to usually sign a publishing deal as soon as they can. Which means that unless games hit a very narrow window, they would either be ineligible due to being incomplete, or ineligible due to having a deal.
Though I'm sure Simon has thought about this a lot more than I have, and can speak to the issue.
I don't know that it affects the legitimacy of the IGF... all the games have to at least be playable on the GDC show floor, so there's not a question of whether they really exist or are any good. I do, however, think it is better for the individual game's sake if it is done -- then it can get better exposure from people who hear about it via the IGF then going on to download the demo, etc.
Jonathan Blow | September 12, 2007 4:13 PM
Steve - the issue of IGF entrants being 'complete' is a long and terribly complex one. But we actually polled the judges in detail on this question before we started this year's event, and the consensus was to allow games that have not been released to enter.
However, we're going to look at it every year, especially based on how long winners take to come out and how they have changed by the time they do.
I will say that people like Jonathan, who has independent income (from consulting, etc) and can afford to delay the release of Braid as a result, put a spanner in the 'developers have to release it soon' theory. Damn you, Jonathan :P
simonc | September 13, 2007 9:35 AM