Braid Game Demo Review (xBox Live)
Requiring precision jumping in vast quantities to achieve a solution is always frustrating and often cruel, relegating Jumping Puzzles high on the list of most irritation video game genre.
In this respect Braid is no different. Where it stands apart is that it provides us the ability to instantly rewind at any time. Over jumped, no problem just rewind. Died, no problem instant rewind!
This definitely softens the blow of missing that perfectly timed jump, but doesn’t change the multiple hundred attempts required to actually succeed. (I do exaggerate a bit.)
Unlike Super Mario Bros, which Braid takes inspiration from to such an extent that I am surprised Nintendo hasn’t sent them a cease and desist, the jumping is small and much too weighty, leaving no room for maneuverability. Once committed to the jump it is impossible to adjust, thus making precision landings that much harder to achieve.
Beyond the jumping aspect of the game there are some really interesting game mechanics, which make for intriguing puzzles. The demo presents just enough of the different types of game play the masterminds behind Braid concocted to whet ones appetite.
The first world of the game is really the meat of the demo, with small snippets available from subsequent worlds as a teaser. I found it incredibly surprising that we were not able to actually complete the first world. Not because it was unavailable, but because the solutions were extremely unclear. It felt like we missed an important memo on how to play the game.
Ultimately being unable to solve the first world sealed the deal for me. This was just more frustration then I am willing to invest in.


Three (out of five) Mini Mushrooms. Played the demo all the way through and found it equally fascinating and frustrating.
