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braid


Gazanfer

Öne çıkan mesajlar

direkt spoylır demedi deme

bildiğin manhattan projecte bağladı. tim şimdi oppenheimer di mi
bir de şunu buldum hoş

Stolen from another forum; the flags at the end of each world are nautical flags.

World 2: N
World 3: U
World 4: L
World 5: X
World 6: K

N: No
U: You are (standing into/approaching) danger
L: Stop instantly
X: Stop carrying out your intentions
K: You should stop, I have something important to communicate



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Ben de dün bitirdim ama hemen ardından Civilization'a takılıp kaldım, yazamadım.
Özetle, bu oyunu oynadığım için çok memnunum. Demosunu oynayıp bitirdiğim anda aldıım ilk oyun sanırım bu. Yalnız bi eksiği var: hemen bitiyo (haklı olarak).


Oyun bi kere çok zevkli. Özellikle son bölümlerde bulmacalar o kadar karmaşık ki, çözünce orgazm yaşamış gibi oluyo insan. Ha ama itiraf edeyim, tam 3 puzzle parçası için walkthrough kullandım çıldırmamak için :P
Ama konudan zerre bi şey anlamadım. Anlatımda o kadar çok metafor kullanmış ki adam, bilmediğim terimlerle birleşince, hiçbi şey anlayamadım :P

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oyunu bitirmedigim icin hikayesinin tamamini bilmiyorum, ama eger o forum linkindeki hikaye dogruysa oha diyorum.

okuyunca "biraz fazla zorlamistir analojiyi kastirmistir herif yazarken" dedim, ama oyunun cikis tarihinin tarihsel onemini yazmis birileri, o zaman ikna oldum.

adam gibi oynayip bitirmem lazim artik sanirim.
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verilen forum linkinde bi elemanin yorumu.

guzel bu

Why "Braid"?

Though we're told early on that the Princess has a braid and is therefore connected to the title intimately, when we finally see her, her hair is free. There's a woman caretaker (mother? nanny? babysitter?) who's described as having a braid in her hair at the end. But it seems like a strange title to give a game where everything has deeper meaning. Braids are (traditionally) three strands of hair/rope/whatever interwoven with one another, no one piece given more than momentary significance over the other, and since finishing Braid, I've been searching for what three stories or elements are interwoven here. Something someone said in a post on GameFAQS(sorry for the lack of credit, I've read so many!) about getting the secret "stars" in the game, and their significance got me to thinking, and I finally have an idea about what these three story elements are.

- Tim-- The "Actual" Story

Tim's story, whatever the truth of it behind his own perception, is the immediately apparent arc in the game. His literal and figurative search for the Princess-- a woman, presumably flesh and blood, whether she be his girlfriend from a happier time, the ideal woman he can never have, whether she has similar powers or not, whether he's had her love at some point in the past or not-- composes the part of the game that's relatively easy to see. The particulars are as open to interpretation as anything else in the game, but it's hard to deny that there's some physicality in this plot "strand"-- a man, journeying through a landscape, to achieve a goal. This is the story through Tim's eyes, whatever those eyes may be seeing.

- The Atomic Bomb-- Humanity are all sons of b***hes.

This is the underpinning story, the metaphorical text that underlies Tim's search for a girl. Once you know to look for this, much of the story can be seen as Tim's regret and potential insanity as a result of looking for, and finding, his Princess-- the secret of the atom and the personified mystery of nature within. I certainly think that it's possible, and supportable, to view this as the "real" story and the search for the woman as the metaphor, but I personally feel that, given that the atomic bomb reveal is only at the very end, even after the truth about who really is saving the Princess, the atomic bomb is the metaphor.

If we do view Tim's search for a physical Princess (or the losing thereof) as the literal view and the atomic bomb as the metaphor, then this strand becomes less about Tim and more about humanity. The Princess is a little like Mother Nature, a force within that we struggle to comprehend, control, and catch-- but who's really right there, whispering to us all along, if only we could hear her. She's the dream of peace that so often leads to more conflict because we all want what we can't have, lined up, sometimes literally, behind the glass, as the "physical" Princess was in the first "strand".


These two were relatively easy for me to pick out, once I had finished, though my original thoughts on the matter were nowhere near as clear and extensive as the rest of this thread, but I really felt as though there had to be a third strand, another piece of the puzzle. I tried to pick apart the castle at the end, I tried to pick apart the story itself and find hints of another line of thinking (the closest I came was a Mother strand that isn't really complete the way the other two are), I scanned forums for what happens after the last star has been found and the Princess "caught" (I'm not very good at these sorts of games typically and couldn't imagine trying to do HARDER timing puzzles) But, as I said earlier, it wasn't until someone else commented on how pointless collecting the stars were that it all became clear to me. The third strand is--

- You-- Breaking the Fourth Wall

The stars are completely "pointless" in the terms we normally define games in. There aren't any achievements to unlock, there's not any new story to unfold-- the Princess explodes and vanishes, which, while awesome, doesn't add anything definitive to either the physical Princess or the atomic bomb Princess storyline-- we already know Tim doesn't catch his Princess and is left empty handed, we already know the atomic Princess explodes. Two of the stars are particularly loathsomely difficult to get-- one of them requiring a long span of letting the game just sit and run, and one of them only accessible early in the game and then never again, requiring a restart to achieve if missed (as it almost certainly will be). Of the remaining stars, most are extremely difficult to get, requiring their own brand of time, energy, patience and dedication... or should that be obsession.

Blow has said that nothing in the game is without it's point, but the stars certainly appear to be. But in a game where all other plot elements revolve around obsession with achieving some extremely difficult goal, I think it's telling that there's a difficult, hidden goal with no reason to achieve that requires not just an obsession with the game to even FIND, but also involves literal, out of game *time* in it's solution. The game is literally about Time before it's about any other thing, and the reversal and both permanence and impermanence of it as well. Why not have a puzzle that takes an obscene amount of time to complete? Why not have a puzzle that requires that you, essentially, *reverse* time (starting over from a new game) to reasonably solve? And if you've already gotten all the other difficult stars first, what a momentous undertaking to finish not only the normal game a second time, but also get all those stars again! You'd *really* have to want to see the end to do that, wouldn't you? You'd have to *really* want to unlock all the secrets of the relationship, of the world, of the game to spend that much time on it.

And what's your reward at the end for your effort?

Why, the Princess, of course, a princess you could see much more easily if you'd simply gone outside and looked up at the night sky. A Princess that is no more than a shadow of the real thing, watching over you all along.

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