Published on: 2nd May, 2009
Travel back in time and enter a parallel universe and you’ll read an Xbox World 360 brave enough to call Braid the best game ever; a land without the likes of Super Mario World, Ocarina of Time, Portal and Fallout 3 all vying for the same spot. It’s a world where the platform game never died and a world where ingenuity and ideas curry greater favour than high definition visuals and bigger, louder guns. But that’s another place and another, braver XBW. Here and now, we daren’t label Braid the best game ever, but it’s right up there – alongside Mario, Zelda, Gordon Freeman and the guy from Vault 101. It’s up there.

There’s a sense that everything in Braid matters; every element is crucial to the whole and not a single facet is wasted. Each world exists under different rules – in one, time moves forwards as you move right and backwards as you head left; in another, time can be slowed around a focal point; another spawns two universes simultaneously, allowing you to solve puzzles using your own parallel universe doppelganger as your co-op buddy.
In every world, time can be thrown into rewind. There’s nothing punitive about Braid – no death, no failure, nothing to kick you in the crotch when you’re having fun, just success and reward. Every stage so perfectly designed that failure isn’t defeat, but rather an opportunity to try again and do it better. It’s possible to head from the left to the right and reach the game’s end, barely touching a puzzle nor using your abilities, should you fancy. Braid doesn’t care how you play it, whether you see the whole story or whether you seek out every last puzzle piece to make it to the game’s final world – the game doesn’t care whether you see everything, only that you have fun with everything you see.

It’s a bit like Portal, really. Like Valve’s space-bending Game of the Year, Braid is perfect in its size, shape and focus. It’s long enough to occupy you, short enough not to outstay its welcome; easy enough that every stage can be breezed through, but tough enough that only masters will see all that the game has to offer. It’s fast enough to demand precision and meticulous execution, but slow enough to accommodate careful planning and design. Where Portal offers new ways to manipulate

Resistance: Retribution: It's unlikely to find a first-party developer that boasts two superb first-person shooter franchises in their portfolio. When Sony...Powered by Games | Copyright 2007 - 2009. Game Maker, PSP Games VS PSP, PC, Xbox 360 Games. All rights reserved