Uploaded by OilWhale on Jun 5, 2010
**Download the Games here http://tinyurl.com/y7rcoqe
Tim reverses time to navigate a series of cannons and grab a key.Video source by Gamespot.com , edited by Me
Originally, Blow had envisioned the game to be broken into several different worlds as in the final game, each exploring facets of space, time, and causality, but with each world having very different high-level mechanics. One mechanic that he could not develop further was a world with no "arrow of time" that would have required the player to traverse the level in a manner that could be repeated in reverse. For example, the player would have been forbidden to jump down from a tall height while moving in forward time, as they would not be able to jump that height in reverse time. While this idea was not used, Blow discovered the rewind feature could be developed further for other aspects. Another game mechanic that Blow considered was to show the player the expected result of an action they would take; while this concept was informative, he did not find it to be an entertaining game mechanic. However, he did further explore this in a prototype game called "Oracle Billiards", the game predicting each billiards shot before it was made
The game's art took more than a year to complete.Background artwork for the game was created by David Hellman, artist of the critically-acclaimed webcomic A Lesson Is Learned But The Damage Is Irreversible. Blow gave Hellman rough images of the level's layout and told him to draw over it.Hellman and Blow iterated through several styles before settling on final versions. Through these changes, the two worked to identify and remove elements of the art that could confuse the player, while retaining aesthetic elements that would be generalized by the player as non-functional parts of the level
Braid features licensed music from Magnatune artists Cheryl Ann Fulton, Shira Kammen and Jami Sieber. Part of Blow's decision to use licensed music was to reduce development costs. He also felt that those who regularly compose video game music did not have the necessary skills needed to create the mood he wanted for the game. He ultimately selected eight tracks that were sufficiently long to avoid notable looping while a player attempted to solve a difficult puzzle, and that provided a "different and interesting" sound when played in reverse to match the reverse time mechanic of the gameplay.Blow also selected songs that were "organic and complex" as to help set the game's mood and aimed "to present something that isn't necessarily clear-cut". The selection of the music influenced the creation of the background artwork for the game
^ I hope you enjoy playing this game :)
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