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Janne Desir

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Aug 3, 2024, 5:29:04 PM8/3/24
to passawssmatid

I didn't see any threads on Braid's themes yet and was hoping to spur some sort of discussion on the subject. While I'm not going to pretend to have a sold story down, there are some themes that are definitely pushed into your face over the course of the game.

The title of the game, Braid, is mentioned at least twice in the game, both times attached to some sort of violence. Once, early in the game, "the princess' braid" lashes at Tim. Also, if you read the hidden texts (those that only appear in the epilogue cloud world when 1. a red book is open and 2. Tim is standing on a spot that emotes an angelic note) at the end of the game, the candy shop story talks of Tim pulling violently at his mother's braid in an effort to get the forbidden candy/scientific tools. You could probably infer some mommy issues in this linkage, but I haven't really thought about that too much.

What got me more curious about the name Braid is that there's a professor Donald Braid from Butler who wrote an article, "Doing Good Physics": Narrative and Innovation in Research which is apparently about learning from past successes and failures in physics. In particular, from what I've found (I've not read the article, I just finished Braid and googled some of my ideas about the game) there's mention of avoiding danger and embarrassment by learning through others' past experiences. There are repeated themes of learning from mistakes throughout Braid. It's the bulk of the story leading into level 2, in fact.

Now, I've gone from the name Braid to this professor's article from 2006, and that kind of ties back into some of the more in your face themes that the game offers. Donald Braid was writing about physics. The game pretty clearly depicts the Manhattan project by the epilogue. The whole "now we're all sons of bitches" line and depiction of a bomb being tested in the desert. Also, the narrative mentions Manhattan as a setting of what I assume is Tim's adult life. When he's running through the city with a girl not called "the princess."

Finally, "the princess" is depicted as (abstractly) some sort of glimmering hope that will bring peace and happiness to not just Tim, but the entire world. In the epilogue, "the princess" is the atomic bomb. It's pretty clear when you read the hidden text (that you need the angelic voices to read) on the screen that quotes Oppenheimer.

Anyhow, I just wanted to touch on that one train of circular thought. The game is a story and a warning about a fictional man behind the atomic bomb. He works his whole life, socially awkward, looking for this one unattainable goal of the princess. Whether this goal changes over time and eventually becomes world peace via the bomb, or is world peace via some avenue for Tim's entire life, or is just this ever changing goal of doing something great or finding something better, it seems clear by the end that Tim is looking for world peace. What's interesting about this is the epilogue of world 1 (the final world). This would lead me to believe that the entire game that you played prior to world 1 (worlds 2-6) are actually David Lynch-ish pseudo-realities constructed in the protangonist's own mind to cope with the horror he unleashed via his quest for something noble and great (assuming peace was Tim's goal and the bomb was his means). This also makes sense in that the memories are cloudy and vague. They're sometimes idealistic. They're almost certainly metaphors. Tim needs to piece together the puzzles that are his memories.

On an absolute final note, I suppose the last scene of gameplay makes sense in this light. Tim enters a cave and sees this villain with a woman in his arms. She runs away looking for help as this villain demands that she return and throws a tantrum shaking the earth he stands on. Tim runs towards this damsel in distress with the goal of saving her. I believe she represents humanity. She's not the princess at all. the princess is only an idea. He runs through the cave, trying to rescue her as she helps him along from above ground. The entire time, this massive explosion of flames chases our hero Tim. But when we get the end and realize that Tim was actually the threat, the woman (humanity) runs from Tim, the real villain, into the waiting arms of her white knight. She drops all the traps she can at the villian Tim en route to her waiting hero. This scene, would then be the realization that Tim isn't bringing the princess to the world, he's not making it a better place, he's the monster bringing upon destruction. That's world 1. That's how it all begins. That's what happens prior to Tim walking across a flaming city into his house, trying to piece his mind back together (as the game started when you first turned it on).

So, that's my 10 minutes of spewing my brains onto the forum sans spellcheck or a re-read. If I did that, this little blip would grow ten times in size. Any thoughts? Am I nuts? Is this a viable idea as to what the game is really about? Did I miss the story thread (I was shocked to not find one)?

EDIT: That really was a brain-spew. Spell-checked.....

Great post.......makes me look at the story in a whole different light. The whole nuclear bomb vibe had not even entered my head, will go through the story again with an even more open mind!!

Plus, not sure if you know this but David Lynch gets a thanks in Braid's credits. ;)

I did not know that. Awesome director. Serves me right for not viewing them (which I'm about to).

As for the bomb theory, the Oppenheimer quote was what hit me in the nose and sent me down that path. I'm curious to read other interpretations if anyone out there has them.

Yeah, consider the scene with the knight and the girl the part in Mulholland drive where Betty realizes that things aren't as she believed them to be (after returning from the performance at the club). The epilogue is then likened to the rest of Mulholland drive where reality crashes into the storybook world.

It's weird, trying to explain your take on something abstract by using Mulholland Drive.

"So, I played through the game in one go. Haven't done a speed-run yet and have not collected any stars, but I'm not sure if this will add anything to the story any way. After I had read the books in the Epilogue last night, I couldn't stop thinking about what this game actually means to say. It's just like the dude from Eurogamer said, you keep thinking about it, even dreaming about it.
I have basically found to interpretations:

My interpretation while playing the game was a less psycho, more desperate Tim. One book said that even if he found his princess, the world would not allow him to have her, it would actually break the world, because you can't have the perfect "special someone". This is mirrored by her running away and Tim trying to (desperately) fight for his dream of the princess, but she runs away with another man (who might also just symbolize the cruel reality). The core message would be something like: There is no perfect princess. That's why leaving his girl for the search for some princess was the biggest mistake Tim ever made.

Upon reading the other opinions though (which all make just as much sense, I think), I am just even more excited about the game and want to play it again as soon as possible. This is the first game I have ever seen a discussion about interpretations of its story. This is frackin art. Yes it's weird and maybe it doesn't really make any sense, but maybe that's what it's supposed to be. It reminds me of the stream of consciousness ( _of_consciousness_writing) technique found in literature, especially Finnegan's Wake ( _Wake_(novel) ) by James Joyce or Naked Lunch ( _Lunch ) by William S. Burroughs. It's just this crazy mess, shifting perspective, flowing back and forth through time, making no sense at times and than clicking together. Just like the actual gameplay. I would dare to say, this is the first stream of consciousness game, at least a modernist game. It's even less traditional than stream of consciousness in its free flowing narrative and gameplay. It makes even more sense that the game actually has no beginning or end. The Epilogue could be the Prologue, you start in World 2 and end up in World 1 (in which you actually go backwards in time (the flower image) and then find yourself at what you thought was the beginning). It doesn't matter where you start, you always come back to where you were, which is just like Finnigan's Wake works, I think. It also fits the theme of "This is the world, or snapshots of it, go and do what you can with it"

So, my final interpretation would be, that this game is supposed to just get you to make your own interpretation. Find what you think is meaningful, create your own story. Don't listen to what others say, each bit you take and put together is just there because it is significant to you. The strongest story part of the entire game and something that has already really had an impact on me is the last screen of the Epilogue. The castle built from the icons of the levels you passed through. What the books on this screen say is just so true and brilliant. This is also a moment where Blow breaks the foruth wall, the way I see it, "he does not understand" (or something like that), this is not Tim. It's you, the player. This is what you should take away from this. Now go. Build your own castle.


On a side note: If you want to know who the quote (the one marked with the footnote 1 in the epilogue) is from, watch the credits. That was another piece of brilliance in this game, just a subtle, but brilliant touch. Oh and yould you also please post the name, I can't watch the credits right now and forgot who it was and I'd really like to know exactly where the quote is from. Thanks ;)"

Incase you haven't played them, DerBonk, I suggest checking out Bioshock (for it's passive story-telling/social commentary using the environment) and Silent Hill 2. SH2 has one of the best stories and soundtracks in the history of gaming, IMO. It'll also leave you going back and playing over and over trying to get more and more meaning and clairity out of things.

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