Braid, Anniversary Edition trailer [video]
youtube.com
youtube.com
Can’t tell if it will have new puzzles or not. Does anybody know?
https://twitter.com/Jonathan_Blow/status/1722709573071433996
With nitter I can read the rest.
https://nitter.net/Jonathan_Blow/status/1722709573071433996#...
> Confirmed launch platforms are Windows, PlayStation, Xbox, and iOS and Android for Netflix subscribers. Mac and Linux will come later in 2024 after the initial launch.
This feature sounds interesting:
> Sometimes in the commentary we ask, "Why was this level designed this way and not another way?" You'll be able to play counterfactual redesigns of these levels to see how they would have been, if different decisions had been made.
I found the graphics and audio quite lovely, if quaint. I'll be interested to see quite how revamped it is, and whether there will be an option to use the originals.
(oops, these are addressed in the video, I still like the original sound though!)
You probably meant Monument Valley, I gather?
Are there other games that provide similar commentary?
Jonathan Blow also has a bunch of commentary on his youtube channel ... but it comes in multi hour chunks where the minute by minute value isn't necessarily great. Hopefully, the commentary for Braid will be focused.
[Although, ultimately, my purchase decision will probably hinge on whether or not they sped up that ~2hour cloud nap that's required to get that one star.]
If nothing else, it's at least edited.
"We recorded over 60 hours of interviews and conversations, and we distilled those into 15+ hours of commentary that is actually in the game, in the form of 250+ activatable commentary objects." [1]
[1] https://twitter.com/Jonathan_Blow/status/1722714896490512810
I found out that this year Digital Eclipse decided to turn those Karateka journals into an interactive documentary, and that's now on Steam under the title 'The Making of Karateka'[2].
[1] https://www.amazon.com/Making-Karateka-Jordan-Mechner-ebook/...
[2] https://www.digitaleclipse.com/games/karateka
Also a lot of Valve games have audio developer commentary that can play while playing several of their games[3].
[3] https://developer.valvesoftware.com/wiki/Commentary_System
Also Zachtronics (SpaceChem, Infinifactory, Opus Magnum, Shenzhen I/O) released a book called Zach-Like[4] which had a lot of design documents from their various games. It's available in a physical format as well as Itch and you can download it on Steam also. I have the physical copy. It's just a PDF though. Still super interesting.
An ancient in-game commentary pioneer:
https://en.wikipedia.org/wiki/The_Chronicles_of_Riddick:_Esc...
EDIT: I guess maybe it's the pricing model, i.e. dev gets paid by Netflix rather than based on individual sales. Or maybe it's easier to integrate once to that platform and let Netflix handle the two OSes?
https://x.com/jonathan_blow/status/1722710169744757071?s=46&...
Disclaimer: I haven't listened to the linked On the Metal episode.
[1] https://github.com/antrad/Abuse_1996/tree/master/data/lisp
Here's the developer's wikipedia page: https://en.wikipedia.org/wiki/Jonathan_Blow
He created The Witness after Braid, which is another excellent game. He's been creating his own programming language for the past few years called Jai.
In my mind, though, the difference between annoying and insufferable is whether or not you're willing to admit to being incorrect. And Jonathan Blow has gone on record to talk about his failures, flaws, and when he was definitely wrong. So while I can sympathize with people who don't enjoy him on like a personal level. I think it's objectively unfair to sink to "insufferable."
Also, I personally get a LOT of mileage just avoiding people and conversations about things that annoy me. Of course, I suppose your mileage may vary.
He then posted something like "<Company(Google?)>, where they reject you for not knowing <X> algorithm, even though they use and depend on your open source software".
I think Blow said something along the lines of "well the dumbest comp sci 101 student would know that algo, so I'm not sure what kind of coder you are?"
This is vaguely from memory ~10 years ago but is what I remember about Jon Blow too.
I've listened to him far more than probably any other game designer or programmer at this point, probably well over 100 hours worth. Attended a couple of his talks in person at GDC too, many years ago (before Braid was released, he showed a brief demo of it during one of them). Didn't even know who he was, just had interesting sounding game design talks.