New Braid Screenshots.

braid_title.jpgIt seems like time to show off some new screenshots. Keep in mind that these are works in progress and contain some elements that will be replaced in the finished game. But, this should give you the flavor of what the game is like. Click on the thumbnails to get full-sized versions.

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braid_house.jpgbraid_world_2a.jpgbraid_world_2b.jpg

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World art by David Hellman.

Character art by Edmund McMillen.

12 Responses to “New Braid Screenshots.”

  1. Nikola Says:

    Nice Art Edmund You are the best !!!

  2. pospi Says:

    Urgh the anticipation is killing me!

    I’m really interested to know if those gorgeous backgrounds are static, or if the grass sways or some such. Cos looking at the pictures makes it seem windswept somehow (:

  3. Jason Rohrer Says:

    No, the backgrounds are not static… anything but. Imagine a living, breathing oil painting—I almost didn’t believe it when I saw it. Of course, you need a very fast computer to play Braid, so there are certainly trade-offs.

  4. Jonathan Blow Says:

    We are trying to make things as alive-feeling as we can, within time and budget and style constraints. The grass does not wave in the sense of the little bitmaps being animated, but we do some things that are more impressionistic to keep the scene shifting. This impressionistic approach also fits the theme and mood of the game pretty well.

    Eventually we will address the high-end-machine issues but that will probably involve turning off a lot of the background and effects for low-end machines. No way around that. If we were to launch on a standardized console platform, though, that would not be an issue at all.

  5. Darius K. Says:

    Awesome. I can’t wait to play, and then force all my friends to play.

  6. hass Says:

    beautiful, beautiful stuff. when i first read about |braid| i kind of expected the game to be focused around the time-bending (obviously) and the gameplay, but with fairly utilitarian graphics. obviously, that’s not going to be the case. well done.

  7. Nuno Says:

    “If we were to launch on a standardized console platform, though, that would not be an issue at all.”

    Nice idea… haven’t been checking the forums here, but do you think it would be possible to port Braid to the PS3 or X360?

    I bet it would look beautiful in a PS3, with a 42″ 1080p Plasma TV…
    And with all the hype about Braid, Sony would be interested…

    Keep up the good work.

    Cheers!

  8. Jonathan Blow Says:

    It would not be hard to port Braid to either of those consoles. The main thing that will determine that is publisher interest.

    We’re going to start talking to publishers soon…

    The game was originally designed for a 16:9 aspect ratio so that it would be at home on HD consoles, and other devices with aspect ratios close to that (like the PSP). 16:9 is a lot better for a platformer like this than the old 4:3, because these games are usually about moving horizontally, and 16:9 gives you more horizontal distance.

  9. Cole Says:

    I’m glad you plan on taking steps to make Braid run on less than stellar computers (like mine). I was really worried that I wouldn’t be able to play until I upgrade my computer (and I’m a starving art student, so…)

    Of course, I can’t play anyway until there is a linux version.

  10. ROSY Says:

    Hey Jonathan - Nice work on Braid! The artwork is impressive enough as it is and I’m sure the actual gameplay is gonna kick ass. Tell me, what program was used to create the game? Please say Flash or Director…………

  11. ROSY Says:

    Oh I see that C++ was used………..

  12. Jonathan Blow Says:

    The game is coming along and actually looks better than these screenshots now….

    I don’t think it would be possible, at all, to make Braid in Flash or Director. You can probably make plenty of interesting games in Flash, but the time manipulation stuff going on here is just a little too pervasive and fundamental for that to be possible. You could easily make a game that looks like Braid, but plays very differently, though.

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