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	<title>The Game Critique &#187; Killer 7 Argument</title>
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		<title>The Killer 7 Argument &#8211; Braid</title>
		<link>http://www.thegamecritique.com/recent-posts/the-killer-7-argument-braid/1208/</link>
		<comments>http://www.thegamecritique.com/recent-posts/the-killer-7-argument-braid/1208/#comments</comments>
		<pubDate>Thu, 03 Dec 2009 05:21:14 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Game Essays]]></category>
		<category><![CDATA[Recent Posts]]></category>
		<category><![CDATA[Braid]]></category>
		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[Killer 7 Argument]]></category>

		<guid isPermaLink="false">http://www.thegamecritique.com/?p=1208</guid>
		<description><![CDATA[It took a while, but I've played another game worthy of the Killer 7 Argument. I just finished playing through Braid for the second time after my first complete save was lost to a corrupt hard drive. The second playthrough was a huge help in getting my head around what to make of the game and figure out what I specifically thought of it.]]></description>
			<content:encoded><![CDATA[<p>The Killer 7 Argument -noun- the reason and reasoning that despite a video game&#8217;s flaws, inconsistencies or other failings the overall package is so utterly unique that it simply must be played for the sheer experience. First coined by Ben &#8220;Yahtzee&#8221; Croshaw.</p>
<p>It took a while, but I&#8217;ve played another game worthy of the Killer 7 Argument. I just finished playing through Braid for the second time after my first complete save was lost to a corrupt hard drive. The second playthrough was a huge help in getting my head around what to make of the game and figure out what I specifically thought of it.</p>
<p>Braid is the indie puzzle platformer by one Auteur Jonathan Blow. Regardless of what some other critics may say, he is the author of the piece and that is not a bad thing. He is not only the game designer, but did everything else save the beautiful art which was passed into the very capable hands of David Hellman.</p>
<p><img class="alignnone size-full wp-image-1218" title="Braid 2" src="http://www.thegamecritique.com/wp-content/uploads/2009/12/Braid-2.jpg" alt="Braid 2" width="533" height="265" /></p>
<p>(If you want to get nitpicky about the term Auteur, yes it is technically wrong to label him that given he&#8217;s only made one game.)</p>
<p>I bring up the Auteur factor, not just because of the intense control that some feel from the game designer&#8217;s hand in the text and puzzles, but also because of the intrinsic way that the game is woven and layered.</p>
<p>While thinking upon the game I could not help, but call it literary. It is game that works on any level you wish to examine it. On the surface it is a bunch of mind-bending puzzles that sometimes have deceptively simple solutions in a colorfully cartoon world. And if that is as far as you want to look, the game will not penalize you for it. The game works on that level. If you delve deeper into the different facets of the game you have a picture of a man trying to figure out what happened to the princess and how to rescue her in true Mario fashion. Again if you delve deeper you come into the problem of Tim being an unreliable narrator and that the puzzle worlds are not real at all. And you can continue delving deeper and deeper into the symbolism and intricate interconnectedness of the different elements to the themes and message of the game.</p>
<p>At no point does the game punish you for stopping your analysis. It is a work that is meaningful and can be recognized as such even without a degree in literature, philosophy or game design. Braid also doesn&#8217;t rely on a single or few elements to convey all it&#8217;s meaning, but rather uses all of them. I hesitate to bring up the comparison and please call me out on it if you feel the comparison or connotation of it goes too far, I wont fight you on it, but in this fashion Braid reminds me of Citizen Kane. Like Citizen Kane all the elements of the work come together to present a singular vision: the art, the music, the mechanics, the story, the text, the symbols, the level design and the puzzles. I cannot say I have seen this unified nature so tightly packed together in any other game.</p>
<p><img class="alignnone size-large wp-image-1220" title="Braid 3" src="http://www.thegamecritique.com/wp-content/uploads/2009/12/Braid-3-1024x576.jpg" alt="Braid 3" width="512" height="274" /></p>
<p>Braid does have marks against it. The puzzles as mentioned before are mind-bending and you can spend forever trying to get your head around what you were suppose to do before you give up and check gamefaqs. The text is baffling at first when put in conjunction to the rest of the game and the epilogue throws everything through a loop. Braid invites inspection and analysis and it almost seems part of the game to do so. It is complex and can seem incomprehensible at first; hell most of us critics are still trying to figure it out.</p>
<p>While all of those can be counted as flaws, they can also be counted as assets to the game. They are intricate parts to the braid of meaning, twisting and wrapping each element around each other. It&#8217;s one of the few games that tie its mechanics directly to the themes of its story and vice versa.</p>
<p>Is Braid going to tick you off? Will it make you throw your hands up in frustration? Is the designer Jonathan Blow a big enough prick to warrant not playing the game? I honestly have no idea. But if you have the money and the time give the game a shot, it&#8217;s on Xbox Live, Steam for PC and now the PSN. I say give it at least a try and if all else fails, <a href="http://braid-game.com/walkthrough/walkthrough.html">try a walkthrough</a>.</p>
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		<title>The Killer 7 Argument &#8211; Beyond Good and Evil</title>
		<link>http://www.thegamecritique.com/recent-posts/the-killer-7-argument-beyond-good-and-evil/259/</link>
		<comments>http://www.thegamecritique.com/recent-posts/the-killer-7-argument-beyond-good-and-evil/259/#comments</comments>
		<pubDate>Fri, 03 Apr 2009 01:50:40 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Game Essays]]></category>
		<category><![CDATA[Recent Posts]]></category>
		<category><![CDATA[Beyond Good and Evil]]></category>
		<category><![CDATA[Killer 7 Argument]]></category>
		<category><![CDATA[Ubisoft]]></category>

		<guid isPermaLink="false">http://www.thegamecritique.com/?p=259</guid>
		<description><![CDATA[Beyond Good and Evil definitely falls under the Killer 7 argument. It has been called a Zelda clone and in fact has even been called a Zelda for grownups. I'm not sure either of those monikers due it justice. It has many of the elements of a Zelda game. Environmental puzzles, dungeons, upgradeable equipments, but there is so much more going on here.]]></description>
			<content:encoded><![CDATA[<p>The Killer 7 Argument -noun- the reason and reasoning that despite a video game&#8217;s flaws, inconsistencies or other failings the overall package is so utterly unique that it simply must be played for the sheer experience. First coined by Ben &#8220;Yahtzee&#8221; Croshaw.</p>
<p>This is the beginning of a new series whose purpose is to highlight the positive aspects of a game that would fall under the Killer 7 Argument and to explain why it fits the definition. This is mostly for games that have been overlooked, but any game fitting the definition is up for evaluation.</p>
<p>For the first iteration I&#8217;m going to do Beyond Good and Evil as if you couldn&#8217;t have guessed. It was recently the subject of a simultaneous play through by the Vintage Game Club over at Brainy Gamer.</p>
<p><img class="alignnone size-full wp-image-261" title="beyond-good-and-evil-2" src="http://www.thegamecritique.com/wp-content/uploads/2009/04/beyond-good-and-evil-2.jpg" alt="beyond-good-and-evil-2" width="500" height="279" /></p>
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<p>Beyond Good and Evil definitely falls under the Killer 7 argument. It has been called a Zelda clone and in fact has even been called a Zelda for grownups. I&#8217;m not sure either of those monikers due it justice. It has many of the elements of a Zelda game: environmental puzzles, dungeons, upgradeable equipments, but there is so much more going on here.</p>
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<p>First of all it changes the set-up slightly so we are no longer stuck with a silent protagonist and that protagonist is no longer male. However, the game defies our expectations once again by having Jade not be your standard female protagonist. In other words, she looks like a real human being rather than being some sexed up object to be ogled at and in doing so, ironically, is a far more attractive avatar.</p>
<p>Upon replaying it for the Vintage Game Club many subtle design choices came up in the discussions and revealed that create a simplified experience with the controls. Most of this was noticed early on, because the game doesn&#8217;t change its control scheme ever. It has a simple set of unified controls that transition from one mode to another. From this point of view, the R2 button is not the run button, but the move faster button. The hovercraft and the spaceship both use the same buttons to maneuver as Jade does on foot. On the PS2, the X button will always be action, the O button will always be item and the Square button will always be attack. I never noticed until it was pointed out why Beyond Good and Evil was such an easy game to control.</p>
<p>The story is original and the characters refreshing in an industry filled with derivative plots and characters that seem to fill the same shoes that they could be interchangeable. The relationships between the characters feel believable and you under up caring what happens to them and Hillis, the planet they live on, beyond just an avatar to get you to the next dungeon. The camera mechanic as well is a refreshing gameplay element that is not a gimmick, but central to the progressing through the game. It is introduced early on and in a believable manner that it does not feel like a tutorial at all.</p>
<p>In fact the entire beginning section is really a disguised tutorial section and maybe one of the better introduction to a game&#8217;s mechanics that I&#8217;ve ever seen. All the controls are discernible from the HUD and new controls are delivered through in-game dialogue in a natural and motivational way. By the way, the voice acting is really good. This is something that usually gets looked over in most video games, but each actor here brings their character to life, especially Jade, Pay&#8217;j and Peepers.</p>
<div style="display: none;"><a href="http://thesevenyearplan.com/?movie_the_break_up_artist"></a></div>
<p>The art direction is a nice set of blues and greens is beautiful even without modern top of the range graphics. The cartoon style allows the player to get closer to the character than had it been hyper realistic. In either case it&#8217;s a nice change from gray and brown.</p>
<form style="display: none;" enctype="application/x-www-form-urlencoded" method="get"><a href="http://anzasanctuary.com/?movie_enlighten_up"></a></form>
<p>As much as I like the game as a whole there are many problem areas, most of which I&#8217;m sure came about from the fact that Michel Ancel, was rushed through the game&#8217;s development near the end and was forced to make cuts and not properly test the whole game.</p>
<p>The plot while a refreshing change does begin to become more obscure and is difficult to follow without paying very close attention to optional dialogue and some extrapolation. Beyond just that there are some major plot holes. Character&#8217;s supposedly in suspended animation are able to call after a few weeks while in captivity, injuries that would put someone out weeks are up and about when you leave the bar, and why the bad guys are going through all this trouble in the first place. The ending is an exercise in Indigo Prophecy Syndrome and while the credits leave an impression of what happens afterwords the little clip after that were clearly intended for a sequel that the game really didn&#8217;t need.</p>
<p><img class="alignnone size-full wp-image-262" title="beyond-good-and-evil-3" src="http://www.thegamecritique.com/wp-content/uploads/2009/04/beyond-good-and-evil-3.png" alt="beyond-good-and-evil-3" width="498" height="316" /></p>
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<p>While I didn&#8217;t have a problem with them, many other players did have an issue with the forced stealth sections that make up a majority of the later dungeons. I think most of that comes from the fact they weren&#8217;t expected given the normal Zelda formula. Another reason I think that comparison is unfair. It creates a certain set of expectations that BG&amp;E never intended to meet. The levels and gameplay styles come out of the story and are integrated for the purpose of sneaking around. Though a majority of the stealth ire is reserved for the instant kill security bots that show up later. This is not to say that there isn&#8217;t combat or action, the game is filled with tense moments created by the stealth that then explode into cathartic action sequences.</p>
<p>I have said before that BG&amp;E is in my top 3 of best chase sequences of all time in video games and after replaying it I stick by that assessment. There is no blur effect that makes it feel even faster like in Burnout and the camera doesn&#8217;t shake like in the Bourne series. Instead the slow pace provides a greater sense of danger and therefore a greater sense of urgency. I don&#8217;t want to spoil it, but when those sequences come up you&#8217;ll understand what I mean.</p>
<p>The side dungeons are really short and aren&#8217;t necessary to completing the game for resources like they might be in other games. They are short and in most case extremely easy to the point of being jokes. The gameplay is varied enough that to be interesting to the very end, but the game is short, real short. It&#8217;s only about 10-12 hours if you spend time doing all the side dungeons and extras. But that isn&#8217;t a bad thing. The game is long enough to do what it needs to do and doesn&#8217;t overstay its welcome. Plus if you are rushing through the game you are missing a lot of what makes BG&amp;E so great, the fine detailing. The day shifts from morning, noon, evening and night with regularity and the world&#8217;s inhabitants respond accordingly. Looking up at the night sky you find your camera identifying constellations. They have nothing to do with game other than being there. Plus the wildlife that abounds in the game is not just monsters there to kill you, but give the impressions of a breathing and thriving ecology.</p>
<p>Does the game have issues? Yes. Is it for everyone? I can&#8217;t think of a game that is. But with all that it falls short in, it does so much else right and different than you can&#8217;t help appreciate it. I do wish it had more time to tighten up what was there and add what could have been, but as an entire package it is worth a play through.</p>
<p>I do have a warning for you. The game can be purchased on Steam, but I would hesitate against getting that version. Many complaints pooped up about difficult controls that did not exist with the people who played the console versions. It wasn&#8217;t poor coding, but that the analogue sticks were very necessary and the keyboard wasn&#8217;t a good substitute for several sections. If you have no other choice I still recommend playing this game.</p>
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