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Descriptive Essay On Braid

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Descriptive Essay On Braid
Oftentimes when I'm just casually gaming, I'll put the game on, play some tunes on my Bluetooth speaker, and just have a good time. When I get very serious about playing a game, however, I often place myself into a state of solitude depending on the type of game it is. I'll turn the lights down, put my big headset on, and immerse myself into the experience. If the game is meant to be played this way, I will try very hard to do so. Two such games came out within the last month, and they have me thinking.

First came The Witness, a 3D open-world puzzler developed by Jonathan Blow as his follow-up to the 2008 indie hit Braid. The game takes place on an island and tasks the player with completing maze puzzles. Start at the big circle, drag a line through the maze, and finish at the half circle. This may sound incredibly boring and unimaginative, but The Witness ends up being the most innovative puzzle game I've played since Portal and Antichamber. Areas of the island house a
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Delilah is basically Henry's only human contact the entire summer. Campo Santo does a noticeable job of having five character models besides Henry's in the entire game, and only 2 are seen up close. You are completely isolated with only Delilah and the wildlife to keep you company, and that is one of the game's strengths. Henry is out there to try and be alone as he deals with his troubles with Julia, and making the player feel just as alone connects them to the experience. As the player takes in the sound of the wildlife and the trees rustling in the wind, there is a distinct feeling of being alone in the great outdoors that enraptures the viewer. You're even given a compass and map to make your way around Shoshone National Park, which you must stop and look at from time to time to effectively navigate the land. You'll truly feel like you are lost in the wilderness, ready for whatever heads Henry's

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