He made many mistakes during the time they spent together, all those years ago. Memories of their relationship have become muddled, replaced wholesale, but one remains clear: the princess turning sharply away, her braid lashing at him with contempt.
He knows she tried to be forgiving, but who can just shrug away a guilty lie, a stab in the back? Such a mistake will change a relationship irreversibly, even if we have learned from the mistake and would never repeat it. The princess's eyes grew narrower. She became more distant.
Our world, with its rules of causality, has trained us to be miserly with forgiveness. By forgiving them too readily, we can be badly hurt. But if we've learned from a mistake and became better for it, shouldn't we be rewarded for the learning, rather than punished for the mistake?
What if our world worked differently? Suppose we could tell her: 'I didn't mean what I just said,' and she would say: 'It's okay, I understand,' and she would not turn away, and life would really proceed as though we had never said that thing? We could remove the damage but still be wiser for the experience.
Braid, Jonathan Blow (Number one, 2008)
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Braid est un jeu vidéo de plateforme et réflexion, créé par un studio indépendant et sorti en 2008. Il bénéficie d'un univers graphique et sonore léché, et surtout d'une mécanique de jeu des plus imaginatives. Elle a trait à la manipulation du Temps, chaque niveau reposant sur procédé différent. Des textes énigmatiques et métaphoriques se chargent de l'introduire, tout en donnant étoffant l'intrigue.
Si on ajoute à cela le twist final, Braid joue clairement dans la même cour que Limbo (sans toutefois atteindre son degré de perfection, IMO).
La bande-annonce rend bien compte de tout cela.
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