![]() We just didn't think far enough ahead, I guess before too long, 4k monitors became available, some folks are using 5k monitors, and 8k is on the horizon (though that seems pretty excessive to me, right now!) If you play original Braid on a 4k monitor, the result is blurry and unpleasant to look at. But surely this would all be worth it, because it would allow us to re-release the game with sharper graphics later on! At the time, around the year 2007, this was difficult to do the tools we were using would chug unresponsively when trying to edit such large bitmaps. But when David Hellman came on to the project to do the game's visuals, we decided we would future-proof the game by drawing all the source art at *twice* 720p, then scale it down for the game's release. Neither the Xbox 360 nor the PlayStation 3 could render most games at higher resolution than that a few games could barely do 1080p, if they were very spare with regard to per-pixel detail, which Braid was not (Braid's style involves drawing lots of translucent particles over each other, which means each pixel is drawn many times!). ![]() Video games weren't like that back then (and still mostly aren't today), and I knew I couldn't predict what would be necessary to keep the game alive and available many decades into the future but I knew it was part of the project, and that I would try my best.īack when Braid was originally being developed, with its launch platform being the Xbox 360, 720p seemed like a pretty high resolution. That potential involves longevity: many great works of painting, sculpture, and architecture have lasted for centuries and inspired generations of people. I'm very happy to reveal that we've been working in secret on Braid, Anniversary Edition for a while now.īack when I was originally working on Braid, even when it was a simple project with ugly programmer art and looked nothing like a respectable game, I knew that one of the primary goals of the project was to treat video games as a medium with serious artistic potential.
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