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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

Braid Is Out On Filthy Consoles

As Mike Gapper on Xbox World puts it: get it, get it, get it, get it, get it, GET IT!

Disclaimer: I haven’t got it, but I’ve played the PC version – which is coming later this year – at various stages of development. I’ll update this post once I’ve had a moment to try the finished thing on filthy Xbox.

James regular Jason L deserves profound thanks for putting me onto this, long, long before it was cool, and I hope he and anyone else who plays it will take a sec to weigh in on the end product here.

It’s a platform game in which you can rewind time as far as you like, and each chapter layers another mechanic on top of that. The best creates a shadow-you each time you stop rewinding, and the shadow-you runs off and does what you did the first time while you try to co-operate with him. You. Scle.

It’s been getting maximum scores (it got 9/10 in Edge, but Edge only give 10s when they’re wrong, so 9 is the maximum possible correct score), and will likely continue to do so. Those places will use words like “ingenious”, “astonishing”, “staggering”, “masterpiece”, so I don’t have to. Some will mention art, triggering a thousand irritated sighs. One of them insists it is just like The Watchmen, though in what sense is still unclear after a paragraph of strenuous explanation.

My thing is, this is unlike anything we’ve played before, it’s a constant delight, and the second best puzzle game I’ve ever played. It’s $15 or £10, and if you think this is too much you are a small and boring man or maness.

Update: I should say, though, that it has a some problematic bits. The full thing, now that I’ve played it, is effectively identical to the early PC version I’d had a go with, but this time through I’m not moving on from each world until I’ve got all the puzzle-pieces. Which means I’m solving a lot of puzzles I just skipped over last time – you don’t need to get any of them to actually progress, until the very end.

There’s one puzzle in World 2 that can’t be solved when you first reach the level it’s on. And it uses a counter-intuitive mechanic that’s never used before or since without explaining it.

There’s another in World 3 where a problem at the start of the level can’t be solved until you ignore it, leave the area, and then encounter another one-off unexplained mechanic that renders it irrelevant.

These two bits are problems because there are lots of seemingly impossible puzzles in Braid with brilliantly clever solutions. So having a couple that actually are impossible with the current apparatus betrays the player’s confidence that there is a solution to the harder puzzles, that he won’t be wasting his time if he sits there and really thinks about it. Because of these two, sometimes, he is.

World 4 is the only one where the new mechanic isn’t a bonus ability, but a restriction. At times it’s very clever, and it’s probably the most unusual of them all, but just as often the solution comes down to a very fiddly matter of whether you were facing left or right at the time you did something.

The last of these levels has some real inconsistencies in the way certain objects behave when you’re rewinding – the game has two concepts of what ‘six seconds ago’ means, and it shows one of them while rewinding, then switches to the other when you stop.

I still suggest avoiding walkthroughs – these are just three puzzles among seveal hundred – but if you’re really stuck on something, it’s worth moving on and coming back to it. Even if it’s not one of these, it’s funny how thinking in a completely new way for the next level will usefully reorient your brain to go back and tackle the last.

Update: And yes, my favourite puzzle game ever is Portal. Partly because it doesn’t make mistakes like this.

I will say, though, that Braid has two advantages over Portal: each of the five worlds (and I think there may be a sixth I haven’t found yet) is profoundly unlike all the others, each as inventive in itself as Portal’s one mechanic. Portal’s length isn’t a reason for me to rank it below bigger but messier games like Deus Ex, but its scope is.

And Braid is genuinely tough. Fast and intuitive puzzling is great for telling a story, as Portal does expertly, but I wanted more head-scratching from its Advanced maps. They weren’t actually any harder than the later levels of the main game, and there’s no good reason they shouldn’t be.

Update: Just finished it.

Whoa.