WHAT? A beautiful, heart-breaking abstract narrative that just happens to be a video game, Braid tells the story of a young man named Tim who is desperately trying to reconcile a broken relationship with the Princess.  As the gamer explores the whimsical, dream-like world of the game, overcoming incredibly challenging puzzles by manipulation time and by paying attention to pin-point physics, they discover that the story is not as simple as it may seem–that there is something darker and more sinister at play.  What they find at the game’s conclusion is one of the most chilling and heart-wrenching endings ever for a game, or any other type of media for that matter.  It’s a story only a video game could tell.

WHY?While Nintendo is hard at work proving that video games can be for everybody–and are doing a fine job of such–Braid proves that video games don’t have to be for everybody, just like some books or movies are not for everybody.  It’s a deep narrative wrapped up in some of the most frustrating and difficult game play ever; overcoming the game’s challenges are less fun and more work, and bring about the kind of satisfaction that finishing a tough homework assignment or a hard day of lawn work grant.  On top of that, the ending doesn’t even give you the warm fuzzies, like any good video game ending should.  Why would anybody want to pursue such an arduous task for such a seemingly minuscule reward?  Because it reveals much about you as a person, it makes you think sharper and quicker, it makes you more attentive to details,, and it builds character.  Braid is the kind of hard-to-swallow-but-ultimately-good-for-you stuff that only the dusty classics are supposed to provide; it’s a game libraries would be wise to give attention.

WHO? Braid is a single-player game that is only available through digital download markets (Xbox 360 Live Arcade, Steam, Playstation Network, etc.).  This makes it hard to integrate into programming, or even collection development, at least as far as traditional library gaming programs are concerned.  Using the game to open discussion is the ideal implementation method here.  It is the perfect game for a “game of the month club” (think book clubs, just with video games).  It’s not the kind of game that casual gamers would enjoy, as its difficulty is legendary.  While not a multiplayer game, it might be a good thing to allow players to pass the controller around and work out solutions to the puzzles with real-life collaboration and brainstorming; this turns the game play segments into a social experience but may dilute the narrative element of the game–of course, one could always host a forum or club meeting around game design, using this game as the center piece.  All in all, if a librarian approaches Braid as centerpiece for exchanging ideas and promoting creative thinking, that librarian can’t go wrong.