I played a couple of awesome games this week and I’d like to talk about them (one more than the other, but I promise they are both quite good.) Some of this will be repeated by me when the next episode of the Godcast is released, but I think it’s worth reading/hearing twice. ;)

On Monday I snagged Petri Purho’s Choke on my Groundhog, YOU BASTARD ROBOTS. It’s a Windows game, and well worth your time. Games like this make me very happy; there are no strict penalties for slow reflexes. It’s an old school shooter with an insanely enjoyable spin. I don’t want to give too much away, because I think the process of figuring out a game like this is almost as much fun as the gameplay itself. My only real complaint is that the game is too short, but in the comments on Petri’s blog you can find information about creating your own levels.

I find it refreshing to play a game that is just all about fun. There is no score. There is no limit to how many lives you have. Actually, being bad at the game makes it more fun. It’s a very clever game that you can play for five or ten minutes and walk away feeling very satisfied that it was time well spent.

On Wednesday, I read a post on Petri’s blog about Braid, which was released on Xbox Live Arcade that day. I have been follwing Petri’s blog since I first saw Crayon Physics last year. I’ve played many of the games he has posted and have come to respect him as a developer and a game designer. So when he said that he was planning to go out and buy an Xbox 360 just so he could play Braid, I figured that I should play it too.

If you own an Xbox 360, I hereby declare that you are obligated to purchase, play, and love Braid. Some people may look at the 1200MSP price tag and cringe. Worry not, fellow gamers, this title is well worth the money.

Braid is a side-scrolling platformer that feels very comfortable. It’s a puzzle game that is all about time manipulation. Since you are free to move back in time, there are no strict penalties for death. If you die at the end of a level, there is no need to start all over. Just rewind a little bit and try that jump again.

There are six worlds and each has its own rules for how time works. Figuring out what the trick is at the start of each world was a lot of fun. The puzzles are all very reasonable, as well. Some are easy and some are really hard, but they’re always reasonable. A lot of care went into the design of this game. If you are having trouble figuring out a particular puzzle, you can move on and come back later. The game isn’t linear.

It didn’t take me long to finish the game, but I think I would still rank it in my top 10 games of all time. It is an experience that will stick with me. Braid is a game with a message. I think I know what it was trying to tell me, but I could easily be wrong. This is a game that cries out, “Please discuss me with your friends!” Jonathan Blow and David Hellman have made a wonderful product and are worthy of our praise.

Now that I mentioned David, I supposed I should also note that the game looks beautiful. Screenshots don’t do it justice. Everything is constantly moving and the backgrounds can get extremely colorful. I’m sure that the painted visual style of the game has something to do with Braid’s overall message. So much thought went into this game that I can’t imagine any design decisions were made just because they would “look cool.”

Thanks to Jonathan and David for making a great game that made me think. Thanks to Petri for making such a strong recommendation and convincing me to buy a game that I otherwise would have probably overlooked. And, most of all, thanks to everybody who buys this game and supports the future development of great independent titles. I could definitely stand to see more of this on XBLA.