I watched Dan beat Braid the other day, a quirky, lovable game that takes all time/space game conventions and weaves them into great, satisfying puzzles that unravel into an allegorical tale about the atom bomb. Atom bomb? You are probably wondering what strain of mary I'm smoking. I orginally wanted to do a story analysis of the game, but I think this article does it perfectly, explaining what each puzzle mechanic stands for, and what the game really means.
And that's great that a game can be such a wholly personal and artistic expression. I'm all for that, really. But it does reek a tiny bit of Jenova Chen syndrome, though. These days what I really want to see is the fun. Pure, delicious fun filtered through the natural aquifers of untamed enthusiasm, with no artificial shame and preservatives added.
This will have to do: