Months later, having actually played the game now, I feel I can form a better response to this review.
Spoilers abound. No, really.
I thought it became reasonably obvious what Braid was about. The story has two main strands, which seem arbitrary to begin with, but they do slot into place. It presents a young man searching for a lost love, and later the story of those who invented the atomic bomb. These are the two ends of the spectrum of what Braid is trying to say: that sometimes we get so caught up in our own personal goals that we lose sight of the bigger picture, which can be disastrous. On the surface, Tim realises that, ultimately, no matter what he'd done, his princess would have fallen in love with someone else. His search for her (and is it even a search? Or is it just his memories playing back, or his mind playing tricks) was always going to be in vain, because you ultimately can't change the outcome. That in itself is a pretty courageous statement to make in a game where the mechanics are all about going back and doing things differently. It's actually a bit BioShock, but Braid has the guts to see it through.
In the last level, we go back and view the events with hindsight, and realise the only reason the princess is "always in another castle" is because she doesn't want you to find her. And when it's at least heavily implied that Tim may have been part of the Manhattan Project that built the a-bomb, that's kind of understandable. But again, Tim lost sight of this. And now he's going to have to live with the fact that his actions, across a broad spectrum of scenarios, led to bad things, for both himself and the wider world. Because no amount of looking back and regretting is going to change what happened.
(Of course, it's also quite likely that the "princess" story didn't happen at all. It's all about Tim's obssessive mind. If we assume the princess to be representative of the bomb, and his search for her to represent his guilt, we can infer that he'd love to go find the bomb and take it back, but ultimately the world has already embraced it, so he never can.)
It's funny, because you state that the story was largely irrelevant to your enjoyment, but it seems so intrinsically linked. Because your final judgement is that it's a good puzzle game with an extraneous and confusing narrative, and nothing more. But it is something more. You could argue that it's not successful because of a multitude of issues with the presentation of the themes, but you can't say it's irrelevant. It's key. If you vibe with the story, you're going to love it; if you don't, you probably won't as much. You didn't, and that's fine, but it seems to do Braid a great disservice to gloss over what was undoubtedly Blow's foremost focus and statement with his game.
What I say now is in no way meant to be a mean comment or a remark about your quality as a reviewer, but it's something I now feel quite passionate about. So apologies in advance if this gets a little ranty (and if I didn't respect your opinion on this sort of stuff, I'd not bother getting worked up about it at all, so take it as a compliment if anything).
As such, this strikes me as an unfathomably ignorant review. Surely the best game criticism attempts to see what makes a game tick, and then analyse it on that basis. This review identifies what makes the game tick, then completely dismisses that facet of the experience. It's exactly the same as reviewing an action game and saying "I hate first-person shooters. It's ridiculous that people are getting so giddy about the gunplay, 'cause all it is is shooting baddies." Okay, maybe that's an extreme example, but it fits under the same banner.
I suppose what I mean is this:
Most games establish their gameplay mechanics then work a story around them. It's usually the story that's fairly arbitrary. If Half-Life 2 had a completely different setting and characters, it'd be perfectly feasible to have the game play out in exactly the same way, because the core mechanics are the point.
In Braid, the story is the point, and I'd argue that the game is largely extraneous. In terms of it being a 2D puzzle-platformer at least - the time-manipulation is kind of essential, but it could be a third-person 3D adventure game and still do ultimately the same thing.
So it's a back-to-front view on the game. I'd say the same was true of my Gears of War 2 review. I criticised that for just being a game about shooting baddies, but ultimately, that's the point of it, and the story is secondary. Here, the point is the story, and everything else is secondary.
So I wouldn't be worked up if you'd analysed the story and come to the conclusion that it was unsuccessful because of A, B and C. I'm worked up because you claim the story is irrelevant. Which just doesn't make any sense to me.
(I also didn't find any of it pretentious at all. What did you find pretentious about it? The fragmented presentation? A whole load of acclaimed narratives use that method, so to pick one out that was criticised seems a bit of a cheap shot. For me, the story was earnest, touching and very human. Nothing arrogant or pompous about it.)
Argh, it did get ranty. Sorry. I love you really. Kisses.