I enjoyed the little "game" Reset by Roburky ; I use "game" in quotes because it's really an "experience". I don't really play many games any more, but I would enjoy playing little music-sync'ed experiences that have some interesting vision to them. (I'm also enjoying listening to the music of Trash80 as I work today). Sort of like the old Orisinal stuff in that it's really just an "interactive artistic moment". There's some interesting techniques in the Linger in Shadows demo; I'd love to see more creative and unusual render styles in video games.
I finally played a little Braid over the holidays. I didn't play enough to really feel like I have any opinion of it, but two things struck me : 1. I'm really going blind and need new glasses, because on a non-HD TV I was having trouble seeing WTF was going on (though my brother could see it just fine), and 2. it's really got a coherent artistic vision, and everything in the game, from the music to the render shaders to the art style, and the story and gameplay, all work together very well. It's something you almost never see any more. So many games these days are just a random hodgepodge of art and play elements and controls and GUIs that aren't coherent, don't match the universe, and don't contribute to an overall feeling.
I almost always write threaded code in a master/slave paradigm. That is, there is some master thread which is in charge of owning object lifetimes and creating slave threads and so on. I've never written anything significant which really does massively parallel cooperative multithreading, and I hope I never have to! Anyway, with almost all the Oodle stuff my threading paradigm is to make the library interfaces non thread safe, and then if you want to do things across threads you need to protect them for thread safety yourself; for example Files assume that only one thread is talking to them at a time. This is almost always the way I write threaded code - I don't like library calls that automatically do mutexes and such for me on every single call, I want to do it myself. I just realized today that I could actually use the single thread CRT in my multi threaded app. The MT CRT is really really really slow. For example, the MT CRT version of fgetc is 170 clocks instead of 10 clocks in the single threaded version. I can just use the single threaded CRT and protect it from bad threading manually. (I probably won't actually do this, instead I'll just avoid using the CRT altogether, but if for some reason you wanted to write a really high performance threaded app and still use the CRT, then I would recommend not using the MT CRT).