Bastion - my surprise Game of the Year

I just finished playing through Bastion, and I’m just stunned by how great it was. For those who haven’t heard of it, Bastion is an isometric action RPG from the indie developer Supergiant Games. It combines stellar hack-n-slash gameplay, gorgeously evocative art, a wonderful story in the desolate Western vein of Cormac McCarthy, and the best sound design I’ve ever heard in a game. You can get a sense of the game’s atmosphere from the trailer, but it only hints at the brilliance within.

The sound design, in particular, deserves some elaboration, because it’s what sets Bastion apart from any game I’ve played. Bastion’s unique selling point is what the developers call “dynamic narration”: the game features a narrator who tells the story of the game as you play it, reacting to the player’s moves. For example, if the player spends some time smashing background objects, the narrator will say, “Kid just rages for awhile.” There is almost no other dialogue - rather than forcing the player to pause for exposition, the narrator simply delivers it as you play. The end result is a sense that you’re listening to a great storyteller do his thing while living out the story itself, simultaneously.

What makes this work is the quality of the writing and voice acting. The narrator’s voice is equal parts Ron Perlman and Sam Elliot, a worn and husky older man with a dry sense of humor. He never just blandly describes what you’re doing - there’s no “Kid attacks the monster with the hammer,” nor is there any fourth wall-breaking “Kid needs to press the left trigger to block” kind of stuff. It’s far cleverer than that. Instead, the narrator’s words might use your actions to provide character motivation, give insight into the world around you and the Calamity that destroyed it, or even congratulate you when your performance in a fight is especially impressive. Every line is carefully tuned to deliver the maximum amount of story in the minimum number of words (and importantly, the lines never, ever repeat).

For example, in the first fifteen minutes of the game, you find your first weapon, a massive stone hammer. The narrator remarks, “Finds his lifelong friend, just lyin’ in the road.” His words not only inform the player that the hammer is a tool to be taken, but also advance the player’s understanding of his character as a hard-working, blue-collar kind of guy who keeps to himself. There’s a moment later where the player runs across the body of a barkeeper he knew, burned so quickly in the Calamity that he remains a pillar of ashes with features intact. If the player destroys the ash pillar with his hammer, the narrator notes, “Rodney always wanted his ashes scattered here.” It’s a haunting moment that does more to color this post-apocalyptic world than any thousand over-bloomed brown desert environments with mutated zombie hordes could.

Anyway, if you haven’t yet played the game, I highly, highly recommend it. It’s available on both Xbox Live Arcade and on Steam. I haven’t spoken too much about the story, because it’s something that should be experienced unspoiled, but I’ll just say that Bastion has one of the best video game stories I’ve completed. It’s one of the few with an ending that feels satisfying both thematically and in terms of completing the plot. *Bastion *also has one hell of a soundtrack, which matches the melancholy fantasy-Western setting beautifully.

If you have played through the game, I’d love to hear your thoughts on the story. In particular…

What choices did you make at the end of the game? I was impressed at how neither choice was presented as a traditional Bioware-style “GOOD vs EVIL” moral decision. Instead, I had the rare experience of feeling genuinely conflicted both times. Ultimately, I chose to carry Zulf’s body and to Evacuate for my first playthrough, but will be going through the game again so I can see what happens for the alternate choices as well. I do have to say that the sequence immediately following the decision to carry Zulf is one of the most powerful I’ve ever experienced in a video game. For a game that relied so heavily on spoken dialogue up to that point, it was incredible how the Ura army’s reaction to that decision plays out without them speaking a single word.

Agreed with everything said, my game of the year also.

Replay was also fun. The game allows you to selectively ramp up the challenge and difficulty as you continue to upgrade weapons. All of the weapons are effective in their own ways, and it does a great job of allowing you to decide for yourself what is a fun tactic to use through the levels.

This is the only game soundtrack I’ve ever bought, and is one of my favorites to listen to.

I did the carry the body and the descend out into the world the first playthrough, and it was very emotionally effective. My 2nd playthrough used the kill them all and reboot the bastion and felt hollow in comparision.

My preferred weapon combo was the flamethrower and the brush pike. Kicked all kinds of butt.

For the next 12-ish hours, Bastion is available for 5 dollars through steam. Do yourself a favor and buy this game. It’s every bit as amazing as the OP says.

I really enjoyed the narration, and I thought the worldbuilding was thoroughly intriguing; I liked the choices at the end (particularly “carry Zulf”) but overall the game mechanics themselves kept this from being “game of the year” sort of material for me. I mean, there’s nothing WRONG with them, I guess, but the gameplay itself felt kinda mashy and not really skill-rewarding.

I’d give Bastion an 8/10, and not an inflated, “game industry review” 8 out of 10, but a real, honest to goodness real 8/10. A “very fine product, but has some clear room for improvement” sort of thing.

My game of the year? Heck if I know. =/ I can’t even remember all the games I played this year. :stuck_out_tongue:

I praised it in the Steam sale thread, and I stand by it. My brother and my niece also ended up buying it on my recommendation. She was still downloading it when I left, I think, but he had already spent hours playing it and loved the narrative style.

Random thing I love about the game: coming out of the arsenal with a new weapon combo, and listening to what the narrator says about it. My favorite was coming out with the cannon and the mortar. I didn’t plan to stick with it, but I had to get his take on the pairing.

“Okay, now, that’s just plain overkill. I mean, come on.”

:slight_smile:

[spoiler]
I also chose to carry Zulf, and I agree that the resulting sequence is wonderful. I don’t know if I will actually be able to choose otherwise in a future playthrough, because it seemed so right. I had actually gone so far as to refuse to attack any of the Ura except the ones who assaulted the Bastion. The ones I couldn’t get by without fighting I only used shield counters on; essentially, I let them kill themselves, if they insisted. It’s been a while since I’ve been sufficiently immersed in a story to stick to a much more difficult tactic for story reasons.

I chose to evacuate. It wasn’t that easy a decision–was it really that different from condemning all those people whose ashen forms I’d passed to death? On the other hand, would restoration accomplish anything other than forcing them to die all over again?[/spoiler]

I sort of stumbled across this game. Someone on the Steam forums was lamenting that Bulletstorm was something like $15 in his region while it was only $5 on sale in the US. I offered to buy it for him and trade it and he offered to buy me Bastion since they were both five bucks that day. I was mainly just looking to do him a Yuletide favor but I guess karma worked for me because it’s a really nice game I wouldn’t have looked at otherwise.

I only played it through the Steam gift achievement but it’s definitely something I’ll return to quickly. The narration was an instant hit with me and I actually felt some remorse when I smashed a “statue” looking for loot and he said (paraphrased) “Mrs So-and-so spent years trying to teach the boy manners. He never learned any.”

And I chose the opposite for more or less the same reason - there’s a chance that things will turn out better the next time. I’m not a believer in predestination or anything.

I just purchased this game the other day, and I love the narration, the story, and most of the gameplay…but I don’t like the isometric view/controls…I keep falling off of the ledges because I have to always walk “diagonally” to essentially go straight.

[spoiler]It’s not so much a matter of predestination as proceeding from the same starting conditions. At one point, Rucks said that he wished he could say he’d never forget the Kid; that seems to imply that he expects the restoration to erase their memories, and since he created the Bastion, he ought to know. If no one remembers the Calamity, and all the other initial conditions are the same, why would we expect a different outcome? In fact, I don’t think it’s unreasonable to wonder just how many times the Kid has built the Bastion. Each time, the chain of events restarts with all of its terrible momentum intact; Venn and the Mancers create the Calamity weapon, Venn’s escape attempt fails, he sabotages the weapon, and the Calamity unfolds yet again.

Maybe the cycle can only be broken at a critical moment when tiny differences can change the outcome–like, say, a terrible decision that must be made over and over until all the little quantum variations happen to push it the other way.

On the other hand, one of those critical moments could also come earlier in the story, with Zia or Rucks doing something differently–something as simple as Zia not bringing a boy to meet her father might change things. For that matter, if you repeat it enough times, the Calamity weapon might spontaneously evaporate in one loop before it can be used. I suppose the question is, how many times do you roll a trillion dice, hoping they all come up sixes at once?[/spoiler]

I occasionally switch to a gamepad for the “you-need-to-move-really-quickly parts” for that reason.

…like the training grounds for the repeater gun. It’s a real pain in the ass to do that with a keyboard since you have limited time to shoot all the targets since the floor is collapsing behind you. And you pretty much have to roll because walking is too slow. But the corridors are all on an angle. Rolling diagonally is very difficult. After failing getting all the targets after about 10 tries, I switched to a gamepad and it only took me two or three more.

I imagine using the full mouse control would work as well (since left click indicates where you want to go). But that requires a mouse with at least four buttons. (Which I have, but I find the gamepad works well enough).

Good game but not GoY for me by a long shot.

I grabbed it on steam for $5 and it is well worth the money. It is a fairly button mashy game though. I play with the 360 controller so it’s pretty smooth to control.

I’d give it an 8.237/10.

As many times as it takes, if it doesn’t cost you anything to make the roll. Especially when thousands of lives are at stake. You could, I suppose, argue that this -does- cost something, but only “until” you succeed.

[spoiler]That’s assuming you succeed every time. If you keep trying, waiting for random events to nudge things enough to break the loop, it could break for you or against you. Just as the Calamity device could spontaneously evaporate, the Calamity Cannon could spontaneously explode in the Kid’s hand, killing him instantly. Without the Kid, the Bastion would never be completed, and the cycle would break…but everyone who died would still be dead, and Rucks and Zia would be stranded on a shattered Bastion, never to escape.

Every pair of those trillion dice could come up snake eyes instead of boxcars.[/spoiler]

I’m looking forward to trying this game once I finish my second playthrough of Skyrim.

Since it’s a hack and slash type RPG, are there various hero builds you can make to give unique combat experiences?

You can customize a bit, mostly in your weapon selection, weapon upgrades, special skills, and booze perks. (Yes, I said booze perks. More on that in a bit.)

At any time, you can have two standard attacks in your load-out, so that gives you some options. You can choose to use a hammer in melee and a bow at range, for example, or go all ranged with the cannon and mortar combo I mentioned above. There are 11 weapons you can use in any combination, and you can swap them out at the Bastion once you’ve built an arsenal, or at any arsenal you find in other areas.

You can also have one secret skill in your load-out at any time. These give you extra things you can do as long as you have Black Tonics to fuel them. Some of them are special attacks with specific weapons, while others work independently–there’s a whirlwind attack that lets you spin around with the hammer, for instance, and a Squirt Lure that lets you summon a friendly critter to fight for you.

Each weapon has five upgrade tiers, and each tier has two possible effects. Once you’ve upgraded a weapon to unlock a tier, you can switch between the effects for that tier at the forge. The first tier for the hammer, for instance, offers a choice between the Sledge Head (+50% damage) or the Battle Head (+10% critical hit chance).

Now, about the booze. There are 19 spirits that you can equip. They provide a wide variety of passive effects: extra health, extra continues, damaging enemies when they attack you, letting you carry more health tonics, and so forth. You can only have one spirit equipped per level, and you can swap them out at the distillery.

To clarify a bit, each of the weapons is quite different from the others. Playing the game through with a scrap musket is a much different experience from playing the game through with the machete. Even among weapon types the playstyle difference is huge. A hammer plays very differently from a pike, and a bow plays very differently from a repeater crossbow, for example. Also, the alcohol spirit attachments range from what I like to call “accountant perks” that give +X% and other such not-very-fun bonuses, to actual honest-to-goodness game style changing abilities, like gaining health from timing your shield blocks perfectly, leeching health with damage dealt (while reducing other sources of health gain), avoiding a killing blow suffered, dealing damage to enemies when you fall, and stuff like that. Mixing and matching different spirits and weapons/skill loadouts leads to a surprisingly wide amount of playstyle choices.

I am so stealing “accountant perks” the next time I review an RPG.

I have an odd and probably pointless question for other players. Has anyone noticed the little gear objects that show up in a few places? They look like the same gear as the crest, embedded in what appears to be a pile of ash. They disappear if you walk over them, but I haven’t noticed any effect of doing so yet. The only specific location I remember where you see one is in the Smoking Pipe gauntlet, behind one of the pillars around the upper sky bridge point. (You can see it at about 1:19 in this video, if you look closely.)

Do you think they represent something? Maybe (probably) I’m just paying too much attention to one more tiny bit of scenery that you can accidentally smash, but most stuff has to actually be hit with a weapon to go poof.

If I remember right, they’re just bonus points.

Those are just a different type of shard, worth 5 shards.

I feel like something might’ve been odd in my playthrough regarding the decision at the end:

I chose to carry Zulf. People upthread commented about how what follows is remarkable. But I’m not sure anything remarkable happened on my end - as I carried him past the ura, a few of them shot at me, a few stood still, a few melee characters attacked the walls between themselves and me useless. Was that some sort of glitch?

Could someone describe the results of choosing not to carry at the end, and evacuation?