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Bastion and the Big Company - Getting into Bastion

Posted Sep 21, 2011 at 4:00PM EST by Harrison E

Listed in: Xbox 360, PC Gaming Tags: bastion, reviews, warner bros
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Article Index
1. Bastion and the Big Company
2. Getting into Bastion
3. Story Elements
4. Final Thoughts About Bastion


The RPG elements of the game really help with adding a bit of flavour to the game. The elements range from little things such as levelling up to building brand new places on the Bastion such as a forgery and distillery. The distillery promotes some minor underage drinking musings but nothing harmful...as long as a kid doesn't know what a distillery is. The forgery brings you new weapons so you can kick more arse and before you know it, you're hacking and slashing like never before unless you fall off the edge of the floating world...which happens a lot.

 

When you die, you fall into the Bastion. It's a beautifully green landscape. The call of a crow, the hum of the cicadas in what looks like the freshest brightest spring day you've ever seen and somewhere standing on a golden and freshly cut pasture...is someone simply called Stranger...the narrator calls, he finds "another...he finds me", you can actually talk to the narrator and a beautiful guitar melody begins to play. Something akin to Neil Young or early Willie Nelson and I just want to sit here and turn up the soundtrack. It's monumental and oddly moving, but I must continue my quest.

 

But actually it's here, in the Bastion overworld, where the greatest plot element is revealed. It's a bit of a spoiler so if you want you can just play the first 30 minutes of the game or the demo and just wait for the words "subtlety is key".

 

bastionfight

Upon plot-assisted-death or what anyone who played the first Silent Hill and understood the opening without going, "Dude, wtf do I have to die, srsly, lame?!" the Bastion is essentially an overworld that actually helps you to different parts of the game world. The world itself acts as a land slowly growing and renewing, much like the game's landscapes during the gameplay. It's a beautiful landscape in a beautifully constructed game.

 

Subtlety is key here...with people who are made of ash, who when you smash to pieces the narrator gives a minor backstory to them and you either go "Sorry, my fault", or you chuckle unevenly. The game's key is playing with established video game and narration tropes and playing them with and against the player. Whilst some bits of narration and gameplay are expected, they're played into the story and atmospheric strengths, except for a few minor naming issues...such as "Something Heavy" and "Something Stringy", which I find lacking in creativity rather than subtley humourous, but I'll get to my gripes later.

 

Healing in the game is represented by fountains and tonics and the first time you hear the narrator talk about it, it seems real and almost like an advertisement for a fictional drink with the tagline "Sometimes you need a drink"...take all my money, now, magical narrator man.


"And then he falls to his death...I'm just foolin'" had me laughing so hard I annoyed my friend enough to throw a wireless mouse at me. I returned it sullenly and was told to keep writing or otherwise he'd not take my job as seriously. My friend is a coder and his work is serious business, whilst I takka takka away. 




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Comments 


 
+1 # RE: Bastion and the Big CompanyRyan F. 2011-09-21 21:53
Yeah, I dig the narrator in Bastion, could be cool if other games will implement it

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