Bastion is a top-down, 2-D action game with light RPG elements and an amazing fusion of non-conventional storytelling and world building. The music is pretty good too.
Bastion doesn’t kick off with any sort of
background exposition or introductory cut-scene. The protagonist, a
white-haired and capable young man referred to as The Kid, wakes up one morning
to find the world has been destroyed. What ground remains now floats in the
sky, each individual piece rising up to form the way forward in a striking and unique
visual effect.
Bastion's art would be right at home in a children's book. |
The art is
bold and colorful, mostly slightly cartoony 2-D images. Characters are lightly
animated, although enemies do broadcast when they’re about to attack.
Atmospheric effects like rain, falling cinders, and clouds drifting below the
floating ground help bring the world to life.
A Proper Story
From the
moment the game begins Bastion is not
just experienced, but narrated. Every
action The Kid takes, every obstacle he overcomes, and every area, creature,
and object he encounters is described and commented on by an unseen Narrator
with a voice like honeyed whisky. The Narrator’s constant stream of commentary
and advice fit seamlessly into the game, slowly building up a world we know
nothing about into a place rich with history and flavor.
The Narrator blames the destruction on an
event he calls The Calamity. His understated, sorrowful descriptions of the now
obliterated city of Caelondia and the regions beyond bring the world to life
and make the destruction of a world we’ve never seen before actually mean
something. Close listeners may catch on that the Narrator may not be giving a completely unbiased description of past events, but there is no denying
that his voice defines the game.
The Narrator gets a bit morally suspect as the game progresses. He has his reasons. |
Bastion is mission based, with the Narrator
directing the Kid to surviving locations of interest. Each mission is a digestible
twenty minutes or so of exploration and combat. It’s not possible to save in
mid-mission, but they’re never long enough to become tedious. Successful
completion allows you to improve the central hub, the Bastion itself,
constructing buildings like workshops to upgrade your weapons or a memorial
that unlocks lucrative in-game achievements.
(Note: Bastion is the name of the game. The
Bastion is the game’s central location and the focus of much of the story.)
“A Cross
Between a Zoo and a Prison Break.”
While the
people of Caelondia were destroyed by the Calamity a great many creatures,
security systems, and other hazards remain. Combat is fast paced and finely
tuned, rewarding both good reflexes and intelligent tactics. The basic lock-on
system is handy but not critical. To defend himself the Kid can carry a mere
two weapons at a time, plus a single special ability. Weapons range from more
primitive gear like a fast-striking machete and sniper bow to surprisingly
advanced tech like a short range flamethrower and devastating mortar.
Anklegators attack from below. Keep moving. |
While all of
Bastion’s weapons are useful
considering the right load-out for the challenge at hand is critical. The bow
or carbine are great for clearing a field of turrets or thorn-throwing
Pincushion plants, but won’t be much use against a swarm of fast-moving flyers.
You can’t change your equipment on the fly, though new weapons are introduced
just when needed. Both The Kid and other creatures can be sent hurtling over
the edge into the abyss, though the Kid always lands back on solid ground with
minor injuries.
On the
defensive the Kid has an extremely handy evasive Roll and an indestructible
shield that offers near total protection in whatever direction you’re facing.
You can’t attack while shielding yourself, but you can still move at a reduced
rate and bring it up just as an enemy is attacking to reflect the damage back
in his face. Quick and skillful use of both abilities will let you avoid most
damage.
“A Mighty Fast Learner.”
Special Skills
are powerful, often enough to function as a panic button, but consume one of a
limited supply of Tonics when used. Some are tied to specific weapons and let
them perform unique and even screen-clearing attacks. Others grant more general
abilities like summoning allies or snaring nearby enemies in place. The one
Special Skill at a time limit feels a little strict and means many will never
see use. A limit of three hot-keyed skills at a time, all pulling from your
same limited stock of Tonics, would have been fair while allowing more diverse
tactics.
Each weapon has a bonus level that tests your skills. Here The Kid must defeat enemies with only the Shield. |
Bastion isn’t quite an action-RPG in the
vein of Diablo but you do earn XP and
level up, slightly increasing your health and increasing the number of slots
allowed for passive perks. Amusingly enough these perks are granted by various
alcoholic drinks from the Bastion’s distillery, implying The Kid is constantly wasted
through his entire adventure. With enough money and raw materials weapons can
also be upgraded through several tiers of mutually exclusive improvements. Your
choice of upgrades and alcoholic perks can be freely changed between missions,
so if one is giving you trouble tuning your load-out and trying again is an
entirely valid.
“The Gods… they’re all Undone.”
By default this
is a forgiving game. The Kid’s defensive abilities and stock of healing potions
will see him through most battles, and for those only interested in the art and
story there’s a “No Sweat” mode that allows unlimited continues. The focus is
on delivering a diverse rather than a grueling array of challenges. One mission
has you racing across a series of collapsing pathways, while another has you
fending off ambushes in neck high grass. There’s always some new weapon, enemy,
or mechanic to familiarize yourself with, right up until the very end where
many games have long since emptied their hand.
The Narrator has something to say about everything you find. |
For those
who crave a greater challenge Bastion
has a surprisingly elegant system that lets the difficulty to be tuned to taste.
As you upgrade the Bastion you eventually construct a shrine, containing idols
to the various gods of the Caelondian Pantheon. Each idol you invoke grants a
stacking bonus to money and XP rewards, but also grants enemies a specific power
like increased speed or exploding on death. Invoke the aid of enough gods and Bastion starts to become an altogether
more brutal game.
The battle
hungry can also tackle a series of optional arena-style dream sequences. These
pit The Kid against waves of monsters to earn yet more money and XP, while the
Narrator explains a character’s back-story in greater detail. These sequences
aren’t necessary to complete the game, but they’re a good place to test
different weapon load-outs and the secrets revealed add much to the
characterization of Bastion’s small
cast of Calamity survivors.
Coming Home
While I
can’t fault Bastion’s gameplay and
combat it is ultimately the story and world that make the game a unique and
memorable experience. Before the Calamity this was a world of bold pioneers,
vast, hostile wilderness, terrible ethnic conflicts, and reckless technological
advancement. Western and Steampunk elements blend cleanly into the narrative
and art. The handful of characters are well developed, likeable, and believable,
even if you never hear most of them speak. The game is a triumph of
non-traditional storytelling and world building.
Rare voiced illustrations help bring the cast to life. |
The
Soundtrack is a stand out and well worth a listen. It makes good use of guitar
and harmonica to give a Western flavor while maintaining a distinct identity.
The few songs with vocals are used to great effect during the game and final
credit sequence.
Finally it’s
worth mentioning that Bastion has an
excellent New Game + mode to help extend its playable life. You’re unlikely to
reach the maximum level or be able to afford all upgrades the first time
through, but you can bring all that progress with you on restarting the
campaign. There are multiple endings to experience, and the second play-through
gives you a few extra options and perks that weren’t available the first time
around.
Reasons to
Play: Vivid, unconventional world-building. Satisfying and tightly tuned
isometric combat engine. Clever adjustable difficulty mechanic. Constant stream
of new weapons, mechanics and challenges. Excellent Soundtrack.
Reasons to
Pass: Intense fear of falling off the world? None, really.
Articles copyright James Cousar, games and images copyright their respective owners.