“War was always here. Before man was, war waited for him. The ultimate trade awaiting its ultimate practitioner.”
― Cormac McCarthy, Blood Meridian, or the Evening Redness in the West

A Safe Place Amongst the Ruins
When I first got my PS4 in 2014, I had already been devouring gaming content on the internet and was aware of some of the big indie games. Super Meat Boy, Nuclear Throne, Fez–hell, I had already played Cave Story on my 3DS by then–all these games I was super excited to play once I got my shiny new console. Only thing is, I never finished any of them. Call it decision paralysis, but I bought so many games when I first got the console that I spent maybe an hour in each of these games before moving on to something else. Another game I bought right around the same time was Bastion, the indie darling of 2011, and first game made by now legendary developer, Supergiant Games. I liked Bastion enough from what I played of it, but nothing about it really grabbed me and pulled me in. Looking back, I’m not sure why, because Bastion is truly a special game. And, well, every proper blog is supposed to start at the beginning…
A narrator introduces the main character as he wakes up in a bed on a chuck of floor floating in the sky. The character is only ever referred to as the Kid–in a very Blood Meridian way–and the narrator speaks of the Calamity that has broken up and wiped out most of the city you live in, Caelondia. They speak of the Bastion, the place your people have agreed to meet at in times of trouble, and you head out for it. As you do, fragments of ground will suddenly fly up to create a path in front of your feet. The visuals of Bastion are immediately striking. The game uses hand-drawn art–a staple of Supergiant’s games–and it is all extremely detailed, vividly colorful, and absolutely gorgeous. The art helps make everything in the game interesting to look at, but mixed with the isometric camera, I found it hard to tell where the edges of the world was and often fell off due to it. That is a common problem with any isometric game, but the insane lushness of the art only made determining what was a safe piece of land to stand on harder. Luckily, falling off the edge of the world is only penalized with a second of wasted time as you fall back on the level and a small bit of damage being taken. Like the art, the music in the game is also great. An interesting mix of twangy folk, fuzzy and distorted rock, and trippy hip hop beats–my favorite track in the game being “Brusher Patrol.”

The short journey to the Bastion will take the player through a tutorial level where you can get a feel for the combat and the isometric view of the game, all while the narrator comments on the player’s actions and provides small details about the world around you. Once you reach the Bastion, the Kid meets the narrator himself, an old man named Rucks, and is informed that to rebuild and repower the Bastion, the Kid will have to adventure out into the world to collect cores. The game is broken up into rather short levels, all with unique visuals and gimmicks to them. Of course, there are enemies to fight through in order to get to the Core you’ve come to find. Be them wild creatures, members of the Gasfellow race, or soldiers from the enemy Ura people, the Kid must get through them all in order to get what he came for in hopes of saving his community.
The combat in the game is serviceable–nothing amazing, but it doesn’t do anything wrong either–but the game shines with the variety of weapons and the customizability offered to the player. Weapons are divided into melee and long range weapons, all varied with how they handle, and all with different strengths and weaknesses. You can also learn special techniques that can help in battle. Some of these require certain weapons to perform, while others are agnostic, like the ability to summon a Squirt to fight alongside you or throw grenades. Weapons can be upgraded once a Forge is built in the Bastion and they can be swapped around to choose a loadout at an Arsenal in the Bastion or in a level.

Building structures in the Bastion is what the Cores are used for in the game. There are six buildings to create and they all aid the player in levels. Passive perks can be equipped at the Distillery, items can be bought at the Lost and Found, the Memorial gives the player objectives to complete in the game for rewards, and the Shrine allows the player to pray to different gods. Doing this will give the player more exp and money in levels, but also adds a difficulty modifier to the game. Enemies may hit harder or move fast, they might leave little bombs behind that explode a second after they die, or the Kid’s movement speed might be reduced if hit. This difficulty system is really interesting due to its tactileness, how it allows the player to change up the game feel as they see fit and benefit from it. The Shrine mechanic tied with the customizability of weapons and loadouts add a ton of replayability to the game.
But, as much as I am a mechanics driven player, gameplay isn’t everything. Supergiant Games has been constantly praised for making games with not only satisfying gameplay, but engaging and emotional storytelling, and it clearly started here with Bastion.

Along his travels, the Kid will meet a couple survivors and bring them back to the safety of the Bastion. They are from the Ura people, the same ones the Caelondians were warring with before the Calamity. The young man, Zulf, was an ambassador to Caelondia trying to bring peace between the two nations. The woman is Zia, an Ura woman who was born and raised in Caelondia. The player can learn more about them and the history of the world surrounding them by asking them about items they find while exploring levels or by fighting in Who Knows Where, a gauntlet level where the play fights through hordes of enemies as the Rucks tells the backstory of characters and the world of the game. The differences in nationality or the fact that they were at war with each other, does nothing to prevent Zulf and Zia making fast friends with the Kid and Rucks. All is well in the Bastion for a bit. That is, until the Kid finds a journal from Zia’s father out in the world and Zulf reads the true cause behind the Calamity.
Without wanting to spoil the twists and turns of the plot in the second half of Bastion, all I will say is that the Calamity has similarities to the Manhattan Project. It is a story of trying to rebuild after destruction, attempting to make sense of a world blow to bits, and accepting responsibility for things out of your control. Because the characters in the game had nothing to do with the Calamity, except maybe Rucks, but they are left shouldering the burden of what to do in response to it. Some seek revenge, some seek only the truth, and the ultimate decision of reversing the Calamity in hopes it will not happen again or accepting the world as it now is and trying to move past the atrocity is left up to the Kid, and therefore the player.
Bastion is a strange game to talk about because there’s not one thing I can point to and say is done better than any other game I’ve played. But I still came out of it extremely positive and I would recommend it to anyone interested in video games. It’s not one thing the game does well, but everything, from gameplay, to world building (both story- and mechanic-wise), to narrative structure, to the tactileness the game offers the player, to the gorgeous art and incredible soundtrack. It’s done with equal attention and given equal importance, it’s all melded into one, and the game feels stronger for it. Bastion is a game that wants to engage the player both on a fun level and on an emotional level, and it succeeds at both. At the end of the day, that is the best thing I can ever hope to say about a game.














































