![]() ![]() This allows players to experiment freely with their weapons without fear of screwing them up. While this can sometimes be a difficult choice, it’s not a permanent one as once the upgrade is purchased, players can switch between either of them without cost simply by returning to the forge in the Bastion. In total, each weapon can be upgraded five times, and each time players will have to choose between two possible improvements. Players will also find crystals and special materials that can be used to upgrade weapons. Each weapon is unique and has its own strengths and weaknesses, and players can pick and choose to create any combination of two. With a shield and an evasive roll for defensive measures, these five tools are used to fight off a wide assortment of enemies that change at certain points in the story.Īs the game progresses, the Kid will discover a total of eleven weapons scattered throughout the remains of the old world. Essentially a hack ‘n’ slash brawler, the Kid can equip two weapons and one “secret skill” at a time. The gameplay is well balanced, provides an adjustable challenge, and features an impressive array of combat and customization options. Bastion seamlessly combines its story with gameplay so that both are experienced simultaneously, and it does so extremely well.Įven more remarkable is that Bastion isn’t just a one-trick pony. It’s exceedingly rare to go for more than a couple of minutes without hearing something new, and this is something that few, if any, other RPGs have ever managed to do. The narration is terrifically written, and the voicework is equally fantastic. As the game reaches its finale, players will not only discover who Rucks is telling this story to, but also why, and it leads to a particularly intriguing twist that makes the ending far more meaningful. Performing certain actions can sometimes trigger an ancillary aside, which helps make the story flow. The narration is overlaid with the game experience, with new parts of it emerging once the Kid reaches a certain point in the level. There aren’t any cutscenes to interfere with the tale at all. From start to finish, the entirety of the game is narrated by Rucks. What makes it interesting is how it’s told. Even the world itself goes largely unexplained, making it something of a mystery all the way to the end of the game. What’s interesting about Bastion‘s story isn’t so much the story itself - in fact, the events of the game and characters involved aren’t particularly intriguing. In the process, old conflicts reemerge and the true purpose of the Bastion is revealed. From there, the Kid heads out into the remnants of the world in search of the building blocks necessary to fix the Bastion. The Kid arrives at the Bastion, a safe haven that was built by his people in case of an emergency, where he meets Rucks, an old man who looks like Sean Connery and sounds like Samuel L. The game follows the exploits of “The Kid,” a voiceless protagonist who is one of the few survivors of a world-ending event simply called the Calamity. There is only one voice, the narrator, and Bastion is his story. ![]() Instead, the story is told the way one might tell a story around a campfire. There are no cutscenes to watch, no dialogue and witty banter to listen to. Bastion, the first title from Supergiant Games, doesn’t do that. But how often are we actually told a story? Sure, we absorb plenty of story in the games we enjoy, but we absorb it through dialogue and cutscenes, in the way one might watch a film. We fall in love with the world, exploring every nook and cranny to discover its history and secrets. We get invested in the characters, hanging on their every word. For many of us, a good story is the main reason we play RPGs. As RPGamers, we love ourselves a good story.
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