[Editor's Note - For atmospheric effect, I am totally putting on an accent. I am not, however, promising it'll be good]
Near release, there could be heard a murmuring, a whispered anticipation, bout a game by the namea Bastion
Was this the little indie game that could? Could be.
Nineteen months on, Bastion
done risen the ranks to Poster Boy for Indie
gaming. Agreed, aint no shortage of posters in that outfit. But Bastion’s
is not a one easily mistaken.
There’s a story here. I’m going tell it.
Short version - It’s great. Real great. Powerful great.
If you’re in the mood for the unabridged account though, settle that keister...Supergiant Games
announced themselves something spectacular back in June of 2011. Showcased at Penny Arcade’s Expo
nine months prior, folks expected something special.
And what they got was Bastion
Six months pass and Supergiant
shift moret’n 500,000 copies of this isometric hand drawn tapestry. December 2011 rolls up, alongside it the Google Chrome Browser
feels right at home. Sales soar. Awards rain down.
But why the fuss?
Most games’re handsome. But few draw themselves ‘round you, dropping chunks of lush greenery, and neon slate right underfoot as you canter ‘bout, six-shooters circling your digits.
Plenty games holster some firepower. Hell, trick is finding one that don’t! Sure, Bastion
drip feeds scatterguns and machetes, repeating pistols and warhammers, hand grenades and deflecting shields. And sure there’s little unique about that. It’s varied. It’s basic. But with fourteen weapons, a score of vitalizing tonics and ten twisted deities to contort gameplay into a mighty challenging venture, Bastion
makes a solid meal of it.
How and ever, Bastion’s
true beauty won’t be found through the thumbs, nor even the eyes.
Naw, you gotta listen for it.
With a soundtrack composed by one Darren Korb
, tunes evoke a recollection of the frontier. Though a splash of the fantastical leaves a mark, and maybe just a whiff of the psychotropic... “Build That Wall
” sung out the pipes of Ashley Barrett
, even found its way to an award or two.
Hell, so did Bastion’s
wider melodic metre.
Narrative’s a term ferried about some with Video Games. ‘Specially this weather. Most’ll settle for a cut-scene. Sometimes a scrolla text, of the explanatory flavour.Supergiant
had the wit to add a narrator.
Frames the narrative.
Southern drawl of Logan Cunningham
sets more than the mood.
Pace and tension see a seeing-to too.
Cant step for two minutes without a line of dialogue (witty, and of three thousand) tickling yer intrigue, yer funny-bone or hurrying you along.Bastion’s
a tale ‘bout a kid, waking up in a calamity. Who’s the architect? Whassa kid’s deal? Where’re the other survivors? And why does the road literally rise to meet this kid’s footfall? You got questions. Bastion
aint no one thing. A game of role playing. A scrap of slung guns, brawl o’ blunted swords. A tapestry (said it twice, reason for it) of colour, of sound, woven about your head. Bastion
aint no one thing. But if it were, it’d be a story, gently told and of a scope both epic and intimate.Bastion
ain’t a tale worth hearing.
Other types trade on that. Bastion
is a video game.
Arguably, the arcade’s best.
It’s an art most interactive.
A puzzle awaiting its solution.Bastain
ain’t a tale worth hearing.
It’s a tale worth telling.