![]() ![]() It provides the illusion of depth and freshness, without really delivering any substance. Sometimes he’ll say things that don’t really gel with your actions (for instance, saying The Kid “doesn’t stop” even if you’ve not moved the character) and it’s made far, far too obvious just how blatantly scripted it is. I’d go as far as to say that Bastion‘s narrator does nothing that hasn’t been seen already in inXile’s A Bard’s Tale, which earns more credit due to the fact that it was more entertaining. He’s not really that dynamic, only making a few token comments on fairly standard activities. It’s worth noting that the narrator, despite all the hype surrounding his ability to dynamically commentate your progress, is mostly a case of smoke-and-mirrors. You only have a rough idea of where enemies are on the map thanks their 2D nature, so missing an opportunity is far from uncommon. The perspective and art also conspires with the targeting system to make combat doubly irritating. Thanks to the 2D art and isometric perspective, it’s all too easy to fall off the game’s many, many ledges and lose valuable hit points. The whole “floating dungeon” gimmick leads to frustration as well, despite looking incredibly cool. Ranged attacks are just as likely to miss as to hit, while melee is often a total crapshoot. Close-quarter combat consists of bare-bones button mashing, and the auto-targeting system barely works. Even the art style, as pretty as it is, makes one think of the types of casual RPGs you see advertised on Web site banner ads, a feeling enhanced by the rudimentary animation. For all its style and attempts at depth, Bastion plays no better than an average browser-based free-to-play MMORPG. Sadly, it also has some glaring problems and often fails to live up to the lofty goals it has set itself. Countering becomes a crucial way of dealing with projectiles later in the game, as sending a missile back to its owner is a quick way of dealing with annoying foes.Īt its heart, Bastion is a collection of wonderful ideas with heaps of promise. Players get to choose two weapons (though if he discovers a new weapon in the field, one of his choices will automatically - annoyingly - get replaced), one secret technique, and his trusty shield, which can counter attacks when used to block at the right moment. Any number of Gods can be activated once discovered, meaning players can fine-tune the level of challenge with an eye to gaining more loot. Activating a God at the shrine creates effects in dungeons, such as making enemies tougher or quicker, but the reward is greater XP and cash. There is also a cool risk/reward system in place with Gods. Passive abilities are equipped as various tonics, and allow The Kid to carry more health potions or withstand greater attacks. These are often tied to specific weapons, although there are standalone skills, such as the power to summon a “Squirt” monster as a friendly accomplice. ![]() From there, find the Video Gameography channel under "Community Spaces.The Kid has access to Secret Techniques, which are found in the dungeons or bought in shops. If you'd like to get in touch with the Video Gameography podcast, you can email us at You can also join our official Game Informer Discord server by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. ![]() Join hosts Marcus Stewart ( John Carson ( and Prima Games staff writer Jesse Vitelli ( for an entertaining and informative chat about the history and narrative of Bastion! You can also decide which one of us does the best narrator impression. We'll discuss Bastion's unorthodox development cycle (it had no pre-production phase), the origins of beloved elements such as its narrator and soundtrack, and how the game's success launched Supergiant into stardom. Developed under two years entirely in co-founder Amir Rao's father's living room, Bastion gave the upstart team a chance to create the game of their dreams after spending years working for triple-A studios. We kick things off by examining their debut outing, Bastion.īastion launched on Xbox Live Arcade on July 20, 2011, and was created by a ragtag team of seven friends that formed the core of Supergiant (all of whom remain at the studio today). That studio is Supergiant Games, acclaimed indie developer of Bastion, Transistor, Pyre, and Hades. We've emerged from the depths of the BioShock series to begin a fresh season of Video Gameography! We're doing things differently this time as we're discussing the gameography of a developer rather than covering an individual game series. ![]()
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