Movement stuck out in this regard there is an option to roll that helps with evasion, but it is a bit clunky and can feel ineffective. However, as you would perhaps expect three games on, that comparison makes Bastion seem lacking in certain areas. If that reminds you of my description of Hades, that’s apt. The end goal is that if you continue to do this, eventually you shall fully restore the Bastion…Īs you are led through initial excursions, the feel and flow ingrain naturally – fast-paced but never overly chaotic. By doing this, you additionally open up new facilities: for example, for upgrading your equipment with collected fragments, viewing your collections, and more – it is a very rewarding gameplay loop that means you eagerly anticipate returning after each outing. He explains the state of the situation and how, in order to potentially bring back all those lost, you must venture throughout the world to collect Cores that will revitalise the Bastion. Rebuilding it is core to rebuilding the world when you first reach the Bastion, you actually meet the narrator himself in person: Rucks, a sort of guide for the Kid. When you finish this tutorial-esque area, you get to a hub location, the Bastion itself. Furthermore, by picking up Black Tonics you are granted access to special moves you can deploy – such as a spinning attack for the hammer. The first weapon you encounter is a hammer, reliable for dealing damage in a direct way you soon start to find alternative weapons, such as the bow (my favourite, shock), a machete, guns, and many more besides – there is a real creative feel to the sheer amount of choice. Make no mistake, whilst there are RPG elements, Bastion is first and foremost a real-time action game. This initial stage of the game is efficient at teaching you all you need to know – from the third-person isometric movement, to which parts of the environment you can traverse/destroy, to the combat. Narration continues in tandem, everything encouraging you to keep moving, keep playing. Paths form underfoot as you move, emphasising that this is a crumbling world you are piecing together. The Kid is mainly silent the Narrator (Logan Cunningham) is the one giving context as you progress, talking over your gameplay with a poignant but witty tone befitting the Supergiant style. As a survivor, you are battling through the aftermath in order to uncover what caused this Calamity and how to potentially fix it. You start the game off waking up as the Kid – the protagonist – on an isolated floating platform, with a vague concept of the world having suffered a catastrophic event that split it apart. At the same time, comparing it to their later efforts does shine a light on certain rough edges within Bastion which are perhaps understandable given it being released earlier.Īn immediately striking aspect of Bastion is how it presents the narrative as in, it literally has a narrator. Those are all aspects which Supergiant is known for across their games, so seeing the origin is fascinating. Until now! After purchasing it digitally for Switch, I got to witness the awesome way it interweaves a distinct narrative approach, wonderful art direction, and gripping action gameplay. Platforms: Nintendo Switch (Reviewed), PlayStation 4, PlayStation 3, PlayStation Vita, Xbox One, Xbox 360, PCĪfter recently playing the superb Hades from Supergiant Games, it pressed home the need for me to amend a severe gap in my gaming portfolio – you see, Supergiant are a developer I regard very highly, through time with Transistor, Pyre, and Hades, but for some reason I had not played their original 2011 breakthrough hit Bastion. Interactive Entertainment, Supergiant Games
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