Bastion
Platform: Xbox Live Arcade
Developer: Supergiant Games
N.A. Release: July 2011
Every game has pieces, but there are few games like Bastion
where every piece is sacred.
And no, I don't mean that you have to hoard or conserve everything in
the way many games have flippantly employed the term. That's an
external importance; one assigned only to you. The sacredness in
Bastion is intrinsic, and comes from the meaning that has been
ascribed to every last one of its elements.
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Everything is something. |
The world the player gets to experience in Bastion is the
shattered remains of civilizations, ruined by a great “Calamity.”
You are thrust right into the aftermath of all this with absolutely
no backstory, and the game takes great pride in this fact.
“A proper story's supposed to start at the beginning,” says the
voice of a narrator at the opening of the game. “Ain't so simple
with this one.”
The narrator is a constant presence and serves as the glue that holds
what the player finds together, offering his perspective and
knowledge. He only progresses as the player finds the pieces, but
pieces is really all there are to the land anymore. The land
literally rises and falls into place around you bit by bit, forming
the path ahead. Every object found is linked to the people and a way of life
that no longer exist.
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Even the enemies you face have a history intertwined with the past world. |
Even the game's most basic unit, the fragment, is treated as
essential to the mythos. Where in other games it would just be
considered a form of currency, it is implied that fragments are the
world itself. Things are not exchanged for fragments, but made and
restored from them. So, for example, you collect fragments to create
an object from the old world (that you are told about) which is used
to modify a weapon from the old world (that you are told about) that
belonged to a certain class from the old world (that you are told
about). It all builds on itself, and all carries a certain weight of
importance.
The way Bastion diffuses its story across every component of
the environment makes it very much an archaeological experience.
Everything you find or witness must not only be considered in itself,
but as part of one overall picture. The player is charged with
piecing this great mosaic together--with help from the narrator, but
also through his or her own imagination--and must eventually make an
enormous choice based on their own interpretation of the image
they've pieced together. It's a powerful conclusion, and I had not
been so hung up on an in-game choice for some time.
It's a little disconcerting to consider this piece-by-piece
philosophy against our reality. In one sense, there is something
relieving in thinking that who we've been and who we are is
influenced by so many different sources, such that no one can ever
have full sway. The responsibility is lessened that way. And yet, if
our world were ever blown apart, what pieces would the future find and what would they say about us? Should we be more responsible,
regardless?
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