![]() Nearly every moment of the game is like this, continuously reinforcing your attachment to the game. By the time he's dead you know more about him than most game characters, connecting you to the world. But in Bastion, the entire battle with Sir Lunky – a giant, colorful frog with a stone-covered head, in case you were wondering – is narrated and given soul. Finding a new enemy in a normal hack-and-slash is an uneventful affair – you kill it and move on. The soundtrack is phenomenal, the world is breathtaking, and the narration is a brilliant new idea for gaming. Tinkering with these skills creates several different loadouts, including a mine-laying swordsman and a grizzled sniper who only uses ranged weapons (essential in the post-completion New Game+, which buffs all the foes to godly levels).īastion is special. You can equip two of the eleven upgradable weapons at a time, as well as a special ability and a number of passive bonuses that improve as you level. Attacking, rolling, and blocking are simple, but customizing the Kid's abilities drastically changes how Bastion plays. There’s a gorgeous soundtrack and bright visuals, but they serve only to garnish an unfulfilling blend of oversimplified button mashing and disconnected narrative, too blandly delivered to draw one in, and too vaguely presented to gain an emotional edge.When I did have to fight – which was often – it was a fairly straightforward affair. 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. If you cannot try the game or demo yourself, go pop over to Giantbomb and watch the quicklook. The perspective and art also conspires with the targeting system to make combat doubly irritating. Bastion plays no better than an average browser-based free-to-play MMORPG. 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. Attacking, rolling, and blocking are simple, but customizing the Kids abilities drastically changes how Bastion plays. 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. ![]() By wrapping every gameplay element around story conceits, Bastion becomes something new and exciting. The Kid has access to Secret Techniques, which are found in the dungeons or bought in shops. The entire game drips with passionate artistry from the gorgeous watercolor aesthetics to the stirring soundtrack. ![]()
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