It’s further helped by the shield that blocks attacks and, when timed properly against incoming attacks, counters enemies and kills many out right. To help face these groups, Supergiant has built an evasive roll that, while basic, wisely cancels out of any attack so you’re never forced to take damage because you’re caught in an attack animation. Even though every enemy type has basic behavior and is easily disposed of, they are all diverse enough from each other that combat situations can be challenging when faced with a variety at once. Practicing with those weapons is important, because The Kid will need to be proficient at using them. To help familiarize, every weapon has a dedicated training ground that awards items based on your performance. Any two weapons can be equipped in tandem and while no combination is better than the rest, the key to success is finding the pair that best complements your preferred play style. While you’ll start with the mallet, you’ll find almost a dozen weapons, each with their own strengths and gameplay, including a pike and rifle, pistols and mortar. Rebuilding the Bastion requires proficiency with the artillery The Kid will wield through his adventure. The striking visual design allows the experience to be guided without making it overbearing. The initial emptiness gives a sense of space, the formation around you a sense of discovery and, when the ground collapses beneath your feet, your movements a sense of urgency. As does the story in it, that world builds up beneath The Kid, with the path ahead literally filling with every step. Through the narration, every area becomes its own obituary as you journey deeper, you’ll know the dead city, the massive fort and the treacherous wilds and, in them, remnants of days forever gone. The oil-painting aesthetic make the environments lushly saturated and come alive in both color and texture in the way every tale swells in a child’s imagination. You peer down into Bastion’s world as if it was a page from the storybook sitting on your lap, one that is beautiful and deadly, serene and mysterious. The narration is reactive and alive and transcends its application as a story device in a way only videogames can- Bastion becomes the story your father told you as he tucked you into bed. It introduces every level, guides you along your quest and gives contextual information about your actions and the items in your possession. ![]() And it’s a story told through Ruck’s mouth.ĭelivered by the gravelly-voiced Logan Cunningham, Rucks’ narration is the primary story-telling device, one skillfully used to flesh out the world and give it personality. The Kid’s story is one of survival and loss, salvation and rebirth, as every core he collects brings the Bastion back to life. But the Bastion is dying, the cores that power it scattered all over Caelondia- there’s no trace of other survivors, save one old man named Rucks. Taking his trusty hammer in hand, he sets off for the city’s safe haven in times of crisis, the rallying point for survivors the Bastion. ![]() The Calamity tore the beautiful Caelondia asunder and vaporized its citizens in an instant. He gets up, and sets off through wreckage that, minutes before, had been his home. In Bastion, Supergiant Games has crafted a new fairy tale in videogame form, one that allows you to revisit your youth while celebrating the games you loved when you were small and the world was big. They are a means of teaching lessons and giving metaphors, to see villainy and sorrow overcome by heroism and bravery. For centuries, fairy tales have been tools to give those eyes a view on the world they might not see on their own.
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