My Game of the Year: Bastion
At the very least I
think Bastion was a brilliant example of what a smaller indie game
developer can achieve if they give themselves a tightly defined
design remit. It had virtually no
missteps, by keeping its aims tight it accomplished everything it set out to do.
Bastion benefits from having
a very solid core gameplay foundation. A immaculate if unambitious
take on the isometric action RPG mechanics, peppered with a wide
choice of well-balanced and satisfying to use weapons. The balance
between the individual weapons was complemented by upgrade paths that
allowed me to add extra utility or raw power as I needed. Bastion
understood that I wanted to play the game In a style that I enjoyed
the most, not one predetermined by the designer. Sure if I
switched the games difficulty up to full certain combinations were definitely optimal for certain levels, but in that situation I think
its entirely fair for the designer to assume I am looking for a
challenge and balance accordingly.
It's gameplay alone
wouldn't have Bastion my game of the year, it won its way into my
heart with great storytelling and real innovation in methods used to deliver it.
The choice to use a
Narrator could easily have been overplayed, but his laconic drawl was
used sparsely and with such perfect timing that it always felt
welcome to hear him expound another bit of the tale of The Kid's
journey through the ruined world of Caelondia.
Superficially I was on
a mission to recover the parts needed to rebuild the Bastion. I moved through a beautifully
painted world while simultaneously trying to restore it while
changing it with every step I took. Just like the kid I didn't know why. I did what I was told
to by the narrator unquestioningly, setting out to put the world to
rights. But as time passed by I learnt that the narrator was only
giving one side of the story, as simultaneously self doubt seemingly
began creeping into his words.
Bioshock is perhaps the most notable example of a game which played with using a unreliable narrator, but famously it had a lot of trouble stopping its story and gameplay
pulling in two different directions as authorial intent and player
freedom came into conflict.
Bastion seemed wise to
this peril. It came down to making sure that there is a simple acceptance on my part
that because I was being told a story that has already happened, it was okay for me not to be able to change it. It is only when the
story stops and the narrators voice is conspicuous by its absence
that the game gaves me the freedom to choose.
And what choices it
gave me! Neither simplistic or reductive, Bastion forced me considered what I
felt the entirety of the game had been trying to tell me, without judging my choice
on a binary moral scale. Better still those choices were rooted ultimately in reflections on both the nature of narrator, the way the I related to
him, and my relationship with the world through which I had
travelled.
On a more technical
level Bastion's choice of storytelling device also allowed the game
to flow beautifully for me. Exposition and gameplay were delivered
together in parallel, there was not the stop and start sensation that
can come in games with traditional set pieces. Its impact was aided
and abetted by a soundtrack which provided vivid character and pacing
to each level. Swinging from country influenced dirges, to fast
paced trip hop and J-pop influenced tracks. It was remarkable for
managing to remain cohesive despite it variety.
Bastion felt special
to me, having completed for the first time my instinct was to
immediately try and find someone to talk to about it. It had affected
me, I wanted to find out if others felt the same.
Part of what allowed me
to feel this was Bastion's complete lack of pretension. This wasn't a
story with a any overt meaning to its tale. It concentrated on
providing relatable characters and left the interpretation of its
story to its audience, a level of trust which is often uncommon in
videogames.
It was this trust that
in the end helped make Bastion into my game of 2012, without the
confine of a set interpretation it allowed me to take my experience
in the game & relate it to my life in a way which was intimately
personal.
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