-REVIEW: Bastion-
no longer a stranger
no longer a stranger
Bastion
Developer: Supergiant Games
Release: $14.99 (PC, XBLA)
I’m no stranger to storytelling by strangers, but this is
stranger still
I’ve already argued this once before, but narrative in games
is a necessary evil at this point. Narrative as it is commonly known isn’t real
narrative in games, it’s an external, imposed narrative that is actually
secondary to the narrative of the gameplay itself. I won’t go into it more here
because god knows I’ve written darn near enough about it already (but it’s
relevant here, so I suggest you brush up on the argument I’ve made if you’ve
never read it. And you will probably disagree!). The point I want to make here
then is that Bastion does in fact make the best attempt in recent history to
bridge this inherent chasm that exists in all modern games.
And it does a pretty darn good job of it.
Simply put, Bastion is a Diablolike. It’s not a roguelike,
which is what Diablo is, but it’s a Diablolike, which means that its focus is
on character progression and story as opposed to randomization or item hogging.
I also say it’s a Diablolike because Diablo is particularly item-hoggy, which
Bastion tends to avoid. Its story remains isometrically fixated upon the Kid, a
nameless youngster with chalk-white hair and a talent with weapons of every
kind. You’re smartly thrust into a gameplay from the very beginning, with a
forgiving, yet dynamic introductory level that does an adequate job of fleshing
out the primary mechanics with which you’ll be operating with.
The most notable thing here though isn’t the smart level
design or the beautiful art (which it is, beautiful). What will immediately
catch any veteran gamer’s attention is the narrator’s choice of words. They are
words, firstly, but more importantly they are relevant words. Not relevant in a
traditional sense, but in a more real one. Adam Saltsman posted about contrivance and design recently and mentioned the idea that all games
necessarily employ contrivance as a way of “tricking” the player into investing
in the world ( and yet another good example of these “true lies” or “false truths” in
gaming elements is discussed here). The necessity of these contrivances have
traditionally been dealt with in a number of ways, but in Bastion I believe it’s
been done the best: the narrator narrates you.
Before proceeding with that particular aspect, I need to
note that other than this single innovation, Bastion is unspectacular in terms
of gameplay. While it does have an ample variety of weapons and a thoughtful
(but not restrictive) means of balancing your access to them, by and large
Bastion remains merely above-average in most respects. What places it in a
greater category, narrative excluded, is its approach to art and aesthetic, of
which there are few games which have used color and hand-drawn assets as
effectively. It’s a beautiful game to behold, but only a rather standard game
to play. It’s a good piece of design.
Now, what pulls this above-average game into “must-play”
territory is the narration. The key difference in Bastion, and thus its primary
hook, is the fact that the narrator dynamically adjusts his narration to fit
your actions in the game. While it sounds great, this vague approximation
easily overstates the actual impact of this element. It’s hard to be equanimous
about it largely because it is a very new way of narrating, and thus our descriptions
emphasize its novelty and not necessarily its impact. So here I’ll try to be
clear: Bastion’s narrator is a step in the right direction. It’s not the be
all-end all of games narratives, but the way that the narrator is used is
perhaps best put as “non-contrived”.
Even though all of the Stranger’s lines are undeniably
scripted, the elegance and ingenuity with which they are triggered is the key to
the magic. Supergiant games knows players as well as it knows games, so while
the game itself is (once again) a fine game, it is propelled into new heights
and is using this knowledge of players to genuinely push the general element of play there too.
This is what video games are capable of. This is the type of vision and
foresight that modern technology can take advantage of. To be sure, it is no
substitute for a real-life dungeon master that indeed narrates your every move
and consequence with humanly accuracy, but it is a single, giant step in the
right direction.
For fear of spoiling anything, I won’t copy phrases used
within the game. Just know that when you play this game, there will be moments
where you may find a smirk crawl uncontrollably from one cheek to the other, or
hear something so…authentic that your eyes gape in unison with your mouth. And
eventually, as these moments continue to surprise and delight, you will find
yourself doing what you normally do in any good video game: enjoying yourself,
and not really caring why.
Bastion: for the good of all things good, that things may
get better.