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ahoodedfigure

I guess it's sunk cost. No need to torture myself over what are effectively phantasms.

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ahoodedfigure

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#1  Edited By ahoodedfigure

@theManUnknown: There are a few other voice actors but he's the big one, yeah. And the way they crafted their world with the narrator and leaving things unsaid is really a feat. It deserves the praise it's getting, and probably deserves more. I'd say that big companies should learn from them, but I don't think bigger companies would necessarily be capable of something like this. Small and big companies are two different animals.

I get the feeling that a company with more money to throw at it would have gone overboard. As a fan of the original Star Wars, I wonder if part of that desperation and small amount of wiggle room was what made the original shine so brightly. I strongly suspect some of the same is at work here.

@Mento: I used the gamepad all the way through, and I think that was probably the right choice since it seems optimized for that style of play. Glad I had one on hand.

I'm not sure if a bigger budget would have made it better... I think the more money that goes into something, the more people often want to play it safe, and if budget translates into more people being on board, it makes the risk bigger if more time is taken. If that money would have meant maybe extra time spent on perfecting things, though, it's possible even more could have been squeezed out of it (or into it). It's hard to say, though. The game's already so very generous, especially with the playfulness of the semi-dynamic narration, and the writing, music and visuals, but I guess only Supergiant knows for sure what a larger budget could have meant.

@wordfalling: Thanks again.

@MajorMitch: Exactly. And the game seems to have had about the right length, too, which feeds back into my initial impressions.

@RagingLion: Wrote a blog post above that goes into my impressions. Wouldn't mind hearing yours at some point. Thanks for encouraging me to try out the other ending permutation(s), by the way.

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ahoodedfigure

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#2  Edited By ahoodedfigure

Again, stay away if you're even vaguely interested in playing, or haven't yet completed it.I'll also be talking about a lot of the permutations that one-time-through players may not realize, so bear that in mind too if you want to revisit it and try out other things.

A bit like Bastion itself, my knowledge of the game came in bits in pieces. Early on I was warned away from spoiling the game for myself by diving into the promotional materials, though I did skim a few thankfully tangential reviews when it finally came out. I never watched Building the Bastion, and I avoided the damned thing so well I'd forgotten about it, if I'd ever known it existed. The most I ever participated in the feed was Jeff Gerstmann's attempt to dethrone Brad in the "arena", with the narrator's voice down low and the subtitles off.

Now I've played through to the end, doubling back to finish the third of the back-story areas and seeing what happened if I reversed the damage instead of my initial choice, to move on and forge a new life. This new choice felt so melancholy to me that I decided to play the last part AGAIN to leave it where I wanted it, on the original ending I'd chosen.

A story told well does not have to be new, or even pretend it's trying to be new; all it has to do is honor the tradition of storytelling to become an explosion in the mind of the reader/viewer/player. "Less is more" is one of the keys to that, I believe, and Bastion does this very well, with its partial descriptions and hints that make the world feel bigger than the screen. There comes a point toward the end where I'd grown a bit tired of this, that I became a bit frustrated with what felt like red herrings flitting about, still, after things were so close to being done. I think part of the problem was that I'd heard that the narrator was unreliable-- it was something I'd already picked up on my own, but progressing further knowing this from someone who'd beat the game changed my perception of what was going on, having me wonder if there was still some other twist lurking beneath that would force me to re-assess what had come before. Didn't really work out that way, so there are a few things I'm still unclear on. I think I figured out the most, though, and despite my suspicions, it seems like most, if not all, of the characters aren't really related. I still wonder if Rucks and the Kid are connected somehow, and I wonder if the Kid was somehow connected to the Calamity itself, which is suggested by some cryptic mid-to-early game words from Rucks. Not sure, though. Maybe it'd be clearer if I play the game again.

I'd also learned that there were choices to be made, but not knowing where or what they were, I tried my best to make choices from the very beginning. I avoided scattering the ashes of as many of the dead as I could, to try to preserve them in case that would have some bearing on what happened later. During the last few areas the tone changed and I was asked to kill Ura soldiers... and I couldn't stomach it. Not sure if it was intentional but it worked well; and so I wound up avoiding as many of them as I could, especially at the end of the game when I got tons of use out of the roll, zipping past everyone to get the narrative, activate new regions, and recover the shard. Made me feel a bit better, though I did have to kill a few to stay alive.

One surprising effect that touched me was the death of two of the rescued animals when the Ura attacked. This was done very well, though I don't know if it's always fated to happen, and it's the only long-term consequence, at least that I noticed, that can happen as part of the action game itself. I was frankly expecting more of this, though it was rewarding that this was even a possibility.

Another moment, the exact moment when I'd been enraptured for a moment by the spell this game was weaving, was upon discovering Zia in the garden. John Walker from RPS had a similar reaction during that point which he mentioned in his review. It's easy to make a moment like that haunting if done right, but like I said, you don't have to pretend to be doing something new to do something right.

When the choices came, I saved Zulf, and got what I feel was the better of the two results on that axis. The game again asserted its narrative strength to me when the Ura let me live. And when I was asked to either rewind the world, or set that possibility aside and start anew, I felt the idea of possibly repeating things forever with no chance to change was a bit too horrifying to contemplate. Rucks had talked about the chance to do things right the next time, but I didn't feel it was strong enough a belief to base my character's future existence on. When a game has you digging into philosophy, I think it's succeeded on a level beyond visceral mechanics.

Those two choices combined may have doomed Zulf to a life of unhappiness, but it set Zia free, and meant that the world could continue in its own way.

That's what I've settled on, at least, but at the time I was rather annoyed that the game was asking me to make these decisions without knowing quite why I was making them, and what the consequences might be, though some might argue that the vagueness was part of the reason the restoration choice wasn't the obviously good idea. I wished a bit more of the running narrative's conclusions had been encapsulated somehow, so I didn't have to rely upon my memory and the interpretation of every word to hash out what I wanted to choose, though, especially since some of the narration was happening while I was desperately fighting to stay alive. Ultimately the two choices were satisfying when I put them in their respective contexts, and neither of them are wholly "right." Checking the other path, Zia was unhappy and Zulf was reunited with his fiancee, though who knows how long the couple would have? Would Zulf still lose her?

Playing a bit of New Game Plus helped me realize that there may be a bit of a renewal, an overlap, but given that you start with the Calamity all over again... yeah, I made the right choice the first time, I think :) Still, as John Teti said in what I think was the only review I read before I played, the endings are such that the player actually chooses what the whole game was really about. I couldn't have put it better.

The game mechanics themselves, now that I feel I've explored a good chunk of them, are fun, though I doubt I have the hyper-kinetic skill to be perfect at them. I gave up on the shield challenge, and didn't complete that bazooka challenge, but otherwise I'd at least beaten the 3 side-stories and all the other areas. I kept a few of the idols active, but found the game to be a bit too much for me with most or all of them switched on. Might be better if I start from the beginning with them on, just to ramp up the difficulty a bit better, but I predict there might be an ability ceiling waiting for me if I stubbornly try to play the whole game that way.

The difficulty system is quite elegant, like many of the features of this game, as is the weapon customization. There were times, though, when a new weapon was thrust into my hands, that I'd find my character a bit crippled, without a special move after its corresponding weapon was switched out. Not very fun to have to deal with that. And some of the side-story arenas were crazy frustrating at times, though since I've beaten all three it stings a bit less.

It's strange to be talking about an action RPG, and not mention the actual mechanics all that much. I'd say that this is a good thing, because they are the decent vehicle that the ideas ride on. I can't imagine this game coming together any other way, which is the definition of a classic.

But I don't think game producers need to rest on this idea, necessarily. I hope more and more people play this game and see its magic, but I also hope that it'll be an inspiration for us to take the next leap forward in how games tell stories. Bastion has its share of rough edges, but you barely notice them: This is a game that washes over you like rain.

Thanks to RagingLion

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ahoodedfigure

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#3  Edited By ahoodedfigure

@Fattony12000: If I misjudged your tone, I apologize.

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#4  Edited By ahoodedfigure

@Fattony12000: I guess that third line was you trying to provoke a response. Well, here it is.

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#5  Edited By ahoodedfigure

@fisk0: That reminds me! I'm not sure where I saw it, but there was a license agreement translation I saw once that had the frustrated translator complaining about the vagueness of certain terms. They wrote asking for feedback, and the person just printed it as if THAT were the translation!!

Lots of little gems in the world if you look around :)

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#6  Edited By ahoodedfigure

@bybeach said:

I went the easiest way with the class choices in SS2 and that worked..as reputed. Specializing in psi was of course doable, but difficult, at least again by repute. Looking at it as art(that horrible word) bs'ed me past the character looks, and it seemed to actually enhance those, say symbiotic with the worms, cause they looked ugly on purpose. I adjusted to the interface and rpg mechanics such as repair, loved the tapes, and yes you see the foundations of bioshock all through it.

I so much wish there was a SS3, but probably never will....

The monkeys!!! You learn about them......

It's funny how often reputation winds up taking the place of empirical study when it comes to what works as a build. A strongly said opinion is somehow qualified just because it's stated strongly... I've been duped by a few in the past, only to learn things weren't as rigid as they seemed when I took the blinders off and tried stuff on my own. But not all games are balanced properly, so you will get situations like this. I really have only been trying to get a playable character in SS2 so I'm not sure what any sort of optimal looks like yet, though :)

You ever play the original System Shock?

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ahoodedfigure

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#7  Edited By ahoodedfigure

@eroticfishcake said:

@ahoodedfigure: Funny enough the monkey wrench is pretty damn useful in SS2 (again) so I've basically been running around with that knocking shit around and hacking stuff with my nerdy hacker build, I just don't like it when I can see items but can't reach for them. Personally I always play the tapes when I'm moving around since it keeps me company. T_T

I've never played the multiplayer since a) It's nice that it's there but like Deus Ex I just don't think the mechanics lend well to that sort of gameplay and b) I don't even think I had internet at the time and even if I did it would've been more than terrible. As if Irish internet companies aren't bad enough as they are. In any case I should get back in...those psychopathic monkeys won't monkey wrench themselves to death...

Yeah, I entertained the idea of just spamming wrench stuff in this game, although something has to be said for blasting cameras and turrets, I think. Ammunition is scarce, but I often find the hacking terminal is right in front of the turret you're trying to hack, so I haven't yet seen hacking as that great against turrets, unless you find a terminal earlier and reach the turrets later.

And yes, I do hate it when I can see but not reach something. I managed to injure my char quite a bit jumping for a pistol I could see hanging like the Grapes of Tantalus across from a railing. Did get it, eventually, but I guess this stuff is for the levitation folks. As a non-psi, alcoholic build I guess I'll be taunted by these things the whole game.

I do try to get those tapes playing when I'm moving around, but since I usually find something on the edge of my exploration field, I find that it muffles my ability to explore my environment. It's best for backtracking, but the respawning this game does makes even backtracking an exercise in stunt living. Those mutants can be sneaky fuckers.

Damned monkeys. Give them a swat for me, will you?

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#8  Edited By ahoodedfigure

@Mento: No comment is pointless as long as it isn't strangely mean or blank. I don't think I'm so post-modern as to start nod knowingly at blank comments. At least not yet.

It was persistent, even when I re-installed the thing. But the change in command line thing was an instant fix. I know it's par for the course sometimes, with big and small releases, I just felt it would have helped to know what some of the text was saying so I thought I'd stamp that bug as quick as possible.

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ahoodedfigure

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#9  Edited By ahoodedfigure

When people keep talking about having to see something for yourself, having to play a game/see a movie/hear a performance, when people don't try too hard to explain what they saw but just tell you to see it for yourself, you know there's a good chance there's something special beyond that curtain.

I don't know what it is exactly, but I think it's the subtlety of Bastion, its generosity, AND its confident willingness to hold back, that hits me. I think I see what people are talking about, although I'm not really done with the game just yet. All the way through, though, I've enjoyed both its mystery and its charming use of the narrator.

The gameplay is clean enough, and the options fun and versatile, that it never feels monotonous, like many games that use a similar gameplay style. I feel like this game won't go as long as other games in this genre, but the fact that it still feels generous in spite of that means they're blending things correctly. I've seen games with much more "content", a word I'm not too fond of for reasons I'll go into some other day, that felt stretched out, pre-programmed, and half-hearted. Bastion has just the right amount of spice for me.

This game is damned beautiful, in many, many ways, and I think the strongest impression it made on me was its pacing. Even though I controlled the pacing, as we do in most games, it still set it up so well that arriving in a new place still struck a beat. That's so rare in games.

I'm going to savor this one, I think.

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#10  Edited By ahoodedfigure

@AndrewB: Oh, and I wanted to thank you for naming that pseudo-latin that I've seen elsewhere. I was never sure what to call it so I didn't know how to look up the practice. According to wiki it's something people have been doing since the sixties as placeholder text, apparently.