Bastion: Not a Review

Does this logo tell you anything about the game?

 

Bastian: What is that?
The Childlike Empress: One grain of sand. It is all that remains of my vast empire.
Bastian: Fantasia has totally disappeared?
The Childlike Empress: Yes.
Bastian: Then, everything’s been in vain.
The Childlike Empress: No, it hasn’t. Fantasia can arise anew, from your dreams and wishes, Bastian

Bastion was the first release for Xbox Live ‘s Summer of Arcade 2011. I don’t know if the game was heavily marketed or not. I know I didn’t start hearing about it until the game came out and what I heard from friends and others was an inability to describe what exactly made the game so compelling… Comments like “It’s kinda like Soul Blazer because you build a world, but not really,” and “the narrator adds so much! He tells you exactly what is happening on screen,” or “What is with this narrator? I know what is going on I’m playing the one playing the game!” I made a few attempts to get clearer definitions from the makers of these comments but to no avail. All I learned was that it was an action-adventure, with a bit of RPG, some sort of world building component, and a narrator. Not much to go on.

A section of the titular "Bastion"

My curiosity was piqued; I downloaded the game and began playing. The game itself is a competent 2/3 pseudo isometric view action-adventure game wherein players control the protagonist, “the kid,” through a world destroyed by the “Calamity” and attempt to rebuild it through the magical powers of the Bastion. If we left it at that there wouldn’t be much to write about… Bastion’s ability to keep you playing lies in its narrative and how it is conveyed to the player. As you explore each level a narrator describes what your on-screen character is doing, what he is seeing, it’s in-world context, and moves the storyline forward. An odd feature, I’ll admit, what does it add to the game? Well, between the actions of “the kid” (your actions) and the narrator’s words the world of Bastion, the world that at the beginning of the game is gone, is rebuilt before the player’s eyes. Each level begins as a discrete lone room floating above a water-colored nothingness. As “the kid” moves around the world hallways, doors, rooms, and buildings spring into existence. Just as Bastian (I don’t believe this game’s name is a coincidence) in the Neverending Story is tasked with renaming the childlike Empress and rebuilding the world of Fantastica with his imagination the player in Bastion is tasked with re-creating the world of Caeldonia.

Not everyone or everything wants the world restored...

The idea that words, written or spoken, have the power to create and destroy is an incredibly old one. Various forms of mysticism and magic centered around the learning of correct names in order to control invisible beings, both benign and malignant. It’s an idea that for some reason appeals to human nature, that by organizing the world, by labeling it humanity can exert some measure of control over it. Bastion taps into this idea and uses it to build a beautiful world and a deep story about loss, betrayal, the horrors of war, and the redeeming nature of mankind, all without extensive cut-scenes or text-boxes, and presented in such a way that you don’t feel as if you are playing a game, or watching a movie, rather the image I walked away with was listening at the knee of a talented story teller.

This is how it all begins a lone room suspended in nothingness...

There’s a good game to go with the story and narrator. Bastion has near on the fly difficulty and challenge adjustment , branching story lines, customizable/upgradeable weapons, a new game+ feature, beautiful visual, and lovely music. That isn’t what kept me playing the game though, I kept playing because  I wanted to see Caeldonia restored, I wanted to hear the end of the story.

 

 

Desktop Dungeons: First Impressions

What your start screen looks like after a few tutorials and dungeons

and I’m in it! If you recall not too long ago I talked a bit about indie games? One of the games I mentioned there was Desktop Dungeons, a fun little pseudo rogue-like that had quite a bit of depth to it. The game has been in Alpha for about a year now, two days ago I got an e-mail from the developer, QCF Design, letting me know that the game had officially entered it’s Beta stage (one of the benefits of pre-ordering the final version was getting in on the beta.) I sat down last night for an hour or so and test-drove the latest iteration of the game. The biggest change I noted was graphical: Continue reading “Desktop Dungeons: First Impressions”

Want to learn how to play Dwarf Fortress?

Looks compelling and... Opaque

I’m having trouble recalling when someone first tipped me off to Dwarf Fortress… 2006 or 7? It was a fairly vague description “rogue-like” and “open world” were all I remember being said. I was intrigued though and seeing as I was a poor college student at the time (I’m merely a poor professional, now) I looked up the website and downloaded the game not really knowing what to expect. It wasn’t Dwarf Fortress… After spending 30 Continue reading “Want to learn how to play Dwarf Fortress?”

Letters from White Chapel: Not a Review

The London Police search desperately for a killer...

While I received Letters from White Chapel some time back I didn’t break open the box, sit down, and play the game until quite recently. I had over the friends that had gifted me the game and sitting around the table we figured the game out. The game is set in Victorian England between August 31, to November 9, 1888 with one player acting as Jack the Ripper and the other players, up to five, playing the police investigators tasked with hunting the serial killer down.

The game is played over five “nights” each broken down into two phases. The first phase, termed “hell”, lets the person playing as Jack the Ripper place his various victims on the board with a number of decoys. Then, the other players place their investigators around the town, again with decoys. Then the victim tokens are flipped over, decoys removed, and victim pawns put on the board (the victims are termed “the wretched in the game’s documentation. I found that apt.) Now the second phase of the night is entered where “Jack” make take a victim or wait, if “Jake” waits the investigators move each victim pawn one space and then “Jack” may turn over an investigator token; if it is a decoy the token is removed if it is an investigator the appropriately colored pawn piece is place on the board. This process repeats until “Jack” decides to take a victim, up to five times on the fifth turn “Jack” must declare a victim. He declares the kill, places a scene of the crime token on the location of the murder and the hunt begins. The Jack player now must move through the streets of White Chapel avoiding the investigators and returning to his hideout (picked at the beginning of the game and written down on a tracking sheet (all of Jack’s moves are a secret to the investigators and are kept track of on a sheet that the “Jack” player maintains.))

The scene of the crime and three investigators...

The investigator players are tasked with working together to trap Jack or prevent him from getting to his hideout. Each investigator can move during their turn and either search for clues or make an arrest. Searching for clues reveals to the investigators whether any places adjacent to them have been traveled through by Jack. Making an arrest will win the game for the investigators if the adjacent place they declare the arrest in contains Jack. Jack has two limited special moves at his disposal during the hunt: he can move two spaces in a turn or jump over a block. If Jack is arrested or fails to make it back to his hideout in a specified number of moves the investigators win. If Jack makes it the night ends and the next night begins; if Jack makes it to his hideout on the fifth night that player wins.

White Chapel

Turns out this game is really easy for Jake to win! The game definitely is improved by the Jake player being risky in the flight back to their hideout. A cautious, crafty Jack player using their special moves can make it back to the hideout each night without a single investigator finding a single clue! Even once a clue or clues have been found the branching pathway system makes it difficult if not impossible to determine which direction Jack might have gone… The game definitely improves once investigators get a few clues and can start coordinating their moves in an attempt to box Jack in.  Of course, even then it still takes some luck, in one game investigators twice found themselves standing next to the killer but had searched for clues instead of making an arrest allowing Jack to escape!

I, and the friends I played with, found the game a lot of fun to play! Especially once we instituted the house rule that Jack must be daring in his flight from justice. Trying to deduce which way Jack might have gone and correlate the investigators moved accordingly is satisfying, even more so when your hunch is right and you find yourself closing in on the killer, or the location of his hideout! It doesn’t hurt that the game can be played in under two hours either!

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