
Bastion
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PublisherWB Games
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DeveloperSupergiant Games
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Release date20 Jul 2011
Bastion is an activity pretending involvement in an intuitive storyteller that reacts to everything you might do. Investigate more than 40 tremendous, hand-painted conditions as you reveal the privileged insights of catastrophe, a dreamlike calamity that destroyed the world. Get a huge armory of weapons and battle wild monsters that are spreading in your new living space. End the primary story to open the New Game Plus mode and afterward proceed with your excursion! Principle highlights: Stunning, hand-attracted work of art full 1080p goals Critically acclaimed ambient sounds An intuitive story told more than a few hours Action-pressed fights, the purposeful Trade Reward Custom PC Controls and Gamepad SupportOver 10 Unique Upgradeable Weapons6 Formidable Bastion Structures Awaiting ExplorationNew Game Plus Mode Available After Main StoryFree Update: The Stranger's DreamDive with this free Update offers you another, testing situation and opens up better approaches for playing, further into the universe of Bastion. Included substance: The Stranger's Dream: a constantly set, twisty story that outperforms the past ones in size and intensity.Score Attack mode: another approach to play through the game! You start in the main level and have prompt access to all spirits and symbols. Battle your way through the levels as effectively as could be expected under the circumstances, which can be rehashed any number of times.No-Sweat mode: a mode for each one of the individuals who need to focus completely on the activity of Bastion. This variation gives you the choice of straightforwardly returning where you passed on, and the update likewise includes new Steam accomplishments and leaderboards! To get to The Stranger's Dream situation and Score Attack mode, you more likely than not finished the game at any rate once. The Stranger's Dream situation will at that point be accessible toward the beginning of your New Game Plus or Score Attack savegame.
AGM score | 83% |
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IGN | 9 |
GameSpot | 8.5 |
Metacritic | 73 |
About Bastion
Bastion is released by WB Games in 20 Jul 2011. The game is designed by Supergiant Games. Bastion is a typical representative of the Role-playing (RPG) genre. Playing Bastion is a pleasure. It does not matter whether it is the first or a millionth hour in Role-playing (RPG), there will always be room for something new and interesting. Thrilling levels and gameplay Bastion will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 20 Jul 2011 released games such as:
- 🎮 Dungeons: The Dark Lord
- 🎮 To the Moon
- 🎮 Two Worlds II: Pirates of the Flying Fortress
- 🎮 Tales of Xillia
In addition to Bastion, the representatives of Role-playing (RPG) games also belong:
A complete list of games like Bastion can be found at AllGame here.
Bastion is versatile and does not stand still, but it is never too late to start playing. The game, like many Role-playing (RPG) games has a full immersion in gaming. AllGame staff continues to play it.
Bastion is perfect for playing alone or with friends.
At AllGame you can find reviews on Bastion, gameplay videos, screenshots of the game and other Role-playing (RPG) representatives.
The story
This section tells the history of the world of Bastion
The game takes place in the aftermath of the Calamity, a catastrophic event that suddenly fractured the city of Caelondia as well as the surrounding areas of the game's world into many floating pieces, disrupting its ecology and reducing most of its people to ash. Players take control of the Kid, a silent protagonist who awakens on one of the few remaining pieces of the old world and sets off for the eponymous Bastion, where everyone was supposed to go in troubled times. The only survivor he meets there is an elderly man named Rucks, the game's narrator, who instructs him to collect the Cores that once powered Caelondia. A device in the Bastion can use the power of the crystalline Cores to create landmasses and structures, as well as enable the Kid to travel farther afield via "skyways" that propel him through the air. During his quest, the Kid meets two more survivors: Zulf, an ambassador from the Ura, underground-dwelling people with whom Caelondia was once at war; and Zia, an Ura girl who was raised in Caelondia. Both of them return to the Bastion, but upon reading a journal that the Kid discovers, Zulf intentionally damages parts of the Bastion's central device (the monument) and returns to Ura territory. The Kid learns that the journal belonged to Zia's father, Venn, who had worked for the Caelondians. He had helped Caelondian scientists ("Mancers") build a weapon intended to destroy the Ura completely to prevent another war. Venn rigged the weapon to backfire, so that when he was finally forced to trigger it, the resulting Calamity destroyed most of Caelondia as well. To repair Zulf's damage to the Bastion, the Kid starts collecting Shards, a lesser form of Cores. As he obtains the penultimate shard needed, the Ura attack the Bastion, damaging it and abducting Zia. In the next seven days, The Kid engages in sporadic skirmishes in Ura territory. When he finally blasts through an Ura outpost and meets Zia, she tells him that she had left with the Ura voluntarily to find out their intentions; Rucks had previously told Zia that the Bastion had the ability to somehow fix the Calamity. The Kid travels to the once-underground Ura homeland to retrieve the last shard. There, he discovers Zulf being attacked by his own people: the battle with Kid has devastated the Ura forces, and they blame Zulf for bringing the Kid to their home. The Kid can choose to drop his weapon to help Zulf or leave him. If he leaves Zulf behind, the Kid destroys the remnants of the Ura and escapes through a skyway. If he chooses to carry Zulf, Ura archers initially open fire on them but ultimately cease fire and watch silently as the Kid and Zulf take the skyway back to the Bastion. After the Kid returns and recovers, Rucks gives him another choice: He can have the Bastion rewind time to before the Calamity in the hopes of preventing it, or use it to evacuate the survivors and move on to somewhere safe. Rucks is unsure if there is any way to prevent the Calamity from reoccurring if the time is rewound, as there was no way to test the process. The game ends either way, showing images of the characters (with the inclusion of Zulf if the player chose to rescue him) flying away or of their lives before the Calamity along with the credits. In the New Game+ mode, which is unlocked after beating the game once, it is hinted that restoring the world didn't prevent the Calamity.
Bastion - Analysis
The same care that put Supergiant in its original product, it shows that it has moved to the iPad. The features of the initial version are also found in this one, but with a touch control. The new controls allow us to simply click where we want to go, and press the screen twice to dodge attacks. We also have the option of "classic control" with a virtual joystick and buttons for the most purists.
The new touch controls work perfectly, although they change the essence of the game. The new controls make Bastion an escape game (dodge and drink potions at the right time). In this case, Bastion evolves into a more casual game, but it is a much more relaxed experience to play on an iPad . Players have the console version, or the " touch control ", available to have an experience more at their level.
The quality commitment of this version makes it difficult to accept excuses from developers in the future. The hand-painted backgrounds look amazing on the iPad screen, the music and the voices sound clearly and cleanly (the use of headphones is always recommended), and the options in the controls show how Supergiant has won over players.
Bastion is a manual example of how to make an iPad version. The new controls adapt perfectly without compromising the game, the Game Center achievements have been integrated into the game and are identical to those of XBOX Live and PC . For $ 4.99 it is an essential game for all those who have not played with The Kid . The owners of an iPad should know that it only supports iPad 2 and above, the original iPad is left out.
Bastion on iPad has the same surreal art, the same battles, and the same intelligent dialogue that we found on XBOX360 or PC , with the addition of touch controls. One of the most notable versions for iOS.
Translated by Gina Tost, mobile editor of IGN Spain and coordinator of IGN Spain FM.
Other reviews
We gathered the finest game reviews for you to have a better idea of the Bastion
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Sebastian KlixBastion in the test - big mouth, a lot behind it
A small, silent hero with a penchant for alcohol, a constantly chattering old man and eaten crocodiles. Sounds crazy, it is. Our test shows that the action adve...
Supergiant games. In German, for example: super-giant games. This is how a small independent smithy from California baptized itself. Her first work Bastion is not overly gigantic, but that's why it's no less ambitious. About Ambitious?
Xbox 360 owners have been able to play Bastion since June, and recently it has also been available for home PC via Steam. Bastion has not become an action role-playing game, as the developers themselves claim - character development in particular is more jewelry than an important game element. Bastion's strengths lie elsewhere.About hyperactive children ...
A little boy, just called "kid", wakes up in his bed one morning and sees that his world is in ruins. Without further ado, he makes his way to the eponymous bastion, one of the last remaining refuge for mankind. The crux of the matter: The floating island was also badly affected in the wake of the destructive event. Parts of the former metropolis are scattered everywhere.
In order to have safe accommodation for the future, the old, wise man Backpack - (for the time being the only other survivor) sends the little boy on a journey to find the missing fragments of the city in order to rebuild the bastion.
... and old, wise men
Where other games such as limbo use silence as a stylistic device, Bastion shines through the opposite. There's a lot to listen to here: The plot is conveyed to us neither by simple dialogs between the characters, nor by clumsy text overlays - but solely by the calm voice of rucks. This always accompanies us off-screen on our trip and reveals parts of the plot as well as the background of the past catastrophe from a retrospective perspective. He even comments on everything we do, be it the smashing of boxes standing around, our choice of weapons or just our plunge into death.
Where, for example, permanent comments from other viewers on the plot can quickly get annoying in a film, Backpack's comments turn out to be one of the greatest features of Bastion and a real asset. This is not least due to the excellent, sometimes cynical, sometimes discouraging, then hopeful English speaker. Unfortunately, there is no German voice output, even if the German subtitles are well translated.
The route is the goal
Our search for the lost fragments leads us to different parts of the torn world. The over 20 main levels have one thing in common: They consist of very narrow, floating paths that build up stone by stone at our feet as if by magic. The paths branch out again and again and lead to all kinds of objects on alternative routes (which we can later put in weapon upgrades), but the structure is basically quite straightforward.
Otherwise, the areas could hardly be more different: On our adventure we visit ice deserts, jungles, cities and old fortresses. However, we do not run stubbornly from A to B - almost every stage of the game offers a special challenge. Be it the ground that is slowly but steadily falling behind us, a monstrous crocodile that digs through the rubble and chases us through the level or the densely overgrown jungle that obscures the view of Kid. Only the opponents who jump towards our little heroes appear briefly from the dense sea of leaves. In short: Each stage of the game in the course of a good ten hours is unique and thus ensures a good dose of variety and different challenges.
My house, my bastion ...
With the help of the fragments found in the course of the game, we erect a total of six different buildings in the bastion, such as the gun shop, where we choose our equipment. Or the forge where we improve our equipment. In the lost property office, we acquire numerous skills, weapon upgrades or spirits against crystals (the currency within the bastion). Moment. Spirits?
We get experience points from defeated opponents - if we have enough, we climb up to the tenth level: per level, in addition to a small increase in our maximum vitality, there is also another special slot. In this we can place another alcoholic drink in our distillery, which grants us a special bonus as long as we carry it around with us.
In our shrine, where we can pay homage to certain idols, we control the difficulty of the game according to our preferences. If we choose the goddess Micia, for example, opponents will regenerate from their injuries. But there are also more experience points and crystals from defeated monsters.
Because we only reach level 5 by the end of the game, the game in the so-called »New Game Plus« invites you to play through it again. Among other things, we also take on our weapons, upgrades and skills and unlock new ones that we couldn't afford in the first round. However, nothing changes in terms of play.... my double-barreled
At first we chop through less refined cannon fodder, which simply rushes towards us, as more challenging opponents join in the further course of the game, who like to dodge, run away from us or get caught in their hard shell when suffering damage.
To compete against the enemy masses, we have a rich arsenal of twelve melee weapons and shooting beating at our disposal. Once we have found them, we can upgrade them up to five times in our forge, where we have to choose between two advantages. More base damage or a higher chance of critical hits? Dizziness or greater range? Assuming, of course, we've found the necessary upgrades and enough crystals in the account.
The individual weapons differ greatly in their advantages and disadvantages. The war hammer, for example, has a good skin, but is also quite sluggish. The machete, on the other hand, offers a fast attack speed, but at the expense of damage. The same applies to firearms: two pistols, the wide-spreading shotgun or rather the effective but slowly reloading sniper rifle? We definitely have to make a decision because we can only carry two of the combat devices with us. On the other hand, there is always our shield, which we can always protect against us in order to ward off any physical damage. However, we cannot attack that way either. If we block at the right moment, shortly before the opposing attack lands, we trigger a counterattack. Attackers suffer damage and are thrown back, we send enemy projectiles back to the sender.
Unfortunately, blocking doesn't always work reliably. If we wanted to fend off an energy projectile from a gun, we sometimes turn in the opposite direction without our intervention to "fend off" another approaching, lazy enemy. So the bullet lands directly in our back. The control via mouse and keyboard is also not very precise, but with a gamepad the whole thing runs noticeably smoother.
In order to train the handling of the individual weapons, a separate training level is available for each. There we have to fulfill certain goals with the respective combat equipment under time pressure or with a limited number of allowed attacks. Weapon upgrades and skills are a reward.
The station wagon does it
Bastion cannot come up with polygon-intensive character models and architectures or razor-sharp textures - because the entire content is drawn by hand in a very atmospheric and detailed way. If you have no aversion to the implied anime style and the rather unusual art design, you will quickly fall in love with the look of Bastion. The developers have succeeded in creating a great mix of a colorful, inviting-looking backdrop and a melancholic mood.
The rest of the outstanding and dynamic background music contributes to the atmosphere. The sounds range from quieter western pieces (which Joss Whedon could also have used one-to-one in his Spacewestern series Firefly), to more powerful guitar sounds in combat, to melancholic ballads in oppressive moments. In general, optics, background music and the narrator's calm words form a wonderful combination.
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Przemysław ZamęckiBastion, or a mine of new ideas - game review
The review was based on the X360 version.
We often witness a discussion about whether games are art. Some treat them as another muse that has been around long enough that it is high time for it to find its place in the pantheon. Others support the theory that games are a mass product, a product of marketing, and as such they play the role of a mere time filler. Perhaps it is. But I am in favor of yet another theory and I ask simple questions. Is the music piece an art form? Is the drawing / painting a form of art? Can a narrative / story be an art? What do the games consist of? Among other things, from music, graphics and narration. And the code. So if its components can be art, why shouldn't it be art? Is or not, huh?
I am asking for a reason, because the Bastion reviewed today is a pearl, what I say, a pearl that was in the console digital distribution. It is a two-dimensional hack n 'slash, in which the action is observed in an isometric view, and its hero is a Kid. The kid.
There was a disaster in Kid's world. At first, we have no idea what happened, the hero simply wakes up in one of the sky-high locations - without weapons and without experience. The kid finds a huge hammer, bow and shield and moves forward to find out his destiny. That's how it goes to the title Bastion, a place that is something like a hall, a hub, to other aerial locations. A place where the Kid meets a mysterious old man.
The game mechanics are quite standard and resemble those of other productions in this genre. During the journey, the kid finds various artifacts, which are then used to improve his weapons. And there are quite a few. The above paragraph only mentioned the basic ones, but after several dozen minutes the arsenal is enriched with a machete, something like a semi-automatic crossbow or musket. Each weapon has three levels of upgrade, and buying one of them unlocks two different working perks. For example, inflicting more damage or increasing the chance of causing a critical wound. When visiting the armory, we can freely exchange all unlocked properties, so there is no need to think long about the choice. Something does not fit, we change it. Comfortable and functional. In addition, the character has a special attack, whose output consumes a bottle of tonic. For example, we can call for an ally to fight, throw a grenade or leave a mine behind. Maybe the whole looks modest at first glance, but sometimes the screen is so crowded that there would be no special time to think about tactics.
Increasing the character experience level works similarly. Each subsequent level unlocks a slot that allows you to literally put an enhancer in it. When something stops responding to us along the way, we exchange something else. Functionality above all.
In time, we find a temple where we can pray. However, the gods are not very favorable, because they answer our prayers in a rather perverse way. If we ask you to increase experience points from killed creatures, the gods make them more resistant to blows. The business must go on.
The game impresses with almost every aspect. What our perception sees in the first place is a beautiful, two-dimensional visual setting, reminiscent of a Japanese RPG, but not quite, because you can also find stubborn the style known from Magicka . Although it is probably best to just admit that the Bastion is so original that it is difficult to clearly determine where the artists working with it drew inspiration.
Well, we have plenty of nice two-dimensional games on the market, so what distinguishes this position exactly? First of all, an idea for presenting a virtual world. Well, strolling through individual locations, we are constantly witnessing their construction in real time, which I admit, looks insane. I go and see how individual elements jump right in front of the characters. This makes the screen not only almost never static, but also works well in hiding various finds, because until we approach the edge of the levitating world, we don't know what the authors have prepared too. It's a bit of a modern version of Knight Lore .
Added to this are really well-composed and catchy pieces of music, performed, among others only on the acoustic guitar. Sometimes it is calm, almost lyric, sometimes a little faster and the music perfectly adapts to the rapid action on the screen. This is one of the best audio fixtures I've heard this year, and certainly one of the best that can be found among indie games.
And this is not the end of admiration. It is true that the story layer could be a bit deeper and more elaborate, but I must admit that with what Bastion offers in this matter , I meet probably for the first time. In the game, there is a narrator who not only takes over the roles of other characters during short conversations, but literally throughout the game explains what is happening on the screen. And in a way that personally reminds me of Chandler's detective stories. Often snappy, but at the same time extremely colorful and funny, describing reality so that we are aware that everyone is guided only by their own interests. The very act of preparing such a narrative puts this game among the experimenters whose task is to show the competition that certain things can be done differently. One can only imagine how many ambitious games would look like, in which instead of the brief information flowing from the lips of the main character we would be dealt with all the time with interesting thoughts on various topics or comments about what is happening on the screen. Sam Fisher or Garret would be perfect in this role.
Bastion is an arcade game with RPG elements, which is managed by a complex mechanic, but it is undoubtedly one of the titles with their own soul. It is charming and colorful, giving a lot of fun just by looking. The Supergiant Games team conjured up an extraordinary game, another step on the path of electronic entertainment evolution towards a rich narrative, not limited to reading notes found along the way and dry conversations with the characters they encountered. This new quality made the Kid, this patch of dozens of pixels on the TV screen, is definitely more than a crowd of anonymous heroes from hundreds of games. The kid is able to change his world. I hope ours in some parts as well.
g40st
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