Time for my second case study! This time I'll be taking a closer look at one of my favorite games to come out all year, Bastion from Supergiant Games.
Bastion is a 2D top-down action game with a strong focus on narrative. In it, you control a little chibi boy known only as "the kid" as you explore the richly beautiful yet disturbing environment around you. The game begins with the kid waking up on a floating rock in the sky and a mysterious narrator talking as you play the game. As you run around and explore, chunks of land fly up and come together underneath your feet. The effect is very striking and certainly piques one's interest about the strange world the game takes place in.
The narrator points out that the eerie void and floating land are the aftermath of some disaster he calls "the calamity." And in Caelondia, the ruined city where the kid lives, there was a safe haven where everyone agreed to meet in case of trouble: The Bastion.
Right out of the gate, everything seems bad. |
Bastion benefited greatly from having a small core team of only about 4-5 people. From start to finish, it feels like a product that had very specific goals in mind, and a small team of people each working on a singular goal and nothing else. For instance, virtually all the visuals in the game were created by a single person, Jen Zee, which leaves the game with a very cohesive yet creative and unique visual style. I believe that the larger the team of artists there is working on a single game, the more generic the game's visuals will become, since each artist will strive to homogenize their ideas in an attempt to make it blend together with the rest of the project.
The main reason I wanted to do a case study of this game, though, is the strides it takes in narrative driven games. Video game stories are terrible. But every now and then, a game comes along that seems to figure out what makes storytelling in video games a fundamentally different art from other mediums. Chiefly, and perhaps most obviously, that the player is interacting with the world and can make choices. Bastion is a game that realizes this and constantly gives the player the opportunity to make choices. They don't always have a direct impact on the story, but the game does a good job of acknowledging that you made a choice and commending you for it. Making you feel special about it. Let me give some examples.
There was a huge amount of dialogue written for the narrator that I mentioned above. He is used as a tool for acknowledging the choices that the player made. There are many games that give players freedom to do pretty much whatever they want, but don't actually provide any feedback when you do things. Take the popular sandbox game Just Cause 2, for instance. You, the player, might decide to steal a military jet and kamikaze it into its own military base. The game totally gives you the freedom to do that. But the delicious irony of that act is hard to appreciate when the game itself doesn't appreciate it.
So the team at Supergiant attempted to predict actions that the player would take, and use the narrator to tell the player that, "Hey, I noticed that you did that." The first weapon you acquire in the game, a hammer, is placed amidst plenty of debris ripe for the smashing. If you hang out there and bust it all up before moving on, the narrator chimes in, "Kid just rages for a little while." Players probably don't even realize it, but standing there and breaking everything in sight was a choice that they made, and giving players consequences for the choices they make, even if it's something as small as a comment made by the narrator, makes all the difference in the world. Moments like that are peppered throughout the entire game, and even though you aren't always making choices that are going to rock the foundation of the world you're playing in, it makes the story feel much more organic.
The narrator will also keep you informed about the places you'll go and the enemies you'll encounter. |
But to only praise and analyze Bastion's story-telling would be a disservice, because the combat is both deep and refined. Somebody somewhere spent a lot of time balancing all the weapons and abilities available to the player, and it paid off. The combat in Bastion is some of the tightest you'll find in modern video games, and it also feeds back into the idea of the player making choices.
Combat is intense and satisfying. |
Bastion is a huge success, beautifully crafted in all ways. Thanks to a small team, specific goals, and appropriate scope for the game, Bastion is easily able to hang with the giants of the industry. Everyone could stand to learn a thing or two from this game, and I hope that developers take some cues from Bastion's triumphs. I would be one happy kid if there were more games like this in the world.
Bastion is available for $15 on Steam and Xbox Live Arcade. Do not hesitate to pick it up.
No comments:
Post a Comment