Bastion
A hand-painted action-RPG where a gruff narrator reacts to your every move and the world literally rebuilds itself around you. Short, sharp, and surprisingly affecting.
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About Bastion
Bastion is a top-down action-RPG from Supergiant Games, released in 2011, and it still earns its reputation as one of the most carefully crafted games of its length. You play as the Kid, a silent protagonist picking through the ruins of Caelondia after an apocalyptic event called the Calamity has broken the world into floating fragments. Platforms assemble beneath your feet as you move, enemies dissolve into ash, and every single action you take is narrated in real time by a voice so distinctive it has essentially become the game's second main character. If you have ever wanted a game to literally comment on whether you fell off the edge of the map, this is that game. The combat is weapon-based and snappy. You carry two weapons at a time chosen from a roster that includes a carbine, a cael hammer, a repeater, a mortar, and several others, each with its own feel and upgrade path. The upgrade system, handled at the Forge hub area, lets you specialize weapons with one of two upgrade tracks, which does offer some genuine build expression even if the ceiling is not especially high. There is also a set of spirits that function as passive buffs, and the Shrine system lets you activate idols of old gods to make enemies harder in exchange for better loot drops. That optional difficulty layer is smart design: it rewards players who want a challenge without punishing those who just want the story. The worldbuilding does a lot with very little. Caelondia's history is delivered almost entirely through the narrator and through collectible Memories, small text fragments that fill in the world's past. For a game you can finish in around six to seven hours on a first playthrough, the amount of implied depth is impressive. The Calamity itself, what caused it and what it means, pays off in a final act that genuinely earns its emotional weight. There are two ending choices, and both are worth sitting with. The writing rewards attention in a way that a lot of bigger, longer RPGs do not bother to attempt. The main limitations are ones of scale. Build variety is real but not deep enough to justify multiple full replays purely for mechanical reasons. The freeform exploration is largely illusory: levels are linear, and the hub structure, while charming, does not evolve meaningfully. If you come to Bastion hoping for the branching reactivity of something like a classic CRPG, you will find a more curated, authored experience instead. That is not a flaw exactly, but it is a calibration you should make before you start. Bastion is closer to an interactive novella with excellent combat pacing than it is to an open sandbox. For anyone who has not played it yet, or who played it years ago on a worse setup, the PC version holds up well. The hand-painted art direction remains striking, Darren Korb's soundtrack is still one of the best ever composed for a game this size, and the whole experience is tight enough that it never outstays its welcome. It is the kind of RPG-adjacent game that people who claim they do not like RPGs tend to finish in a single weekend and then quietly recommend to everyone they know. Monika, Scout Team
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Game Info
- Developer
- Supergiant Games
- Publisher
- Supergiant Games
- Release Date
- Aug 16, 2011


