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Yingying Zhang

Yingying Zhang

DIG 4713 Design Activities Log

The Kid’s Old Game

2 min readOct 22, 2018

One of the first games I had on Steam, way back when digital distribution was starting to get popular, was Bastion, perhaps one of my first experiences with a single player digital game besides those old 2003 Microsoft tycoon games.

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Gameplay wise, it’s your typical 2D action RPG game involving dodging and combat. The player controls “the Kid” as he moves through various floating maps fighting enemies, collecting items, and completing challenges. The maps in the game are a collection of floating platforms seen from an isometric point of view. There are no walls around the boundaries of the map, so there is a consistent danger of falling off. Players select and explore a variety of maps to continue the story, but return to the Bastion, which is a base of sorts that they can upgrade as they collect more resources. There are also two different modes to the game: normal and no-sweat.

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In normal mode, players are able to earn any achievement, but must restart a level should they die. In no-sweat mode, players are able to return to their point of death an unlimited amount of times, but are not able to earn certain achievements.

Players also have access to different weapons that customizes the playstyle however they like. Melee weapons range from a large hammer to a fast machete. Ranged weapons include a rapid-fire shooter and a long bow. These different weapons allow players to play at their own speeds: fast and aggressive, or slow and defensive.

Besides the gameplay, what really makes the game shine is the dynamic narration. The voice over follows the actions of the player as they explore the map. I think this feature is what really immerses a player into the game and makes them feel as if they are a part of the story. The overall mood of the game is somber and hopeful, and the mournful tone of the narrator really solidifies the fantasy element of the Bastion. Each individual action is narrated, some that builds on the mood of the story, others much more humorous. For example, if a player chooses to smash their surroundings in search of items to collect, the narrator may comment on the player’s actions.

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Yingying Zhang
Yingying Zhang

Written by Yingying Zhang

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DIG 4713 Design Activities Log