Bastion Review (Steam/XBLA)

After producing the recent Command and Conquer games, most memorable for their FMV sequences, the EA LA team split apart. Seven of its finest members then formed Supergiant Games, which still operates today inside a bedroom in one of their homes. Their first game, Bastion, is now available on Xbox Live Arcade and Steam. If my feelings are any indication, Supergiant is well on its way to some proper office space.

The game starts you off with an isometric view of a boy laying in a bed. Forgive this cliché, for it will be the last. As you wander around, tiles of the world drop into your field of vision. This effect is similar to certain action-adventure board games (including the new Gears of War,) except these pieces are dropping in with each individual step you take in a new direction. It is the game’s most striking and unique visual gimmick, and it sparked in me a childlike urge to explore that few games do.

In the childlike theme also exists a narrator. He fills in backstory as you discover new places, but also quips about almost everything you do ranging from your failures to your weapon choices. He is also a character in the story that you directly interact with, and a lot of what makes the narration special comes from this. His actions and positions on certain topics eventually make you, at a minimum, wish that you could hear other perspectives on what has happened in the world. The more you learn, the more you wish you knew. The story is more impressive in its restraint, or how it’s not told, than it is when you scrub over what’s actually there. I wish more game stories were told this way.

The structure of the game pushes you on little ten minute adventures that involve an ordinary blend of attacking, counter-attacking, blocking and dodging. What keeps this otherwise standard formula fresh throughout its eight hour duration is the variety of weaponry.

Instead of the classic RPG format where the weapons will mostly work the same but have different statistics, each weapon here has a unique feel and purpose from the rest. The most clever aspect of this system is the way you are incentivized to actually try these new weapons, instead of sticking with your favorites and ultimately getting bored. This is accomplished by offering arena challenges for each weapon that force you to get a good feel for it, and then give you goals to achieve that more or less require you to upgrade it a bit. In my experience, that process resulted in me changing weapons out often enough that the gameplay never felt stale.

The charming art and Firefly-meets-Diablo soundtrack complete a package that rivals full retail games, but is outstanding in the $15 category.

Recommended for players who…

  • want an action-adventure game that can be consumed in small bites.
  • have been wishing they could take the Contra spread gun back into the old west since finishing Sunset Riders.

Victim of the Rainy Day


On a recent episode of the Player One Podcast, the hosts discussed some of the more foolish DVD purchases they had made in their lives. While much of this behavior can be attributed to their pre-family financial scenario, another factor surfaced as I looked back at my own habits of that time period: scarcity.

When faced with the terrifying possible reality of wanting to play a certain game and not having access to it, my response was to purchase a copy to keep around for a rainy day. I should own Civilization V, right? I didn’t have time for it when it came out, I don’t have time for it now, and it’s hard to imagine having time for it in the future.

But what if I do?

Is that unlikely case a good enough reason to purchase it? If you asked me in 2000, the answer would have been yes. If you were to ask me now, the answer would be no. This is because digital distribution has almost eliminated this aspect of the gaming hobby.

I know that if I ever get a ravenous hunger for Civilization V, I can get my grubby hands on it within minutes of any such impulse. As a result, there is no scarcity-driven urgency pushing me to buy it.

You might think this is where the story ends, where I’m swimming in money I saved from not making stupid purchases. No, no. Nothing in life is that easy.

As one evil dissipates, a new one emerges: the Steam sale.

The new fear is not about whether or not you will have access to a game, but whether or not it will be available at that moment of uncontrollable lust for a price you’re willing to pay.

Will I ever want to play Civilization V? It’s possible. Will I get it for less than $17 before that day comes? Probably not.

Purchased.


JoubleDump Now Dumping Joubles!

Some of you have been observing my stumble into videogame editorial of late, and I want to thank you all for the words of encouragement and helpful advice you’ve given along the way.

I took some inspiration from the great Merlin Mann when I cobbled together what you’ve seen to date. He is fond of saying that you shouldn’t obsess over details when first breaking into something new. You should just start creating.

So, that’s what I did. I made no effort to create a cohesive brand, make concrete decisions about the type of content I wanted to create, or commit to a particular platform from which to broadcast. I signed up everywhere, made what I felt like making, and worked a lot of kinks out along the way.

Then I started getting subscribers on YouTube. This was largely baffling to me, since I didn’t consider what I was offering to be the type of content you subscribe to. I expected my traffic to come exclusively from people searching for a game name with the word ‘review’ tossed in somewhere.

It almost felt intrusive, in a way, to have people watching me practice. It felt like they were gathering outside my window while I was learning an instrument. Not a ton of people, but enough that you should probably put a shirt on. JoubleDump is that shirt for me.

The other major reason I created JoubleDump is that I would like to get other people involved. That’s where you come in! Shoot me a message if you have an idea about something you’d like to write. The naysayers will tell you that nobody will read it on JoubleDump, because it has no audience at the moment. Let them say their nay! I’ll be quietly building something fun here while they do.


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