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Posted by GameTrailers Jul 19 2011 14:00 GMT
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Is Bastion a safe haven of fun? Fill the void with our official Bastion review pod!

Posted by Giant Bomb Jul 19 2011 14:00 GMT
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The first time I saw Bastion was back in our old office in Sausalito. Greg Kasavin came by and wanted to show me a quick glimpse of a project he was working on with some of the guys he spent time with back at EALA. It was a curious little thing that immediately stood out because of its audio. Even when coming out of a tinny little laptop speaker, hearing the narrator tell his tale while also reacting to the things I was doing on-screen felt different. At times, it felt like magic. The game itself seemed reasonably cool, too. The blocks rose up from the bottom of the screen in a really neat way, forming the pathways that The Kid ran along as he grabbed a glowing stone of some kind and made his way to the relative safety of the Bastion. Weirdly enough, that was the only sequence I played for around a year or so, but that bit--the beginning of the game, which will be the demo portion of this week's Xbox Live Arcade release--was enough to make me a believer in the project. Well, that and some discussion about where the game was going from there.

I think, over the course of development, I probably played that intro sequence three or four times, seeing bits and pieces of it improve around the edges, but the core of it was still the same impressive piece that it was when I first put my hands on it. The funny thing is that even after talking to almost everyone that's worked on the game and being a part of the recurring Building the Bastion series that we produced to chronicle what it's like to strike out on your own as an independent game developer, I still didn't know what to expect from the final game. All of the bits and pieces we had seen looked cool, and from seeing the beginning of the game, I knew the main idea was sound, but I guess I hadn't really put much thought into how it was all going to come together. In a way, some of us had become way too close to it. I sort of set the whole thing up with Greg originally. Vinny went through all of the footage and cut together the clips used on the show. Ryan hosted the show and asked them a ton of questions. Brad, wisely, hung back a bit. I think he probably had the purest experience of us all. Unsurprisingly, I think he's probably the game's biggest fan. As of this writing, he's the top guy on all four of its leaderboards.

Either way, none of that really matters that much. As soon as we went ahead with Building the Bastion, I knew we'd end up seeing too much of that game and that running an actual, scored review would be right out of the question. Rather than hem and haw about that end of the coverage, I said up front that we wouldn't review the game. And I'll say again, right here, that I recommend you seek out various reviews on the topic before making a purchasing decision rather than just taking what I'm saying here on faith. Better safe than sorry, right?

That said, we talk about the various aspects of the game on this week's podcast, and I recommend you check that out when it runs later today. The short version, however, is that I'm pretty blown away by how enjoyable Bastion is. The team makes good on that core concept--the narration that's powered by your on-screen actions while simultaneously telling you everything you need to know about the world--in ways I'd never even thought of. It builds up its own conventions and then breaks them in inventive ways. It provides an arsenal of exciting weapons that are as fun to upgrade as they are to use in a combat system that rewards skillful play. The story is surprisingly emotional, taking some exciting turns during the back third that made me want to finish it not once but twice. On top of that, it looks great the entire time. Ryan was the one that pointed out that, over the course of seeing all the pieces of Bastion as just pieces, it became easy to lose sight of the "simple" stuff, like the way that ground rises up from the bottom of the screen and forms the pathways you'll take from one area to the next.

I'll refrain from going into too much detail. After all, we said we weren't going to review the game. But if you'll allow me one more recommendation... grab the demo and see it for yourself. Anyway, here are links to the show, in case you want to see what went on during the game's development.


Posted by Rock, Paper, Shotgun Jul 19 2011 07:58 GMT
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Awesome-looking (and even better sounding) esoteric action-RPG Bastion has arrived on the console boxes this week, but should also making its way to PC soon. Supergiant told us that the PC version has no set release date yet and explained: “We’re still sorting out the controls and making a few other changes to make sure the PC version feels like a proper PC game.”

You can check out the trailer below, and read my hands-on impressions of the PC version of the game.(more…)


Posted by Joystiq Jul 15 2011 23:00 GMT
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Bastion's hero smashes a couple of logs with such ferocity in this launch trailer, we couldn't help but draw attention to it (not to mention our ability to conjure up eye-rolling headlines).

Writer and designer Greg Kasavin describes the creative process behind the video in sincere detail on the Supergiant Games site. While footage of the vividly drawn action-RPG would have sufficed, the small development team created original art, music, writing and narration specifically for today's presentation. "We iterate until the level of our nitpicking makes us want to kill each other or ourselves, which is when we know we're done," writes Kasavin.

Bastion launches this Wednesday, July 20, on Xbox Live Arcade as part of Microsoft's Summer of Arcade promotion.

Video
Posted by GameTrailers Jul 15 2011 18:34 GMT
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A glimpse into the lush atmospheres of Bastion and hand-painted 2D artwork.

Posted by Giant Bomb Jul 08 2011 18:06 GMT
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If you want a peek at what'll be dominating the downloadable headlines in the year ahead, hang around the PAX 10.

Heavy hitters like Bastion, Super Meat Boy, Audiosurf and The Maw are just a handful of the games part of the PAX 10 in the past. This year's lineup was just announced, and includes some familiar faces like Fez and Jamestown: Legend of the Lost Colony, alongside plenty you've (probably) never heard of.

The complete breakdown of each game's featured on the PAX website, but I've included a gallery of the complete lineup below. The gallery corresponds in order to the list that's just above the games, too.

  • A Flipping Good Time
  • Antichamber
  • Atom Zombie Smasher
  • Fez
  • Jamestown: Legend of the Lost Colony
  • Snapshot
  • Solar 2
  • Splatters
  • Vanessa Saint-Pierre Delacroix & Her Nightmare
  • Word Fighter

PAX Prime takes place once again in downtown Seattle, August 26 through August 28.


Posted by Giant Bomb Jun 27 2011 18:00 GMT
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We learned what titles would compose 2011's Xbox Live Summer of Arcade lineup, but dates and prices were previously unavailable. Now Major Nelson, Xbox's resident mouthpiece, has let slip the dates and points pricing for each of the five available titles. Thanks, Larry.

"Yo! It's like Limbo and shit! But you got a spaceship, dawg! It's trippy!" -- Some guy at PAX East who resembled Seth Rogen in a do-rag.

Supergiant Games' stylish action RPG Bastion will lead off the pack on July 20th, followed by Ubisoft's peculiar-looking god game, From Dust, on July 27th. August begins with Michel Gagne's kitchen sink side-scroller, Insanely Twisted Shadow Planet, dropping on the 3rd, followed by the Kinect-enabled version of Fruit Ninja on the 10th. Finally, rounding out the pack is Toy Soldiers: Cold War, which closes out the summer on August 17th.

All of the titles under the Summer of Arcade banner will retail for 1200 points ($15), with the sole exception of Fruit Ninja Kinect, which will go for 800 points ($10).

As an added bonus for those who really like spending Microsoft points, anyone who buys all five of the Summer of Arcade titles will get free access to Microsoft Game Studios and Certain Affinity's action RPG Crimson Alliance when it releases on September 7th. That game will retail for 1200 points when it launches.

So, which among these are you planning to pick up? I'm sure Microsoft is banking on you just buying all of them all willy-nilly, but c'mon. Let's be realistic here.


Video
Posted by GameTrailers Jun 08 2011 00:04 GMT
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Immerse yourself in the World of Bastion, member of the Xbox Live Summer of Arcade lineup in this interview from GT.TV's All Access Live coverage of E3 2011!

Video
Posted by Giant Bomb May 28 2011 01:39 GMT
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The Bastion team returns to show off the last leg of their long journey to submission.

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Posted by GameTrailers May 26 2011 21:30 GMT
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Mechanics and story details from Judges Week at E3 2011. Join forces and build the Bastion to its full power!

Posted by Joystiq Apr 08 2011 00:30 GMT
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Hewn handholds and knee-high hedges are there for a reason. Think of them as the worldwide baby-proofing done by game designers, who must ensure that their protagonist is able to make it from one side of the adventure to the other without getting lost, or fatally slamming against an unbeatable obstacle. It's an unrealistic tweaking of life, but there's no fun in Lara Croft going home because that one chasm was just too wide.

The hero of Bastion treads literally upon this convenient truth, with a path rising from the earth miles below and solidifying his journey, piece by piece. From a purely selfish standpoint, it's awfully nice to have proof that the world evolves around you.

It's unclear what force has shattered the world, but its savior-to-be, The Kid, isn't in danger of getting lost amid the floating fragments that remain. If the quest expects you to go in a certain direction, an incomplete piece of land will signal you to approach and trigger the rise and assembly of a new environment. Acting as more than just a clever visual effect, it's an effective and immediate way to entangle you in the core of the story. It seems that nothing exists and nothing happens without your presence.

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Posted by Giant Bomb Apr 02 2011 02:44 GMT
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The Supergiant crew gets a publisher, enters crunch time, and spits hot, horadric rhymes.

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Posted by GameTrailers Mar 15 2011 02:31 GMT
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Annihilate all enemies in a single room.