Tag Archives: Summer of Arcade

Hense, the Goddess of Pain and Pleasure, loves this blog post about Bastion’s difficulty

Suddenly, the Kid died three times in a row, unable to stop the swarm of Squirts and Gasfellas from overwhelming him with their lethal attacks. Up until that point, the Kid had never fallen in battle; sure, he’d come close, exiting the battlefield just barely, chugging his last bottle of health potion, wiping the sweat from his brow, quietly ignoring the narrator’s snide commentary. So, what had changed? Did the Bastion developers decide to ramp up the game’s difficulty without rhyme or reason?

Nope. What happened was that I built a shrine at the Bastion and turned on all of the god-like idols, thinking they were there to help and bestow great benefits on the Kid. Actually, they do the opposite of that. They make the game a whole heap-load harder, rewarding the Kid with more XP, but chances are that XP won’t be gained due to the fact that these enemies are now faster, stronger, and more deadly. Some even drop exploding bombs upon death, one last eff you before the darkness takes them. Because Bastion suffers from the tiny text disease, I couldn’t read the flavor text that went with turning on each idol and decided that surely they existed to help us on our journey to rebuild the Bastion. The idols also stack, meaning you could turn on a dozen and really wish your thumbs never existed. I believe I had turned on Acobi, Pyth, and one other idol before heading out to find Shards. Eep.

So, to help me and my bad eyesight out in future adventuring, here’s a table of all the idols you can unlock at the Bastion’s shrine, as well as what they do to ramp up the game’s difficulty:

Idol Description
Hense (Goddess of Pain and Pleasure) Foes are more ferocious
Acobi (Goddess of Oath and Abandon) Foes drop a live grenade when defeated
Lemaign (God of Hope and Despair) Foes’ attacks slow down the player
Pyth (God of Commotion and Order) Foes are quicker, both with movement and attacks
Jevel (God of Health and Atrophy) Foes are more resilient
Yudrig (God of Impulse and Bravery) Foes cause damage on contact
Roathus (God of Thirst and Plenty) Foes never drop Health Tonics or Black Tonics
Micia (Goddess of Loss and Longing) Foes have regenerating health
Olak (God of Chance and Whim) Foes occasionally turn to air, making them invulnerable to attacks for a short period of time
Garmuth (God of Purpose and Folly) Foes are more capable of deflecting attacks

Yeah, imagine all of those idols turned on at the same time. Can’t even stomach it. Thank goodness there’s no Achievement tied to utilizing these idols or anything; they are just there if you, the player, really want a different experience. I think I’m content with the default difficulty for now and will not be going back to the shrine any time soon.

Hard to say how far along in Bastion I am, but I’d wager either halfway done or a little more than halfway done. I’ve been using the machete and the scrap musket religiously, and haven’t really done much with secret skills. I constantly forget that I have a third attack. Oh well. Here’s to remembering things and reading important text then!

The Paul gives his impressions on the first hour or so of Bastion

Like most gaming entertainment, Bastion begins with some narration. This is to set the scene, tell a little backstory, get the proverbial ball rolling. However, with Supergiant Games’ first release, there’s a hook; the narration never stops. Voiced by Logan Cunningham, the game’s narrator is ever watchful and never a bit shy to comment on the fact that you’re slashing everything in your path apart or that you need to leave that adopted pet in your stronghold alone for now or that you went left instead of right first. It’s interesting and a little creepy, but it certainly gives one a sense of their own experience, something true to only them, and that their version of the Kid is being role-played as they deem.

Bastion is about rebuilding. An event known as the Calamity has split the world into a series of floating islands, and the Kid, our silent protagonist, heads to the Bastion, a safe haven of sorts that his people created to live at protected during these hard times. Unfortunately, upon arrival, it is clear that there is a lot of work yet to be done, and so the Kid sets off across the floating map to find new resources. So far, I’ve been able to upgrade the Bastion with two new buildings: a distillery and a forge. The former is a place of potions and magical unctions, and the latter lets you tweak your current weapons with passive abilities, such as improving the speed of your bow or your chance to land a critical hit with that mighty hammer. Standard RPG flair, but the stat personalizing and slight customization is welcomed.

The game is highly stylized, with gorgeous artwork, vibrant colors, and a playing field that forms all around the Kid as he moves forward. It’s amazing to see the path constructing right before your feet for the first time, and it’s still equally amazing the fortieth time it happens. Kudos to the developers for that neat trick. The monster designs are adorable, like something from a Hayao Miyazaki film. At times, the camera zooms in for a closer look at the action, which I greatly appreciated. Every place is a place of import, nabbing a cool name that any fan of epic fantasy fiction will love. My personal favorites: The Rippling Walls and Breaker Barracks.

If there’s one complaint I could toss onto the field it’s that the dynamic narrator is sometimes talking right as a swarm of Squirts appear out of nowhere and attack the Kid. Unfortunately, at that point I am more concerned with staying alive and swiping my enemies to bits to really listen, meaning I’ve missed out on whatever he said. Granted, it might have been something minor, but it might not have been. A narration log would be nice, or some kind of codex to keep track of everything. Also, at least for me and my television from 2005, Bastion is another example of a tiny text game.

But so it starts:


The Stranger (10G): Complete the Wharf District.

Looking forward to building more of the Bastion tonight after work.