The End of the World (Part 2)

Turns out a lot of people actually enjoy reading my stuff. Whodathunkit? That said, the comment I’ve received from the most people has been “I didn’t read the heavy video game stuff but….”. What you choose to read of my posts is of course up to you. That said, I try to put everything I discuss in simple terms such that it is accessible to everyone. I suppose what I’m saying is perhaps you should give the heavy analysis a bit more of a chance. Maybe you still won’t like it, but maybe you will. Finally, to this point, I’m going to do a rotation of the topics I mentioned in my first post, meaning after this post I’ll do a few that aren’t about video games (maybe).

So back to Bastion. If you haven’t read part one, give that a quick review to catch up. From part one it is already common knowledge that I love Bastion and think the plot is amazing complex and one of my favorites of all time. Discussing it further, however, would edge too close to spoiling the game. Instead, I’m going to touch on some of the more subtle points that make Bastion incredible that a less ambitious game would have either ignored or executed poorly.

First up is Bastion’s score. Bastion features magnificent musical track that complements the game design and defines the tone of the game as a whole. Overall, the score is an interesting blend of western instrumentation and themes with the addition modern sounds. This creates a unique feel of a modern world that is unstable and gritty like the old west. Every song throughout Bastion was chosen to convey a specific tone upon the player to emphasize the narrator’s words and the settings the player is exploring. I’m going to write a bit about what I feel these songs are communicating, though because the first two are without words there is plenty of room for debate. Because there’s nothing to watch in these videos (just audio), set them to play while you continue to read.

First up “In Case of Trouble”, the main theme of the Bastion. It is the song that plays while you are home at the Bastion, where you return to after every level of the game:

Initially, in the game, the song has a more limited instrumentation, but as you progress through the game the bastion theme becomes more and more filled out – the version you are hearing is the final, completed song. Each added instrument is a new personality, cooperating with the others in its own rough yet harmonious fashion. The song speaks of hard-earned progress and human resilience against all odds, a fitting theme for the Bastion. It makes no reassurances about success in one’s toils – the frequent minor chords injected into the song warn of future challenges. But more than anything else, as the number of instruments grow and the base deepens, the song about the power to make the right decisions even when they are difficult, and the power to change one’s own fate. Right or wrong, good or bad, it’s all up to you.

Next is “Twisted Streets” – the exploration song, which plays while you run through new areas.

The song begins grimly – the strong downbeat of cymbals on the first beat of every other measure accompanied by snare rolls throughout is reminiscently of a funeral march. Winds play along to with the darker notes, reminiscent of good times lost, with harsh pads combining to form terror. The song is about suppressed implications. The kid has a job to do but every passing ruined town burdens him further, mixing sadness at what was lost with horror at what has become.

Finally, one with vocals. This is “Build that Wall”, Zia’s theme.

The song speaks of two people – the singer, digging a hole, and some other person, building a wall. Many times, the singer alludes to the failure of the other person – “one day that wall is gonna fall” and “some day those tears are gonna spill”. The lyrics are very aggressive towards the other person: “so build that wall and build it strong ’cause we’ll be there before too long”, but the music doesn’t match. The singer knows that conflict is coming, but doesn’t rejoice or speak to her party’s strength. The lilting tone and simple plucked tones lament what will soon come to pass. At the same time, the singer expresses no emotion that would indicate the possibility of peace – all of the verb tenses imply certainty. Cities will be built, walls will fall, tears will be shed, and there’s no way to avoid any of it.

Overall, Bastion’s music is powerful and an ever-present force in the game. It conveys a number of emotions, but one is notably missing from the entire score: Happiness. There is accomplishment and pride, but all emotion throughout the game is accompanied by an undercurrent of remorse and regret. You’ll learn more as you play the game, but take my word for it that as the game progresses it is impossible for a character or the player to feel purely, simply happy about any turn of events.

Next let’s look a bit at the level design – the core level mechanic in Bastion is that the level assembles itself as the player walks along it. The first extremely clear benefit of this mechanic is that the player is never at a loss of where to go – just follow the self-creating path. Second, this mechanic lends itself to very narrow and uneven levels – terrain can follow any visual pattern because there is no surrounding terrain to connect it to. Finally, wide open areas gain significance. Where in other games narrow areas are more dangerous because of the possibility of being pinned down by enemies, wide open areas in Bastion are far more dangerous because they contain far, far more enemies, and every so often bosses.

Game Design Key Point: Terrain Graphic Contiguity. The terrain in Bastion is special specifically because it is so minimalist. Almost all of the generated terrain is walkable, and every bit of terrain receives extra focus as it moves into place from below the screen, perfectly suiting its surroundings. This is something that many designers forget – players notice when things look out of place. For an example of this, let’s take a look at the terrain of the Pokemon series.

Ruby/Saphire (GBA, 2002)
X/y (3DS, 2013)

In Ruby/Saphire (on right), everything is blocky and square aside from you, Prof. Birch, the Poochyena, and Birch’s bag. Therefore the terrain looks contiguous, with nothing out of place. Contrast this with the screenshot from X/Y (at left). Nintendo made a very conscious effort to make the terrain more real. The path curves well, the shrubs and trees are fairly well drawn, and the wild grass look like real ferns, though notably a bit too symmetric with one another. However, one thing is drastically out of place, and attention is drawn to it right away – the hills on the right. No dirt hill is an even 60 degree slant with perfect line divides drawn across it. It’s not the fact that these hills are so far off reality – clearly the hill in ruby/saphire, the brown line in the middle, is less accurate – it’s that the hills in x/y are the only thing that still looks unrealistic after the graphics update, and are now hilariously out of sync with their surroundings in terms of realism and quality. Players are willing to tolerate any level of graphic complexity – see the resurgence of pixel art games as of late – but seeing inconsistencies within a game’s graphics is like an un-sanded and un-painted edge on a piece of furniture. It speaks to a designer’s laziness in not finishing the feel of the game, even when that wasn’t the intention.  Designers have to be careful when asking for a graphics update, because performing an incomplete upgrade can do more harm than good.

I regret that I cannot talk more about Bastion’s plot, because it wouldn’t be fair to any who want to play the game for themselves. Therefore, that’s all for now. I’ll be back soon with something non-game related.

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