I don’t plan to waste much of your time. I merely want to
share the game that has stolen my heart and mind the past few days. A game so
beautiful and poignant it manages to invade my thoughts about the reality
around me. This is my first time doing this type of thing. Analyzing a work of
art for my own interest and not for some half-assed English class. But
hopefully I do alright. Hopefully you’ll be able to see the same beauty I saw
when I first played Bastion.
When I first ventured into Caelondia, I didn’t know what
to expect. All I really knew about the game called Bastion was that it was an action RPG that happened to be an indie
title. A friend of mine raved about it months prior to when I actually got it.
He was entranced by its narrative complexity and its encapsulating perspective.
In fact, that same friend purchased the game at full price with the soundtrack
for me for my birthday. So of course I was obligated to play it. A few weeks
later, I started my journey.
The world attracted me from the very moment I began to
play. It was only a short half-hour session, but within that little time I
completed the game’s “prologue” of sorts and became very interested by the
unique style the game possessed. The entire land of the world did not span in
front of my eyes at once; rather, the land unfolds piece by piece accordingly
throughout a variety of pathways. Most leads to dead ends, ones that either
holds a small reward for the extra time taken to explore it or simply… nothing.
Barren nothingness. But there was always a path to be forged ahead. And there
were always enemies regardless of which paths I decided to take. Obstacles to
be taken care of.
But there was always a path to be forged ahead. I could
count on that.
I’d say that most of us humans depict the end of the
world as something brought about by humanity’s own devices or contributions.
War. Maybe environmental disasters fueled by our own misgivings and
shortcomings. Bastion is about a
world of dystopia and solitude, a place that has already faced destruction at
the hands of its own inhabitants. But then that beckons the question… What
happens after that? What happens after we all destroy ourselves and our home?
Can all of us really be snuffed out for good? And if we happen to be the only
ones left… then what? Do we dare hope to rebuild the home we lost in the image
of old, or do we try to forge a new world by going upon a different path? Or is
even that futile?
At the center of Bastion,
you roam throughout the vacant, desolate land, looking over a home you both
knew and never knew. The Kid – the main character – he knew it all before the
Calamity struck, the things that caused the end of their world. He’s seen most
of the land beforehand by working himself to death for his mother. However, you
as the player… You don’t know this land at all. The only time you ever witness
it is at its destruction… its end. Thus, two realities are encountered in Bastion from the start… The reality the
Kid knows and the reality the player knows. The Kid’s known this place before
and after. Meanwhile, you only know the after…
However, there are more realities that Bastion presents in its introspective
narrative. Namely, the whole story is told through the perspective of an
outside party… Namely, an old man – a Stranger – named Rucks. Bastion is nothing more than a game told
from a second person’s perspective… You only know Rucks’s perspective and his
views. You only learn of the City and the Wild to the East of it, the
Caelondians and the Ura… From the feeble words of an old man who has seen and
learned too much about life. A third reality… But is the reality Rucks sees the
same as the real nature of Caelondia? Is it the same as the one the Kid sees?
And is it anywhere close to what the player sees of the land? Immediately,
you’re forced into taking the words of an old man for the truth… You get his
insight and only the others’ if he learns of it secondhand.
The Bastion is the safe haven of the discarded world, the
Promised Land where a new future – a new world – is offered to the few
survivors of the land. At the beginning of the game, it’s only you and the old
man… the man whose name you don’t even learn until the discovery of a third
survivor, a man of the Ura race named Zulf. You meet him and a Caelondia-born
Ura named Zia in your quest to bring the Bastion to life as a new world. As the
game progresses, you journey from almost complete solitude… To battling an
entire tribe of Ura at the end of the game. After all, the Calamity was brought
about by Caelondia… As a way to destroy the Ura. Of course the Ura would be
pissed about it; ‘tis only natural. Zulf even learns of this and abandons the
other three, obviously choosing his people over the filthy Caelondians that
caused this mess in the first place.
You may wonder about the point I’m trying to make with
what I’ve described up to here. From solitude to crowds, from one perspective
to pondering about many… What can one take from such a narrative? At the end of
the game, the player for the first time in the game gets to make two separate
choices. As the Kid carries the burden of a battering ram on his shoulders to
bend and break the Ura, Zulf himself is abandoned by his own people for
bringing them suffering. After all, the Kid only appears because of Zulf… Only
to retrieve the Shard that will bring hope back to the broken land.
He’s presented with two choices. He can leave Zulf to his
own devices and stick to carrying that ol’ battering ram. It would protect him
from the incoming Ura and allow him to escape with the Shard. And besides,
doesn’t Zulf deserve desertion for what he did? He damaged the Bastion. He left
the ones who found him and preferred to look in terms of race rather than in
terms of friendship and survival. He let the values of the begotten old world
control his actions… He let hatred consume him. So why shouldn’t the Kid leave
him to die? Why should the Kid risk his life for such a pathetic human?
There is, however, the other choice. The Kid can
sacrifice lifting that gigantic battering ram… He can leave his only defense
against the remaining Ura behind and scoop up that wicked and worn man to save
instead. He can take all the arrows and stones slung at him with the weight of
the old and new worlds pressed down upon his back for the sake of one vile creature
that isn’t even worth a fraction of the word “sacrifice.”
Funnily enough, it leaves the player to decide for the
first time in the game. The first of two consecutive times that only happen at
the end… The game never as much forces you to question your actions up until
this point. Sure, you can decide how you play the game. What weapons you use
and your preferred method of attack. How you explore the destroyed world. Whether
to venture into the pasts of others or to keep on trekking to the tune of blissful
ignorance.
But regardless of the background that has let you up to
this point, you must choose. To save a vile man. To ensure your own safety.
Well, you can choose to forsake him. No one would blame
you. That’s just logical for a human to do. And maybe it’s even a form of
compassion. He’d suffer for his mistakes. He’d learn the consequences of his
actions. And hopefully he would see his retribution as a way of coming to terms
with his blind hatred. Maybe he’d see how clinging to the old world did him
wrong. I don’t think he’d blame you if you left him there to die.
But…
That Kid. He’s different from the player. You might be
controlling him.
But in the end, what does the Kid really want?
It’s not like we’ll know. This story was told by another man.
But let’s say you take the other route. Then what
happens?
You witness one of the most beautiful scenes ever written
in a video game. How about that as a reward to the player?
Does that mean you were wrong if you chose the other
path?
I wouldn’t think so. I believe both paths have their own
merits. But…
He lifts Zulf onto his back. He replaces that ram with a
fellow human being. One who wronged him many a time, but he carries him
regardless. He bears the wounds and scars caused by the careening arrows. All
of them aim to kill the Kid. But he prioritizes the tragic man on his back
still. He goes up that hill carrying the weight of both worlds. He receives the
hatred of the Ura in full force. Even the old man knows he’s going to die.
But he doesn’t.
The Ura stop and take a look at that Kid. The one who has
time and time again known the meaning of sacrifice. The Kid who never once
seems to complain, at least from what we know of him through Rucks. He carries
that burden and back tenfold. He cares about the very man who threatened to
destroy the new world. He still loves that forsaken man. That wicked man. He
doesn’t give a damn about race or prior actions.
He just wants that new world. He wants that future where
humanity can live in peace. Where humanity can love.
Then again, who am I to suppose all of this? It’s all my
speculation as a player who only saw that ending where the Kid takes such a man
upon his back. I can’t read the Kid’s thoughts. Only an old man’s who thought
the Kid would die.
But he doesn’t.
The second of two choices is after returning to the
Bastion... One I presume is the same
regardless of the previous choice. On one side, the old man who acts as our
eyes through the entire journey. On the other, the other surviving girl who we
rescue from her own people. The old man wants to reset time. The Ura girl wants
to escape to a new land. Maybe the previous land known before the move to the
City. Reset time and prevent the Calamity in order to attain the old world
reborn and given a second chance. Accept the world’s demise and create a new
world of new values. Which is more appealing?
Well, I picked Zia’s path, personally. But again, neither
path is wrong. The old world could be fixed. Disaster could be avoided and
everyone could be saved. Or a new land could be discovered where the last of
the living create their own little Eden. Everything of the old world is gone;
all of the mistakes made are permanent, but they can build a new promise.
But regardless of the path, you’ll find the road. A road
to the future. But you have to keep exploring. You have to keep on going. And
isn’t Bastion’s gameplay based on
that very premise? Worlds that open up as you peer onto them with your own
eyes. Places you’ll only see if you take
the time to get there yourself. But you’ll assuredly make it somewhere, you
know?
We all strive for happiness, but sometimes happiness is
not what we need. Sometimes we must learn sacrifice. Sometimes we have to make
difficult choices such as the ones the Kid made at the end of Bastion. But the important thing is that
we keep on, regardless of the future you or I choose. And that we support each
other each step of the way. Not necessarily because it’s the right thing to do,
but because we all draw a lot in life. Some lots are unfair, some lots are
lucky.
But we’re all given a lot. So we should at least use what
we’ve got, right?
We’ll endure a lot on the path. But we’ll also learn.
And maybe someday, we’ll have our own Bastion. Maybe
we’ll make the wrong choice, but we’ll still have the Kid to carry us back to
the Bastion when we can’t walk down our path anymore.
He’ll shoulder us like he shouldered Zulf. Maybe my Kid
is different from yours.
But we all have that Kid. A crazy little bastard that
lets us recall and realize.
To conclude… well, I figure I’ll point this little thing
out. The closing credits song is called Setting Sail, Coming Home. In it are
the melodies of two other songs from Bastion…
“Build That Wall,” which is noted as Zia’s theme, and “Mother, I’m Here,” noted
as Zulf’s theme. Together, they compose that beautiful song.
We can’t make it alone. That is what Bastion says to me. That is why that song only becomes whole with
two separate melodies. That is why the other two songs feel so lonely without
the other.
Sometimes you may not realize it, but the Kid is always
holding you on his back.
Don’t forget that.
And maybe you’ll become the Kid for someone else.
And wouldn’t that be something?
And maybe, just maybe… We’ll all pass the time, simply
telling stories like old man Rucks over there.
Wouldn’t that be something?
“I take your hand, now you’ll never be lonely… Not when
I’m home, sweet home.”
aahhhhhhhhh spoilers
ReplyDeleteI know this is old but seriously you bring a tear to my eyes, your analisis of this game is amazing, I dont know if it is the message the devs wanted to share, but it sure is a great interpretation.
ReplyDeletemy only regrets about this game is that since I lost my mother months ago, I'm not able to listen to Setting sail, Coming home without crying...