Ending
“The point in a journey in which there appear to be no more ‘directions,’
in which you can move ‘forward’.”
Stories, stories are all around us. Some long, some short,
some emotional, some humorous, but all stories have their differences, and
likewise, all stories have their similarities. Similarities, that which all
stories share, those that are needed to craft a great narrative tale, things
that you can find in each and every one of them. As an example of two of these
qualities, all stories have a beginning, and all stories have an ending, and
today I will be talking about one of those, the ending.
When it comes to stories, while the sum of its pieces and
whole is important, and making every part as good as can be is essential, the
endings of a story have always been my favorite part. The ending is what you
see last, what sticks with you the most, and is what wraps up everything and
concludes the entire tale.
But, this article/essay/something isn’t about why I love
endings so much, this is about a video game. A game I played recently, that
goes by the name of Bastion, and a game with one of the most unexpected endings
I’ve ever seen. And as someone who loves endings, Bastion’s ending gave me the
best final impression it could have given for the whole product. As a result,
despite me not really being into the game, not greatly enjoying it, and
somewhat forcing myself to get through for the majority of it, after I beat it,
the curiosity and passion in my heart ignited like a fire, and I just had to do
something about it, which led to this write up.
Not only that, but after completing the game, I went on to
read so much about it online, its world, its characters, and I even went on to
play through it a whole 2nd time, and maybe even a 3rd.
Bastion as a game really represents why I love endings so much, because even if
I wasn’t huge on the game before it, the result of that ending being so great
had me fall head over heels in love with not just the ending, but the entire tale.
When it comes to stories, the ending is always what comes to my mind first,
because it is generally the part that the whole story was leading up to. So
now, with the perfect example of this in Bastion, I’m going to talk about
Bastion, and its entire tale, but more specifically, its ending, and why I
loved it so so much, and won’t be forgetting it for a long long time.
As a result, the following is very spoiler heavy. Do not
reading the below if you have not played and completed Bastion, as spoilers are
everywhere. Part of what made Bastion such a great experience for me was how
unexpected the entire narrative was, so I implore you to play through the game
before reading the below, you will not regret it.
The Use of Choice in Bastion
First, let’s look at the technical aspects of the ending,
without getting into the story just yet. And let’s start by going into how
Bastion utilized its video game format to deliver its ending.
The significance of Bastion’s ending with respect to other
endings, is its use of choice,
something that is entirely unique to the art of video games. Because in video
games, you aren’t simply reading or watching a story unfold, you are actually
in the story, and many times are given a choice that can affect the story of
the entire game. This is one thing that makes the video game medium so unique
among others, and also gives it the most potential to say something about the
player, say something about how they played, and what they chose to do.
Unfortunately, so few games actually take advantage of this ability. Bastion
however, is one of the few games that did, and is part of why it shines so so
much.
But games have always had choices for players, and many
games have had multiple endings as well, what makes Bastion’s use of choice and
multiple endings so special? Well, Bastion you see, is a game in which its
choices aren’t so black and white, where neither choice is right nor wrong, and
where it was entirely up to the player’s decision, and nothing more.
Multiple endings are often featured in games with a basic
linear scale going from the worst to best endings, which is defined by how many
coins the player collects, or how fast they played, or something else. But the
multiple endings tend to have a perfect ending, and some not so perfect ones,
with the former being the preferred ‘right’ one. Bastion however, has multiple
endings that aren’t simply perfect and imperfect, and also doesn’t determine
its ending based on how well the player played. They are simply up to what the
player chooses from their own moral compass, and what they’ve gathered of the
game’s world and story.
This is also done in the choices of Bastion. Like the
multiple endings, choices in games tend to be black and white. Often times
games use choice to have a simple right and wrong answer, or a good and evil
answer, where while there may appear to be a choice, it’s apparent that one of
these is the correct choice that the player should
choose, and usually will, regardless of their own way of seeing things. What
makes Bastion’s use of choice and multiple endings so great, is that it has no
right or wrong choice, which means the choice is entirely up to the player, and
not about what choice they think they should choose, but what choice they truly
think is the better and more right one from their own view of things. As a
result, Bastion succeeds as a game that can teach the player about themselves,
something you don’t see much in games nowadays, and it takes advantage of the video
game medium in a very excellent manner.
To go into more specific details, Bastion showcases its
ending in ways in which you can see there is no perfect ending. When you make
the choice in how to end Bastion, you see pictures of the characters after the
ending. If you pick the Restoration Ending, you see Rucks and Zulf happy to be
back with those they love and their mistakes gone, while Zia seems sad and
alone playing her instrument, and The Kid is back on the wall, for better or
worse. If you pick the Evacuation Ending, you see Zia happy and full of life,
Rucks even seems a bit happy about things, although in a bittersweet way, while
Zulf is seen cutting food, looking sad about how things turned out, and The Kid
falls asleep after his journey. It’s made apparent that there is no ending
where every character is happy, and yet, there is none where every character is
sad. Each choice has its pros and cons, but neither are perfect, meaning the
player isn’t left to think what they should
choose, rather, which choice they think is truly the better of the two.
But giving this choice to the player does more than allow
them to think deeply about the choices and themselves, it also allows them to
truly feel like this path they took is the path they chose. When I chose the
ending I did, I felt like I really earned that ending, with all its pros and
cons. That’s because I didn’t choose it because I felt I should, but because I
truly wanted to and felt it was right, it made the ending feel so much
more….well….real. Because that’s in
many ways what life is like, it provides us with these gray choices, and we are
to choose one and stick with it, and not ponder over what we should choose, since it’s not always
easy to find. The effect of having the player choose from 2 gray areas, means
that the choice itself feels more real and earned to the player, since they
chose it of their own accord, and not because they thought they should. It
helps the game to really stick with you. This is because in the end, it wasn’t
about what you should choose, it was about what you chose all on your own. You
didn’t get the ending the game expected you to get, you got the ending you chose.
This is made even more apparent too in the first choice of
the game, in which you must save Zulf or not. For the sequence that takes place
afterwards comes as a direct result of the choice you made, and as a result, it
feels much more real and like there’s no going back. I remember when I chose to
save Zulf, I walked around and checked that indeed, I could now no longer
attack, and prayed I could find a way to get by enemies without attacking them.
And while in some ways I wanted to change my choice, giving me that choice had
the effect of telling me that there is no going back, and that you just have to
push onward, regardless of what happens.
This is one reason why that incredible incredible sequence
that takes place after you save Zulf felt so memorable and stuck so much with
you. The result of giving you a choice makes you feel like you chose the wrong
one as you get attacked by the Ura warriors, and that this is the end for you.
It makes you try harder to avoid the shots and save Zulf, since you chose to
save him, and it gets you so much more into that moment, which all leads up to
that powerful powerful sequence in which the Ura warriors let you go. That
scene would not have been as powerful or memorable as it was if you were not
faced with a choice just before it, and is part of why Bastion is able to use
choice so so well.
To go off of that, another way Bastion uses choice to make
its experience memorable is how it doesn’t
use choice. For in the game and story of Bastion, you are never prompted
with a choice of what to do until its very ending. This means that you’ve
always been playing on the linear path set for you, and it continues right up
until the very last level. It makes the choices at the end hit you so hard and
with so much surprise. In a linear game, having an ending with choices was the
very last thing I expected to see, and was part of what made it so memorable.
If you were given choices throughout the whole game, you would have thought the
ending choices out the same way you did the first ones, just looking at it like
another choice. But because Bastion had no choices up to its end, you’re taken
completely off guard and not sure how to react to them nor which choice to
make. The element of surprise is used to make you think about the choices since
it is so unexpected, and is another reason the ending is able to be so
unforgettable.
By not making the choices so black and white, and having the
player actually think for themselves about what is right and what isn’t,
Bastion allows the game’s ending sequences to feel more real and earned to the
player. On top of this, by saving the choices for the very end of the game, and
placing them right before powerful moments, the ending is able to feel much
more memorable, and the combination of these all together is part of why
Bastion’s ending succeeds so much in sticking with you, and making the entire
experience unforgettable.
How the Choices and Themes of the Ending Connect the Entire Story Together
And now that I’ve discussed the more technical and objective
parts of Bastion’s ending, let’s dive into other territory. Let’s not look at
how its story was conveyed, let’s look at….the story itself, for the story
itself is probably the best part of Bastion’s ending. For in any story, an ending must have some
kind of final decision, final obstacle, etc. to symbolize the main character’s
journey and what they’ve learned on it. To take the themes of the entire tale,
and give it all a nice final conclusion that wraps up and brings together
everything. The magic of Bastion is that it doesn’t just do this, it does this
with both endings and has the player be the one who took the journey
and made the final decision.
The big final choice of Bastion is Restoration and
Evacuation. Try and prevent the calamity from destroying the world, or leave
the world to go to another. Go back to the past and try and change things with
your old friends, or leave it behind to move ahead and find new friends. The
central theme of Bastion I think, is time. It is about the Past, the Present,
and the Future. You play in the present for the entire game, and at the end are
given a choice of going back to the past, or ahead to the future. And this
choice, this choice that seemingly comes out of nowhere, why was it there? Was
it significant to the game’s world and story, and was its themes there since
the very beginning? The answer to that is a resounding yes.
For while Bastion is a game played entirely in the present,
it, like the present, is strongly affected by the past. The entire world is
structured the way it is as a result of the past. You play the entire game
learning more and more about the past and dealing with it. You are always
learning more about the calamity, about the world, about its inhabitants, and
overall, about how it all was.
Even though the story of Bastion takes place in the present,
one could easily mistake it for taking place in the past, for you are
constantly being told about it by Rucks, and constantly have it on your mind,
while the present and future barely are. Even the characters can’t stop talking
about the past. Rucks, who in many ways symbolizes the past, talks about it
throughout the entire tale. Zulf’s actions that bring him to attack you are
entirely motivated by the past of Rucks and his people. Everything you do in
the game comes as a direct result of the calamity, and it is always there, always
leaning over your shoulders, weighing you down.
And while the calamity is all about the past, the Bastion is
all about the present. For we barely hear any past about the Bastion and how it
came to be. The Bastion is the main objective of the entire game, or rather
activating and powering it. With every core and shard the Bastion grows
stronger, and the future somehow looks brighter. As you progress towards your
goal in the present, the bright far away future seems closer.
But what is it that stands in your way? What is it that shows
the most trouble in activating the Bastion? Why it is the past itself. The
result of the Calamity’s beginning is what drives Zulf to destroy it, and is
what drives the Ura to hurt the Bastion terribly. Because the past is always
there and providing the great challenge for the Bastion, then it’s perfect for
the final point of the game to feature the choice of saving the past, and
fixing all the hurt that it caused that led to this broken present; of taking
this great curse that has weighed you down throughout the entire journey, and
wiping it all clean to start over for a better tomorrow.
The two choices presented at the end of Bastion, restoration
and evacuation, what’s cool about both of these is that you could argue both
had their themes littered throughout the main quest. I’ve already started with
and said much on Restoration above. Restoration was about changing the past,
something that you’re never able to do throughout the entire game, and
something it seems everyone wishes they
could. Rucks constantly remarks how the calamity destroyed the present, and how
he wishes he could have changed it. Zulf wants to get his friends and family
back, his life back, and his actions against you are driven by his great
feelings of anger that come as a result of him not just disliking the Bastion,
but feeling helpless and unable to change things.
Even the lives of the characters all feature moments in
which they wish they could go back and change something. The Kid to be at home
more to take care of his mother and the money he got from the wall, Zia to see
how she was being used by that stranger, and to help her father more, Zulf
to….well, I’m not sure if Zulf would change his life at all, maybe when he was
a child thief. And Rucks we don’t learn enough about his past to see, but it’s
a constant theme throughout the entire game, being unable to change the
terrible pasts everyone has had, but….can it be changed? Can this past that has
hurt everyone be fixed?
Well, the entire game is about that. It’s about changing the
past by forging bonds with old enemies. Getting animal friends at the Bastion,
befriending 2 Ura that you normally wouldn’t do as a result of your race and
pasts. The entire game is about changing the past to forge a better future, or
at least, trying to. But inevitably, it seems to all fail. Zulf rejects it when
he learns of the past (which seems to never stop haunting you), the Ura turn on
you as well, and the animals even begin making their own Bastion, it seems like
no matter what you do the past cannot be changed, and the fighting will never
stop. And with that in mind, it makes perfect sense that, with Restoration, the
happy ending you’ve fought for for so long is finally achievable.
Finally that which we wanted is in our hands, and all that
fighting seems worth it, because now the past can be changed, and now we can
undo all the wrong that was caused by the calamity, the wrong that has been
weighing us down the entire time. In some ways it ties in with a theme that if
you never stop fighting, you can find that ideal place you’ve searched for for
so long. Sounds like the sort of thinking that populates Western society
actually. It’s a nice theme, to never give up, and never stop fighting, no
matter how much you’re worn out, and it make sense as an ending, and yet……
It’s implied that when this ending is chosen, the calamity
happens again. The past repeats, and the truth is that the past truly is
unchangeable…or so it seems. Because of this, many think that the Evacuation
ending is the true ending, while Restoration is the wrong one. But I don’t know
about that…I feel like, both endings are a chance, a risk. Restoration is a
risk of the past repeating itself or not, while Evacuation is a risk that
you’ll be able to find a new better world out there or not. We’re never
actually told if the Evacuation ending leads to our heroes finding a better
world, that was the risk that was left unsolved, it’s up to our own
speculation. The fact that it goes unsolved though, while Restoration’s risk
does, could lead one to seeing Evacuation as the way to go, but still, I think
both are equally right in their own way, and it’s part of why I love Bastion’s
endings so much.
So with that in mind, let’s now move on to the Evacuation
ending. Actually….before moving on to the Evacuation ending, let’s first talk
of the other big choice in the game. For while it’s a bit more obvious that the
choice of Restoration vs Evacuation has been laid in the foundations of the
game’s narrative, what of the other choice? What themes did that present, and
were they in the game too?
In enters the choice of Zulf, to save, or not to save. It’s
easy to think at first that this was a less important choice, and perhaps odd
one to have. It seems like the player should choose the option to save Zulf,
and it’s not as ambiguous as the evacuation restoration choice. That being
said, the more I thought about this choice, the more I realized that its themes
were in fact laid out throughout the entire game. While the restoration
evacuation choice deals with time, and choosing the past or future, the Zulf
choice deals with grudges, forgiveness, acceptance, and friendship.
Friendship is an interesting thing. Something so deep and
integral to our lives that we can’t help but find it talked of in various
stories. And Bastion’s no excuse, in fact, I thought it used the themes of
friendship in a very good manner, such that you can relate it to the
friendships we go through in our everyday life. For in the same way that
friendships can start strong when you find someone with similarities, someone
you can connect with, this is also what happens in Bastion. When you first
encounter Rucks, Zulf, and Zia, there’s a strong happy feeling. A feeling of
hope; a feeling that it’s going to be okay, because you found someone; a
survivor like you, someone who lived through the calamity, and someone you can
relate and connect with. The birth of the friendship between the 4 main
characters is a beautiful pure thing, and is how many friendships start off in
the world. When you find a way to connect, everything seems all right, and it
feels like there will be many happy times to come with each other.
But then…discord arises. As you get to know someone, often you
or the other learn something that troubles them; something that they don’t
like, and something that drives a wedge between the two of you, and leads to
one of you leaving the other. This is also what happens in Bastion. When Zulf
learns the truth about who Rucks is, and his relation to the calamity, he goes
berserk and cuts ties with everyone. When Zia learns that what Zulf says might
be true, she has to go see for herself, and couldn’t see The Kid or Rucks again
until she learned the truth. The entire friendship slowly begins to break
between the four.
But…not all friendships end like that do they? Some continue
on, some are able to fight through the hard times and grow stronger, some are,
after being broken down…reconstructed, and that’s exactly what happens at the
end of Bastion. For close to the end of the game, The Kid fights his way
through the Ura, not for a shard, but for Zia. You fighting to save her
symbolizes The Kid’s want to reconstruct the friendship. Zia of course,
willingly joins The Kid to return to the Bastion, which shows her also choosing
to stick with their friendship and work on saving it, despite them not being
together for a while.
But what if you want to save a friendship, and the other
person isn’t sure they want to? What if they even seem to hate you? In enters,
the big climax of this entire progression of friendship, the choice to save
Zulf.
I always loved the contrast between the 2 times you run into
Zulf to save him. Both times Zulf is helpless, has lost everything, and
couldn’t be more of a broken dead man. And yet, even though he is the same in
both situations, you are not. The first time all you knew about him was that he
was a survivor like you. But the next time, you now know his past, and what
he’s done to hurt you, the difference isn’t Zulf, it’s you, and your knowledge
of his character. Suddenly Zulf, who seemed so similar to you when you first
found him, now seems like he couldn’t be more different from you.
The contrasts don’t stop there too. There’s a large one
between the saving of Zia and the saving of Zulf. Zia wants to return with you,
while Zulf does not. Zia has done nothing to hurt you in the past, while Zulf
has hurt you not just a little, but very greatly. You were planning on saving
and bringing back Zia the whole time, while Zulf…
The final choice with Zulf is asking many questions. It’s
asking, how far will you go to reconstruct a broken friendship that might seem
beyond repair? And are you willing to forgive? Are you willing to let the past
be the past and forget about it, to forge old bonds again? And of course, now
that you’ve gotten to know Zulf and who he is, can you save him knowing the
evil things he’s done to you and your friends? Or…to look at it from a
different perspective, can you still abandon him, knowing that once again, he’s
all alone, even being abandoned by his own people now?
Choosing to save Zulf I think, says a lot about The Kid. It
says that he’s not just incredibly strong physically, but also mentally and
emotionally, and that he will go to the end to save the bonds he has with
others, and to save the lives of those who need saving. It is showing first
hand, the kind of strength that is needed if one wants to maintain a friendship
with someone for a very long time. But more than that, it shows that The Kid is
choosing to let the past go.
For you see, he could have left Zulf to die. He could have
seen that, he’s done him a lot of harm in the past, and that he deserves his
fate, he could have held a grudge against him, in the same way Zulf held a
grudge against the Bastion, but….he didn’t.
A friend of mine recently pointed out something to me; something
very significant about the choice of Zulf. For just before you get to the
choice in the final level, you get the final weapon in the game, the battering
ram. When you get the Battering ram, Rucks says something along the lines of
the weight of the calamity being on your shoulders. As you start using it, and
see how much it slows you down, Rucks also details your entire situation,
saying how much has happened, and how important it is to activate the Bastion,
and what choice to make. While the narration is played, and you use the
Battering Ram, Rucks says something along the lines of “Heavy, ain’t it?”
There’s a clear connection being done between the two, to show that the
Battering Ram represents the weight of the calamity, and the weight of this big
choice that awaits you. It represents the past, and all the bad it has done,
and how hard the past can weigh you down, if you let it do so. And….if you
choose to save Zulf, what happens to the Battering Ram?
It disappears. It
doesn’t just fall off your shoulder, it actually disappears, turning into
nothingness. Choosing to save Zulf, I think, is a metaphor not just for
friendship and forgiveness, but for letting the past go. It is knowing that
Zulf has done wrong to you, but letting it go, and not letting it stop you from
being his friend. And most of all, it represents The Kid taking the weight of
the calamity, the weight of the past itself, and tossing it aside, in order to
use his strength to carry the weight of the present, the weight of the future, and
the weight of Zulf. Choosing to save
Zulf is essentially The Kid saying that the past is the past, and that he’s not
going to dwell on it and let it weigh him down anymore. Instead, he is going to
move on and carry the broken present onto his shoulder, and find a way to
repair it, into a bright future. Carry the broken present on to a bright
future, doesn’t that sound…familiar?...
Indeed, the very theme and reasoning behind choosing to save
Zulf can also be used to choose the ending of Evacuation. In this way, I like
to think that the 2 final choices are linked together. For you see, why would
you save Zulf if you are just going to start over and restore everything? And
why would you let Zulf die if you plan to stay in the present and begin
rebuilding things? Choosing to leave Zulf to die shows that you cannot let the
past go, therefore, when given the choice, the only way you could see to end
things is to try and change this past you cannot get off your shoulder. But
choosing to save Zulf, choosing to toss the past aside, is the same reason one
would naturally choose to evacuate, as they have let the past go, and want to
instead rebuild the present world and friendships they now have. And you see,
this is how the themes associated with the evacuation ending were present
throughout the entire game, just like restoration.
Remember what I said earlier? That the calamity in many ways
represents the past, while the Bastion does the present? Well, what were you
doing for the entire game? Were you trying to find the truth about the
calamity, and find a way to reverse it? Possibly, but at the same time, you
were trying to save the Bastion, you were working to repair the broken present
the calamity gave you the entire time. Throughout the entire game the Bastion
grows, gaining new structures constantly. You even get animal friends as you
progress, slowly but surely, this small home called the Bastion begins to
reconstruct, and begins to have life again, even after the effects of the
calamity.
And what’s more, you are putting aside your differences the
whole time for the many other creatures out there. Even though they’re animals,
you take them in as your company. Even though Zia and Zulf are Ura who have
fought with the Caelondians, you happily welcome them back to The Bastion, not
caring of their differences, nor their pasts. The entire game, you are putting
the past aside to work on building the future, and the entire time, all the great
conflicts caused in the game come from not letting go of the past. Zulf left
when he discovered the past of the Bastion and Rucks and the Caelondians, and
had to do something about it. Zia left when she learned of this too, and wanted
to learn the truth. But when they let go of the past, and chose to not let it
get in the way of the beautiful world and people that are still out there, they
were able to come together and build a bright future, the future of Evacuation.
When you complete Bastion, and see the credits roll, you
hear this, beautiful song that combines both Zulf and Zia’s songs into one. I
always thought that meant something; the fact that Zia and Zulf are not singing
separately, but now together. I think it goes well with the ending to save Zulf
and Evacuate. It helps to show that, the two have grown close, grown to become
one, to become friends, and it stands as a symbol for the four characters and
their friendship. They are growing to stick together as they leave to a brand
new world, not as four different persons, but as one great family.
When I first played Bastion, after lots and lots of
thinking, I chose to save Zulf, and I chose to Evacuate. I didn’t realize what
it was saying about me at first, but as I thought about it, I realized that the
choices present in Bastion were choices I’d faced many times in my life, when
I have to choose between going back to the past to try and fix things, or
letting it go and moving on to new things. And when I looked at how many
websites I’ve been to in my online life, and how many times I’ve moved in my
life, and learned to let go, it became incredibly clear to me that Bastion’s
choices would only have been made the way I did if I had the life I’ve had, and
it said something about me. Coming to understand why others would choose the
other options was fun and interesting as well, but more than that, learning why
I played the game the way I did, was an incredibly meaningful and satisfying
experience that this game provided me with, and I will forever love it for that
reason.
But that is just my personal subjective way of playing the
game, there are also good arguments for choosing Restoration after all. Bastion’s
ability to have a spectacular ending that offers you a choice based on your
entire experiences up to that point, does an incredible job of making the
entire thing memorable, and more than ever, helps you to pay attention to
everything you do, and how everything connects together with you. It’s a
wonderful thing you don’t see that often, and gives Bastion one of the greatest
endings to a story I’ve ever seen, and ever will. Thank you Supergiantgames,
you sure hit it out of the park with this one.
If you enjoyed this, and want to read more about how
Bastion’s endings are both right and both connect to the entire tale, I highly
recommend this excellent article:
Stay Tuned for Part 2, which will be roughly half the size of 1 (thankfully)
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