Hello everyone, and welcome. This is part 2 of my two part
write up of a video game I recently played and completed that goes by the name
of Bastion. For the first part, I focused on the ending of Bastion, and how
that fit so well with its entire story and video game format. For this part, I
wanted to focus on Bastion’s entire story and characters, and point out some
theories and key things I noticed about its narrative. I will be discussing its
structure and how it might all flow together, and also take a look at each of
its characters; seeing what they might represent with respect to the story, and
its important choices at the end. So without further ado, let’s dive into
Bastion’s magical world again, and explore its many wonderful pieces that I
just can’t stop thinking about.
To start, let us take a look at the structure of the story,
which I’ve hinted at in Part 1. Bastion’s story as a whole I think can be
divided into three parts, all of which connect to form a nice progression of
things. The first part is that of Construction,
discovering the world, discovering its characters, meeting them all, and
constructing the Bastion. It’s where we first meet the world and its
characters, and where we begin to help build it all and connect with it.
The second part then is Destruction.
It begins when Zulf turns on the Bastion and destroys it. It features the fall
of the Bastion, as well as its characters. It even features the truth about the
calamity, the truth about how it was done by its own people, making the
destruction phase not just sad physically, but also morally, as you learn the
great troubles of the past. The Bastion is also attacked a second time by Ura
soldiers during this part, and even Zia leaves, and things as a whole begin to
look quite grim.
Which then leads to the third and final phase of
the game, which happens most prominently when you go off to save Zia with the
Calamity Cannon, Reconstruction. The
reconstruction phase however, has been subtlety present throughout the entire
game. The entire adventure of the Bastion
features it being reconstructed after the calamity destroyed it and the world. The
reconstruction however, never becomes a huge theme until you set out to save
Zia and reconstruct your friendship, as well as set out to gain the final
shards, finish the Bastion’s reconstruction, and choose to either reconstruct
Zulf’s bond, or leave it to be destroyed.
This 3 act structure of the games entire world, story, and
characters is what leads to both endings. The Evacuation’s ending has a clear
theme of reconstruction, since you are taking many things you gathered on your
quest and using them to reconstruct the broken world you’ve been living in. One
might even be able to argue that the Restoration ending has themes of
Reconstruction, since you are reconstructing the world, or at least it seems
like that, though in reality you are simply going back to when it was first constructed,
never being able to move on past the destruction phase. And this theme of not
being able to move on pass the destruction phase, this theme is also present if
you choose to abandon Zulf, further serving to connect the two choices together,
and show that once things are destroyed, you cannot repair them.
This whole 3 act structure is something used and done many
times in stories, and seeing it done so well is always something that I love to
see. Bastion’s use of this technique to have 3 distinct parts of construction,
destruction, and reconstruction is done beautifully, and helps add more to the
progression and connection of the entire story and its themes.
And now, to finish things off for Bastion, I would like to
briefly discuss each character, and their significance and contribution to the
core narrative, and what they all say and mean. So without further ado, let us
begin with the most enjoyable character of the entire game, who’s eccentric and
fun manners of speaking will be remembered for a long long time to come.
Rucks is the first character in the game you are presented
to. Yes, because you hear his narration just before seeing The Kid, he is
technically the first, that’s my story and I’m sticking to it. :p
And Rucks is an important character to the whole of Bastion,
with his vast knowledge bank and ability to say so much with so little. He
tells us about the world we’re exploring, about the people we encounter, and he
is our guide to everything.
Still, Rucks is more than just a guide, he’s also a symbol.
For at the very end of the game, when you are to make the choice of Restoration
or Evacuation, Rucks is the one who urges you to choose Restoration. For this
reason, Rucks is a representation of the past.
Rucks is old, he has been through a lot, seen a lot, and has
the largest past of the characters. Rucks is also the character to have affected
the current world the most, since he worked on both the calamity and the
Bastion. In symbolizing the past, he has affected the present most of all. Rucks
is also the most knowledgeable and wisest of the characters, which of course
comes from having a large past that breeds much experience, and with that experience
breeds knowledge. All the past events of the world you are unaware of, as well
as the world itself, are told through Rucks voice and knowledge, because he has
seen the past more than anyone, since he is the past itself.
To contrast Rucks in the final choice, Zia urges you to
choose the Evacuation. While Rucks represents the past, Zia represents the future.
While Rucks has made a lot of mistakes in the past, and
wants to go back to the old world and make the right choices, Zia doesn’t want
to go back to the past at all. Even though she also made many wrong choices in
the past, she sees no reason to go back, and instead wants to continue living
in this world with the people she’s met. She tells The Kid that all the
journeys she’s had and enjoyed and wants to remember are the ones that happened
after the calamity, in the present. She can embrace the present and let go of
the past much easier than the other characters, making her perfect for
representing the future.
Zia is young, maybe even the youngest of the 4, if not for
The Kid. But more than that, she’s optimistic and full of hope. Throughout the
game she is the one who takes care of the animals you save and nurtures them.
Like the future itself, she is young, innocent, and essential for helping the
Bastion turn into the bright future it can become.
And if Rucks represents the past, and Zia the future…then
what of The Kid? Is there any sort of significance to his character with relation
to the choices and their themes? Well, yes of course, while Rucks is the past,
and Zia is the future, The Kid represents the present.
The Kid is not just a character, he’s us, he’s who the
player plays through, and who they enter the world as. And indeed, don’t we
play games in the present, not knowing much about their past like Rucks, and
not thinking much about the future like Zia? The Kid symbolizes the present
because he’s the character who is always on screen, is always in the present,
and is always with us.
And this is also why The Kid does most of the work in the
game, and makes the final choices. For the future stands ahead of the present,
urging it onward, and the past stands behind it, filing it with knowledge and
experience. And in this same way, Rucks provides knowledge and wisdom to The
Kid and us, while Zia helps their cause to move forward at the Bastion, lending
her support and guidance. But The Kid is the one who does all the acting. He is
the one who finds the cores, the shards, and who decides where to go, because
the present is where everything gets done. It is where everything changes, and
where we get to choose which path to follow.
This great metaphor with the three characters is used at the
end of the game where the present chooses between returning to the past to make
it better, or moving on to a new future, and it works beautifully. But if these
3 characters all represent a part of time, then…..
What of Zulf? He who is most definitely the most tragic and
most fascinating character of Bastion, he who provides such a central role to
the entire plot and its final choices, where does Zulf fit in to the themes of
time?
Well, I must confess, not even I’m completely sure. He’s
certainly the most interesting piece of the puzzle. But after much thinking, I
did reach a theory, one that…I think makes a lot of sense. First, let’s look at
the other 3 characters again. You may have noticed that, while they all
represent a part of time, they also seem to mainly represent its positive qualities. Rucks is very
knowledgeable and wise, as a result of him having such a large past. And he
uses this knowledge to help The Kid advance, to help him use the past for a
better future. Zia is optimistic and hopeful for the future, and provides a
great path for The Kid to follow. And The Kid is always helping things get
towards a better future. He’s always helping the Bastion, and always making
sure that the present is good, and one that will lead to a better tomorrow.
Zulf’s relation to the three of them is that, he is the
polar opposite of them, but not just for one of them, but all three. For while
Rucks gives knowledge to The Kid to help him move forward, Zulf prefers to keep
his knowledge a secret, so that eventually Rucks has to tell The Kid why Zulf
did what he did. Zulf constantly keeps you in the dark about what he’s doing,
and uses his knowledge not to help the present, but to hurt it. And while Zia
looks to the future with hope and optimism, Zulf does with hate and disgust,
wanting only to destroy the Caelondians. Zia’s path takes you to a bright
future, while Zulf’s would have only led to darkness. And finally, Zulf acts in
the present just like The Kid does, only, instead of helping the world, he hurts
it, causing nothing but suffering. Zulf is a dark contrast to all 3 characters,
and shows the dark side of the past, present, and future. The past is cruel
when it cannot help and only brings conflict. The present is cruel when it does
nothing but hurt others, and isn’t fighting towards a better future. And the future
is cruel when it has no hope, when it seems like progressing is pointless, and
when we have nothing to gain from living.
And all of these statements sum up Zulf perfectly, the last
one more than ever; for Zulf is the one who lost everything from the calamity,
even hope. And he again loses everything when the Ura turn on him, and his
quest for revenge leaves him alone and utterly hopeless once again. He is what
happens when the past, present, and future aren’t good to you, something that,
unfortunately, can happen in the world.
And with that in mind, let us now take one final look at the
choice The Kid makes with regards to Zulf. For we know that the second choice
is about choosing between the past and the future, but what of the first? It is
of my belief that, the choice to save Zulf symbolizes, the choice to accept the
past, present, and future as it is, or to abandon it to try and pursue an ideal
past, present, and future. Accepting the ways of time means accepting all the
problems and dark things that come with it, while choosing to abandon time
represents just that, abandoning the ways of the world, and saying that there
will always be times when we must turn away from the past, present, and future
so long as they remain as they are.
Zulf didn’t just do the most damage in the present, he also
had the most tragic past of the four characters, as well as the loneliest
and saddest future to look forward to. In being the worst of the three, Zulf
represents the past, present, and future at their worst, and the times when
this way of life we live by makes us frown. And choosing to accept him, means
accepting the system and the ways of time as it is, rather than trying to
abandon it and create our own new system.
In this way, it lets the abandon Zulf choice connect even
more to the choice of Restoration and Evacuation. If Zulf is not just time at
its worst, but people and the world at its worst and most tragic, then choosing
to save Zulf is choosing to accept the world as it is, rather than tossing it
aside, in favor of finding some new perfect world out there. In being so
broken, so lost, and so hopeless beyond repair, Zulf symbolizes the world after
the calamity. He, like the world, has been destroyed, and utterly defeated. Choosing to accept things at their worst
and most broken, and continuing to hang on to them to try and help repair them,
this is exactly what the Evacuation choice was about. And choosing to deny
them, to say that the world is not okay as it is, and that sometimes we must
toss it aside, this leads to Restoration, in which time itself and the world
are battled against, to see if they can be changed and brought to some ideal
perfect world. Pardon this, as it is a weird thing to say, but I can’t help but
see the final choices as that of western and eastern thinking clashing. Fight
on for that perfect system, or take what you’ve got and focus on that.
This theory ties things together quite well I think, and it
gives Zulf that key role in the story, who’s goal in the narrative isn’t meant
to be a choice of one thing or another, but rather, the dark side of life, and
whether we choose to accept it or not.
In Conclusion
To conclude, well…I love Bastion. I love it as a game, I
love it as a story, and most of all, I love it as a way to speak to the player.
Bastion does so many things right that you just don’t see much these days, and
it makes it an altogether incredibly memorable experience. It uses choice in
such a way that encourages the player to really think about what they choose.
It creates two different endings to the same story, but not having one be more
right than the other; it allows the themes and messages associated with each
ending to be littered throughout the story, and does so in such a beautiful way
that both endings make sense, and both connect the story together wonderfully.
But in the end, what connects the story together even better, and makes it sit
atop others as one of the shining examples of great narratives, is the fact
that it has not one but two great
endings, and how they connect and fit together in the entire tale is such a
wonderful new way of doing storytelling.
But on top of that, Bastion creates a beautiful world, with
many intricate unique characters, and a simple structure that all contains so
much depth, that so many interpretations and theories can be reached by
examining it. Bastion is able to craft a tale that will make you think, and
will teach you more about yourself and the world, and above all, allows for a
very enjoyable experience to be had. And that experience, consisting of all its
fun themes and characters, will not be leaving you for a very long time. Thank
you Bastion, thank you so so much.
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