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''Bastion'' was announced to a strong reception. The game sold over 500,000 copies during 2011, 200,000 of which were for the Xbox Live Arcade.<ref name="GS500k"/><ref name="GS200k"/> ''Bastion'' received generally strong reviews. Multiple critics gave the game a perfect score, including McKinley Noble of [[GamePro]],<ref name="gamepro1"/> Dan Crabtree of GamerNode,<ref name="GNreview"/> Jason Evangelho of VideoGameWriters<ref name="VGWreview"/> and Luke Halliday of Capsule Computers.<ref name="capsulecomputers"/>
''Bastion'' was announced to a strong reception. It was nominated for the 2011 Independent Games Festival Awards in the Excellence In Visual Art and Excellence In Audio categories.<ref name="IGFnom"/> It went on to win the Game Critics Award for Best Downloadable Game of [[Electronic Entertainment Expo 2011|E3 2011]].<ref name="GCaward"/> The game continued to be nominated for awards after release. It was nominated for the Best Independent Game award at the 2011 [[Spike Video Game Awards]], and won the Best Original Score and Best Downloadable Game awards, while "Build That Wall (Zia's Theme)" won the Best Song in a Game award and "Setting Sail, Coming Home (End Theme)" was nominated for the same award.<ref name="SPIKEnom"/><ref name="SPIKEwin"/> [[1UP.com]] gave it their "Best Narrative in a Game" award,<ref name="1up_awards"/> while ''[[Game Informer]]'' gave it the "Best RPG Innovation" award for the narration in the game.<ref name="GIaward"/> In [[GameSpot]]'s Game of the Year awards, ''Bastion'' won the Readers' Choice award for "Best Download-only Console Game" and the "Song of the Year" award.<ref name="GSPbest2011"/> It has been nominated for the 2012 Game Developers Conference awards in the Innovation, Best Audio, Best Downloadable Game, and Best Narrative categories, while Supergiant Games is nominated for the Best Debut award.<ref name="GDC12noms"/> The game sold over 500,000 copies during 2011, 200,000 of which were for the Xbox Live Arcade.<ref name="GS500k"/><ref name="GS200k"/>

''Bastion'' received generally strong reviews. Multiple critics gave the game a perfect score, including McKinley Noble of [[GamePro]],<ref name="gamepro1"/> Dan Crabtree of GamerNode,<ref name="GNreview"/> Jason Evangelho of VideoGameWriters<ref name="VGWreview"/> and Luke Halliday of Capsule Computers.<ref name="capsulecomputers"/>


Luke Halliday of Capsule Computers praised Supergiant Games for what they accomplished with ''Bastion's'' story and art style. Halliday stated "For a story about the end of the world, ''Bastion'' is simply bursting with so much life, you wouldn’t even realise, upon first glance. What they have created here isn’t just graphics for a video game, they have created art." <ref name="capsulecomputers" /> McKinley Noble of GamePro compared the quality of ''Bastion'' to that of previous critically acclaimed Xbox Live Arcade releases. Noble stated that "''Bastion'' stands right at the top with [[Limbo (video game)|Limbo]] and [[Braid (video game)|Braid]]."<ref name="gamepro1"/> Matt Miller of [[Game Informer]], who gave ''Bastion'' a score of 9.25/10, praised the presentation, saying "The sounds and images stick in your mind after you complete the game just like when you closed the final page on a favorite childhood picture book."<ref name="GIreview"/>
Luke Halliday of Capsule Computers praised Supergiant Games for what they accomplished with ''Bastion's'' story and art style. Halliday stated "For a story about the end of the world, ''Bastion'' is simply bursting with so much life, you wouldn’t even realise, upon first glance. What they have created here isn’t just graphics for a video game, they have created art." <ref name="capsulecomputers" /> McKinley Noble of GamePro compared the quality of ''Bastion'' to that of previous critically acclaimed Xbox Live Arcade releases. Noble stated that "''Bastion'' stands right at the top with [[Limbo (video game)|Limbo]] and [[Braid (video game)|Braid]]."<ref name="gamepro1"/> Matt Miller of [[Game Informer]], who gave ''Bastion'' a score of 9.25/10, praised the presentation, saying "The sounds and images stick in your mind after you complete the game just like when you closed the final page on a favorite childhood picture book."<ref name="GIreview"/>


[[IGN]]'s Greg Miller praised the replayability of ''Bastion'', saying "I'm not the repeat type of gamer, but ''Bastion's'' leveling, weapon upgrades, and difficulty tweaks are just too gosh-darn addictive."<ref name="IGNreview"/> While Francesca Reyes of the ''[[Official Xbox Magazine]]'' stated her wish for a deeper battle system, she gave ''Bastion'' very high marks, saying, "Carefully crafted and full of charm, ''Bastion'' is irresistible."<ref name="OXMreview"/> [[Gamespot]]'s Maxwell McGee lauded the art style of ''Bastion'', as well as the varied challenges that the game presents. McGee stated, "Every stylish bit of scenery is filled with tiny touches that add to the game's fairytale vibe."<ref name="GSPreview"/> Both [[Good Game]] and [[Good Game: Spawn Point]] rated ''Bastion'' at 8.5 stars but [[Good Game: Spawn Point]] lamented the lack of a co-op system.<ref name="ABCreview"/>
[[IGN]]'s Greg Miller praised the replayability of ''Bastion'', saying "I'm not the repeat type of gamer, but ''Bastion's'' leveling, weapon upgrades, and difficulty tweaks are just too gosh-darn addictive."<ref name="IGNreview"/> While Francesca Reyes of the ''[[Official Xbox Magazine]]'' stated her wish for a deeper battle system, she gave ''Bastion'' very high marks, saying, "Carefully crafted and full of charm, ''Bastion'' is irresistible."<ref name="OXMreview"/> [[Gamespot]]'s Maxwell McGee lauded the art style of ''Bastion'', as well as the varied challenges that the game presents. McGee stated, "Every stylish bit of scenery is filled with tiny touches that add to the game's fairytale vibe."<ref name="GSPreview"/> Both [[Good Game]] and [[Good Game: Spawn Point]] rated ''Bastion'' at 8.5 stars but [[Good Game: Spawn Point]] lamented the lack of a co-op system.<ref name="ABCreview"/>

===Awards===
It was nominated for the 2011 Independent Games Festival Awards in the Excellence In Visual Art and Excellence In Audio categories.<ref name="IGFnom"/> It went on to win the Game Critics Award for Best Downloadable Game of [[Electronic Entertainment Expo 2011|E3 2011]].<ref name="GCaward"/> The game continued to be nominated for awards after release. It was nominated for the Best Independent Game award at the 2011 [[Spike Video Game Awards]], and won the Best Original Score and Best Downloadable Game awards, while "Build That Wall (Zia's Theme)" won the Best Song in a Game award and "Setting Sail, Coming Home (End Theme)" was nominated for the same award.<ref name="SPIKEnom"/><ref name="SPIKEwin"/> [[1UP.com]] gave it their "Best Narrative in a Game" award,<ref name="1up_awards"/> while ''[[Game Informer]]'' gave it the "Best RPG Innovation" award for the narration in the game.<ref name="GIaward"/> In [[GameSpot]]'s Game of the Year awards, ''Bastion'' won the Readers' Choice award for "Best Download-only Console Game" and the "Song of the Year" award.<ref name="GSPbest2011"/> It has been nominated for the 2012 Game Developers Conference awards in the Innovation, Best Audio, Best Downloadable Game, and Best Narrative categories, while Supergiant Games is nominated for the Best Debut award.<ref name="GDC12noms"/> RPGFan gave it the "Best Downloadable RPG" award,<ref>{{cite web|title=Best Downloadable RPG of 2011: Bastion (XBLA, PC)|url=http://rpgfan.com/features/go2011/downloadable.html|work=Games of the Year 2011|publisher=RPGFan|accessdate=26 January 2012|year=2011}}</ref> while editor Kimberley Wallace chose it as her pick for the "Best RPG" award.<ref>{{cite web|title=Kimberley Wallace's Awards|url=http://rpgfan.com/features/go2011/kimberley.html|work=Games of the Year 2011|publisher=RPGFan|accessdate=26 January 2012|year=2011}}</ref>


==References==
==References==

Revision as of 05:04, 26 January 2012

Bastion
Developer(s)Supergiant Games
Publisher(s)Warner Bros. Interactive Entertainment
Designer(s)Amir Rao
Programmer(s)Gavin Simon, Andrew Wang
Artist(s)Jen Zee
Writer(s)Greg Kasavin
Composer(s)Darren Korb
Platform(s)Windows, Xbox Live Arcade, Google Chrome
ReleaseJuly 20, 2011 (XBLA)
August 16, 2011 (Steam)
December 9, 2011 (Chrome Web Store)
Genre(s)Action role-playing game

Bastion is an action role-playing video game produced by independent developer Supergiant Games and published by Warner Bros. Interactive Entertainment. The game's narrative style takes the form of a dynamic voice-over. Bastion was released on July 20, 2011, for Xbox Live Arcade and on August 16, 2011, for digital download on Windows. The game is also available as a browser game for Google Chrome.

Gameplay

Bastion is an action role-playing game with a level structure. The player character, called "the Kid", moves through floating, fantasy-themed environments that form paths as the player approaches the edge. Levels consist of a single plane, and are viewed isometrically. Levels are filled with enemies of various types, which attempt to harm the Kid. The Kid carries two weapons, which may be selected out of the choices available to the player at specific locations called armories. The player additionally has the ability to perform a special attack; both weapons and special attacks must be acquired before they can be used. The player has a limited number of special attacks they can perform at any time, represented by "black potions" which can be found in the levels or dropped from enemies. The player's health is represented by a health bar, which can be replenished with health potions. Like black potions, the player can only carry a certain number of health potions at a time, and can replenish them by finding more in the levels.

Levels contain many different environment types, including forests, bogs, and a volcano. At the end of most levels, the player collects an item called a core or a shard; occasionally, the level will begin to disintegrate once the Kid takes the item, forcing him to beat a hasty retreat. As the player progresses through the levels, a voice narrates the player's actions. This narration gives both scripted plot information as well as dynamic comments, such as on the player's skill with a given weapon or performance in fighting enemies.

Between levels, the Kid visits the Bastion, where the player can use fragments, the game's form of currency, that they have accrued to buy materials and upgrade weapons. With each core the player has collected, they can add one of six structures to the Bastion, such as a shrine, an armory or a distillery, while each shard allows the player to expand a structure. Each structure serves a different purpose; for example, the distillery lets the player select upgrades, while the shrine lets the player can choose idols of the gods to mock, causing the enemies to become stronger while giving increased experience points and currency. Experience points are used to determine the player's level; higher levels give the player more health and increases the number of upgrades they can select.

At any given point in the game, the player can choose between at most two regular levels. In addition to these levels, however, the player can engage in challenge courses designed to test the player's abilities at using each of the weapons the player has found. The challenges differ depending on the weapon, such as destroying a certain number of objects with it within a given time or breaking targets in the fewest shots possible. Additionally, the player can fight waves of enemies journeys to "Who Knows Where" from the Bastion. The player earns Fragments and experience for each wave completed and each enemy slain.

After the game is completed, the player can choose to begin a "new game+" mode, where the player keeps the experience points, fragments and weapons the have gained and replays through the game. This mode also offers more options in several of the buildings, as well as two more journeys to "Who Knows Where".

Plot

The game takes place in the aftermath of the Calamity, a catastrophic event that suddenly fractured the city of Caelondia as well as the surrounding areas of the game's world into many floating pieces, disrupting its ecology and turning most of its people into fragile statues. Players take control of the Kid, a silent protagonist who awakens on one of the few remaining pieces of the old world and sets off for the titular Bastion, where everyone was supposed to go in troubled times. The only survivor he meets there is an elderly man named Rucks, the game's narrator, who instructs him to collect the Cores which once powered Caelondia. A device in the Bastion can use the power of the crystalline Cores to create landmasses and structures, as well as enable the Kid to travel farther afield via "Skybridges" which propel him through the air.

During his quest the Kid meets two more survivors: Zulf, an ambassador from the Ura people, with whom Caelondia was once at war, and Zia, an Ura girl who was raised in Caelondia. Both of them return to the Bastion, but upon reading a journal the Kid discovers, Zulf intentionally damages parts of the Bastion's central device and returns to Ura territory. The Kid learns that the Journal belonged to Zia's father, Venn, who had worked for the Caelondians in building a weapon intended to destroy the Ura completely in order to prevent another war. Venn rigged the weapon to backfire, so that when he was finally forced to trigger it, the resulting Calamity destroyed most of Caelondia as well.

To repair Zulf's damage to the Bastion, the Kid starts collecting Shards, a lesser form of Cores, but finds that Zulf has taken the last one. While he tries to get the shard back, the Ura attack the Bastion, damaging it and abducting Zia. The Kid then retrieves Zia, who tells him that she had left with the Ura voluntarily to find out their intentions; Rucks' narration while the Kid travels reveals that he had previously told Zia that the Bastion had the ability to somehow fix the Calamity. The Kid then travels to the Ura homeland, which has also been destroyed by the Calamity, to retrieve the last shard, and discovers Zulf being attacked by his own people: the Kid's devastating combat abilities have decimated the Ura forces, and they blame Zulf for bringing the Kid to their home. The player can choose to either drop the Kid's only weapon and take Zulf back through the remaining lines of the Ura, or leave him behind and fight his way out.

Regardless of the player's choice, after he arrives back, Rucks tells the Kid that Bastion is theoretically capable of rewinding time to before The Calamity in the hopes of preventing it, or it can detonate the Cores and evacuate the remaining people from Caelondia to somewhere safer. The narration had previously stated that Rucks is unsure if there is any way to prevent the Calamity from happening again, as there was no way to test the process. The player can choose to restore the world to before the Calamity or leave Caelondia; the game ends either way, showing along with the credits either images of the characters flying away or of their lives before the Calamity.

Development

Bastion was created by a team of seven people, who composed the studio Supergiant Games. The game was directed by Amir Rao, while Greg Kasavin wrote the game's narration, which was spoken by Logan Cunningham. Jen Zee was the artist, Gavin Simon developed the gameplay, Andrew Wang helped develop the game, and Darren Korb handled the sound effects and music. The co-founders of Supergiant Games, Rao and Simon, previously worked for Electronic Arts developing Command & Conquer 3 and Red Alert 3.[1] They left to form the studio because they envied the speed of development and trying new ideas that was possible with a smaller team. Development began on the game in September 2009.[2] The game was created over almost two years by the team, who funded the development themselves.[1] Most of the team built the game in a house in Los Angeles, while the music and voice acting was recorded in New York City.[2] The Los Angeles designers—including the writer—did not meet Rucks' voice actor in person until near the release of the game.[3] The team spent the first nine months of development prototyping various ideas, before settling on the design for the game.[2]

The original idea was based around the idea of creating a town like those found in a role-playing game.[2] The design elements of a fractured, floating world were chosen due to the team's wish to have a way to portray a sky in the game, which is usually not possible with an isometric camera, as it always points down. They also wanted to forgo a map system, and felt that having the ground come up to the player allowed them to easily see without a map where they had been or not been in a level. The story of the Calamity was then created as a way to explain this game mechanic.[3] The art style of the game was developed by Jen Zee to express beauty in a post-apocalyptic landscape. The hand-painted style was intended to soften both the sharpness she saw as typical in isometric games and the colorless, harsh landscapes of most devastated landscapes. Zee was inspired by the pixel art landscapes of earlier Japanese isometric games.[2]

The idea of a narrator was added early in the game's development as a way to provide background details and depth to the world without having the player read long strings of text or sit through cutscenes. In order to not slow down the pace of the action-oriented gameplay, they had the narrator mainly speak in short, evocative phrases, with long pauses between speaking parts.[3] The narrator is intended to feel like an "old acquaintance" to the player, a connection built by their commentary on the player's actions as they happen, both major and minor. Kasavin intended to make the game feel as if it was the player's story, rather than just a story that they were watching.[2]

An early version of the game was shown at the January 2010 Game Developers Conference, to little acclaim. A playable version of the game was then debuted at the September 2010 Penny Arcade Expo, where it was well received, and after a strong showing at the January 2011 Independent Games Festival, Warner Bros. signed on to publish and distribute the game.[4] Bastion was released on July 20, 2011, for Xbox Live Arcade and on August 16, 2011 for digital download on Windows through Steam.[5][6] The game was released as a browser game for Google Chrome on December 9, 2011.[7]

Music

Untitled

Bastion's soundtrack was produced and composed by Darren Korb, a songwriter and composer who is a bassist for the group Audio Fiction. He was selected to pen the soundtrack by Rao, who was a childhood friend of Korb.[3] Bastion was the first video game that Korb had scored; prior to it he had worked on a few smaller television shows and movies.[8] He was brought onto the team in the beginning stages of the project, and several of the pieces he developed were created prior to the final design of the levels they were associated with. The musical style of the soundtrack has been described by Korb as "acoustic frontier trip hop". It was intended to evoke both the American frontier and an exotic fantasy world.[3] The songs combine "heavily sampled beats in layers, along with acoustic elements," and he determined that he wanted to create the soundtrack in that style as it was different than video game soundtracks that he had heard before.[8]

In addition to composing the music, Korb also wrote all the lyrics for the soundtrack. The soundtrack features three vocal themes, "Build that Wall", "Mother, I'm Here", and "Set Sail, Coming Home"; "Build" features the voice of Ashley Barrett, "Mother" that of Korb, and "Set Sail" of both. Supergiant Games originally had not planned to release a full soundtrack album for the game, but due to fan demand they released one in digital format on August 5, 2011, with two extra songs not heard in the game. These songs are "Get Used to It", which has a voicover written by Greg Kasavin and spoken by Logan Cunningham, and "The Pantheon (Ain't Gonna Catch You)", with lyrics written by Korb and sung by Cunningham. A physical limited edition CD signed by Korb was released on September 2.[9] The soundtrack sold 30,000 copies by November 2011.[4]

Reception

Bastion was announced to a strong reception. The game sold over 500,000 copies during 2011, 200,000 of which were for the Xbox Live Arcade.[24][25] Bastion received generally strong reviews. Multiple critics gave the game a perfect score, including McKinley Noble of GamePro,[17] Dan Crabtree of GamerNode,[26] Jason Evangelho of VideoGameWriters[27] and Luke Halliday of Capsule Computers.[28]

Luke Halliday of Capsule Computers praised Supergiant Games for what they accomplished with Bastion's story and art style. Halliday stated "For a story about the end of the world, Bastion is simply bursting with so much life, you wouldn’t even realise, upon first glance. What they have created here isn’t just graphics for a video game, they have created art." [28] McKinley Noble of GamePro compared the quality of Bastion to that of previous critically acclaimed Xbox Live Arcade releases. Noble stated that "Bastion stands right at the top with Limbo and Braid."[17] Matt Miller of Game Informer, who gave Bastion a score of 9.25/10, praised the presentation, saying "The sounds and images stick in your mind after you complete the game just like when you closed the final page on a favorite childhood picture book."[18]

IGN's Greg Miller praised the replayability of Bastion, saying "I'm not the repeat type of gamer, but Bastion's leveling, weapon upgrades, and difficulty tweaks are just too gosh-darn addictive."[21] While Francesca Reyes of the Official Xbox Magazine stated her wish for a deeper battle system, she gave Bastion very high marks, saying, "Carefully crafted and full of charm, Bastion is irresistible."[23] Gamespot's Maxwell McGee lauded the art style of Bastion, as well as the varied challenges that the game presents. McGee stated, "Every stylish bit of scenery is filled with tiny touches that add to the game's fairytale vibe."[19] Both Good Game and Good Game: Spawn Point rated Bastion at 8.5 stars but Good Game: Spawn Point lamented the lack of a co-op system.[29]

Awards

It was nominated for the 2011 Independent Games Festival Awards in the Excellence In Visual Art and Excellence In Audio categories.[30] It went on to win the Game Critics Award for Best Downloadable Game of E3 2011.[31] The game continued to be nominated for awards after release. It was nominated for the Best Independent Game award at the 2011 Spike Video Game Awards, and won the Best Original Score and Best Downloadable Game awards, while "Build That Wall (Zia's Theme)" won the Best Song in a Game award and "Setting Sail, Coming Home (End Theme)" was nominated for the same award.[32][33] 1UP.com gave it their "Best Narrative in a Game" award,[34] while Game Informer gave it the "Best RPG Innovation" award for the narration in the game.[35] In GameSpot's Game of the Year awards, Bastion won the Readers' Choice award for "Best Download-only Console Game" and the "Song of the Year" award.[36] It has been nominated for the 2012 Game Developers Conference awards in the Innovation, Best Audio, Best Downloadable Game, and Best Narrative categories, while Supergiant Games is nominated for the Best Debut award.[37] RPGFan gave it the "Best Downloadable RPG" award,[38] while editor Kimberley Wallace chose it as her pick for the "Best RPG" award.[39]

References

  1. ^ a b "Supergiant's Amir Rao: 'You Don't Have To Quit Your Day Jobs' To Go Indie". Gamasutra. 2011-10-28. Retrieved 2012-01-23.
  2. ^ a b c d e f Graft, Kris (2011-02-22). "Road To The IGF: Supergiant Games' Dynamically Narrated Bastion". Gamasutra. Retrieved 2012-01-23.
  3. ^ a b c d e "Interview: Storytelling Through Narration In Bastion". Gamasutra. 2011-08-08. Retrieved 2012-01-19.
  4. ^ a b Sheffield, Brandon (2011-11-13). "GDC China: Bastion's Rao: 'If You Own Your IP, Do Something With It'". Gamasutra. Retrieved 2012-01-23.
  5. ^ "Bastion - Xbox 360". GameSpot. Retrieved 2012-01-23.
  6. ^ "Bastion - PC". GameSpot. Retrieved 2012-01-23.
  7. ^ Rubio, Justin (2011-12-09). "Play Bastion from Within Your Chrome Browser". IGN. Retrieved 2012-01-23.
  8. ^ a b "Composing for Independent Games - 3rd Annual Group Chat". Indie Games. 2011-05-19. Retrieved 2012-01-24.
  9. ^ Phillips, Tom (2011-08-05). "Bastion soundtrack available now". Eurogamer. Retrieved 2012-01-19.
  10. ^ "Bastion: Xbox 360". Metacritic.com. Retrieved 2011-07-22.
  11. ^ "Bastion: PC". Metacritic.com. Retrieved 2011-07-28.
  12. ^ "Bastion for Xbox 360". GameRankings. Retrieved 2011-12-21.
  13. ^ "Bastion for PC". GameRankings. Retrieved 21 December 2011.
  14. ^ "Bastion review". Edge. Future Publishing. 20 July 2011. Retrieved 24 August 2011.
  15. ^ Bramwell, Tom. "Bastion Review - Xbox 360". Eurogamer. Eurogamer Network. Retrieved 24 August 2011.
  16. ^ Mackey, Bob (19 August 2011). "Bastion Review for 360 from 1UP.com". 1UP.com. 1UP Games. Retrieved 24 August 2011.
  17. ^ a b c post a comment (2011-07-17). "Bastion Review from". GamePro. Archived from the original on 2011-12-01. Retrieved 2011-07-22.
  18. ^ a b "Rich Storytelling Sends Bastion Over The Top - Bastion - Xbox 360". www.GameInformer.com. 2011-07-19. Retrieved 2011-07-22.
  19. ^ a b "Bastion Review, Bastion Xbox 360 Review". GameSpot.com. Retrieved 2011-07-22.
  20. ^ Scott, Ryan (16 August 2011). "GameSpy: Bastion Review - Page 1". GameSpy. IGN Entertainment Games. Retrieved 24 August 2011.
  21. ^ a b Greg Miller. "Bastion Review - Xbox 360 Review at IGN". Xboxlive.ign.com. Retrieved 2011-07-22.
  22. ^ "Bastion Review - PC Review at IGN". IGN PC. IGN Entertainment. 22 August 2011. Retrieved 24 August 2011.
  23. ^ a b "Bastion". Oxm Online. Retrieved 2011-07-22.
  24. ^ Rose, Mike (2012-01-03). "Bastion surpasses 500K copies sold". Gamasutra. Retrieved 2012-01-23.
  25. ^ Langley, Ryan (2012-01-20). "Xbox Live Arcade by the numbers - the 2011 year in review". Gamasutra. Retrieved 2012-01-23.
  26. ^ Post a Comment. "Reviews - Bastion Review". GamerNode. Retrieved 2011-07-22.
  27. ^ "Bastion Review (Xbox Live Arcade)". Videogamewriters.com. Retrieved 2011-07-22.
  28. ^ a b "Bastion Review". Capsulecomputers.com.au. Retrieved 2011-07-26.
  29. ^ "Good Game Stories - Bastion". Good Game. Retrieved 2011-08-18.
  30. ^ "Minecraft, Amnesia:Dark Descent Lead IGF Awards Nominees". Gamefocus.ca. 2011-06-16. Retrieved 2011-07-22.
  31. ^ "Game Critics Awards". Game Critics Awards. Retrieved 2011-07-22.
  32. ^ Orland, Kyle (2011-11-16). "Portal 2 Leads Spike TV VGA Nominees With 12 Nods". Gamasutra. Retrieved 2012-01-24.
  33. ^ Rose, Mike (2011-12-12). "Portal 2, Skyrim Win Big At Spike TV VGA 2011 Awards". Gamasutra. Retrieved 2012-01-24.
  34. ^ "1UP's Best of 2011 Awards: Editors' Picks". 1UP.com. December 22, 2011. Retrieved 31 December 2011.
  35. ^ Juba, Joe (December 30, 2011). "The 2011 RPG Of The Year Awards". Game Informer. p. 3. Retrieved 31 December 2011.
  36. ^ "GameSpot's Best of 2011 Special Achievements". GameSpot. 30 December 2011. Retrieved 31 December 2011.
  37. ^ "Portal 2, Skyrim, Bastion lead finalists for 12th annual Game Developers Choice Awards". 2012-01-05. Retrieved 2012-01-24.
  38. ^ "Best Downloadable RPG of 2011: Bastion (XBLA, PC)". Games of the Year 2011. RPGFan. 2011. Retrieved 26 January 2012.
  39. ^ "Kimberley Wallace's Awards". Games of the Year 2011. RPGFan. 2011. Retrieved 26 January 2012.

External links

Template:XBLA Summer of Arcade