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===Awards===
===Awards===
The game has won several awards, beginning prior to publication. It was nominated for the 2011 Independent Games Festival awards at the Game Developers Conference in the Excellence In Visual Art and Excellence In Audio categories.<ref name="IGFnom"/> It went on to win the [[Game Critics Awards|Game Critics Award]] for Best Downloadable Game of [[Electronic Entertainment Expo 2011|E3 2011]], and received a nomination for Best Original Game.<ref name="GCaward"/><ref name="GCnom"/> 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 Song of the Year award for "Build That Wall" as well as the Readers' Choice award for Best Download-only Console Game, while IGN termed it the "Best XBLA Game of 2011".<ref name="GSPbest2011"/><ref name="IGNaward"/> ''[[Official Xbox Magazine]]'' awarded it their Best Music award and nominated it for Best Art Direction, Role-Playing Game of the Year, and XBLA Game of the Year.<ref name="OXM1"/><ref name="OXM2"/><ref name="OXM3"/> 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 has won several awards, beginning prior to publication. It was nominated for the 2011 Independent Games Festival awards at the Game Developers Conference in the Excellence In Visual Art and Excellence In Audio categories.<ref name="IGFnom"/> It went on to win the [[Game Critics Awards|Game Critics Award]] for Best Downloadable Game of [[Electronic Entertainment Expo 2011|E3 2011]], and received a nomination for Best Original Game.<ref name="GCaward"/><ref name="GCnom"/> 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 Song of the Year award for "Build That Wall" as well as the Readers' Choice award for Best Download-only Console Game, while IGN termed it the "Best XBLA Game of 2011".<ref name="GSPbest2011"/><ref name="IGNaward"/> ''[[Official Xbox Magazine]]'' awarded it their Best Music award and nominated it for Best Art Direction, Role-Playing Game of the Year, and XBLA Game of the Year.<ref name="OXM1"/><ref name="OXM2"/><ref name="OXM3"/> [[RPGamer]] gave the game the RPG of the Year award.<ref>{{cite web|title=RPG of the Year - Bastion|url=http://www.rpgamer.com/awards/2011/results/rpg_oty.html|work=Best of 2011|publisher=[[RPGamer]]|accessdate=5 February 2012|month=January|year=2012}}</ref> 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"/>


==References==
==References==

Revision as of 03:30, 5 February 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. In the game, the player controls "the Kid" as he moves through floating, fantasy-themed environments and fights enemies of various types. The game features a dynamic voiceover from a narrator, and is presented as a two-dimensional game with an isometric camera and a hand-painted, colorful art style. The game's story follows the Kid as he collects special shards of rock to power a structure, called the Bastion, in the wake of an apocalyptic Calamity.

The game was built over the course of two years by a team of seven people split between a house in Los Angeles and New York. The game was debuted at the September 2010 Penny Arcade Expo, and went on to win and be nominated for awards at the 2011 Independent Games Festival and Electronic Entertainment Expo prior to release. Bastion was published in July 2011 for Xbox Live Arcade and in August 2011 for digital download on Windows. The game was made available as a browser game for Google Chrome in December 2011. The game was widely praised by reviewers, primarily for its story, art direction, narration, and music. Opinions were mixed on the gameplay in regards to its depth, though the variety was praised. Bastion has won multiple nominations and awards since release, including several for best downloadable game and best music, both from review outlets such as IGN and Game Informer as well as from the Spike Video Game Awards and the Game Developers Conference.

Gameplay

An isometric view of a floating, crumbling wood and stone ruin. A silver-haired boy is in the center, aiming a bow at a floating turret.
The Kid fights in a floating ruin, aiming a bow at a turret. The interface shows the player's health, experience, selected weapons and special skill, and number of health and black tonics.

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.[1] The Kid carries two weapons, which may be selected out of the choices available to the player at specific locations called arsenals.[2] The player additionally has the ability to perform a special attack; both weapons and special attacks must be acquired before they can be used.[1] The player has a limited number of special attacks they can perform at any time, represented by "black tonics" 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 tonics". Like black tonics, 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 cities, forests, and bogs.[3] At the end of most levels, the player collects an item called a core or a shard;[1] occasionally, the level will begin to disintegrate once the Kid takes the item, forcing him to hastily 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.[3]

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 choose idols of the gods to mock, causing the enemies to become stronger while giving increased experience points and currency.[4] 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.[3]

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.[3] 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 by journeying to "Who Knows Where" from the Bastion. The player earns fragments and experience for each wave completed. 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".[5]

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.[6] 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 "skyways" which propel him through the air.[7]

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.[8] 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.[9][10]

To repair Zulf's damage to the Bastion, the Kid starts collecting Shards, a lesser form of Cores. As he gets the next-to-last one needed, the Ura attack the Bastion, damaging it and abducting Zia.[11] The Kid then retrieves Zia, who tells him that she had left with the Ura voluntarily to find out their intentions;[12] Rucks' narration while the Kid travels reveals that he had previously told Zia that the Bastion had the ability to somehow fix the Calamity.[13] The Kid then travels to the Ura homeland, which has also been destroyed by the Calamity, to retrieve the last shard.[14] There he 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.[15] 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.[16] 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.[17] 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.[18]

Development

A man standing behind a white podium with GDC China 11 written on it. A red banner behind him reads Independent Games Summit as well as Chinese characters.
Director Amir Rao at the China Game Developers Conference in November 2011

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.[19] They left to form the studio because they wanted the development speed and the ability to try new ideas that would be possible with a smaller team. Development began on the game in September 2009.[20] The game was created over almost two years by the team, who funded the development themselves.[19] 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.[20] The Los Angeles designers—including the writer—did not meet Rucks' voice actor in person until near the release of the game.[21] The team spent the first nine months of development prototyping various ideas, before settling on the design for the game.[20]

The original idea was based around the idea of creating a town like those found in a role-playing game.[20] 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.[21] 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 depictions of most devastated landscapes. Zee was inspired by the pixel art landscapes of earlier Japanese isometric games.[20]

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.[21] 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 were the player's story, rather than just a story that they were watching.[20]

An early version of the game was shown at the March 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 March 2011 Game Developers Conference, Warner Bros. signed on to publish and distribute the game.[22] Bastion was released on July 20, 2011 for Xbox Live Arcade (XBLA), and on August 16, 2011 for digital download on Windows through Steam.[23][24] The game was released as a browser game for Google Chrome on December 9, 2011.[25]

Music

Untitled

Bastion's soundtrack was produced and composed by Darren Korb, a songwriter and composer. He was selected to pen the soundtrack by Rao, who was a childhood friend of Korb.[21] Bastion was the first video game that Korb had scored; prior to it he had worked on a few smaller television shows and movies.[26] 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.[21] 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.[26]

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.[27] The soundtrack sold 30,000 copies by November 2011.[22]

Reception

Bastion was released to a strong reception. The game sold over 500,000 copies during 2011, 200,000 of which were for the Xbox Live Arcade.[35][36] Bastion received generally strong reviews. Bob Mackey of 1UP.com called it "the perfect mesh of game and story", while McKinley Noble of GamePro said that it "raises the visual and narrative bar for downloadable titles".[33][34] Maxwell McGee of GameSpot called it "wonderfully crafted" and "an amazingly good time", while Greg Miller of IGN concluded that Bastion "is amazing and you owe it to yourself to download it".[4][5]

The presentation of the game was widely praised, especially the narration. Mackey said that the game "could be sold on its presentation alone", focusing on the graphics, music, and story.[33] The reviewer for Edge said that the narration added "emotional resonance" to the game, while Tom Bramwell of Eurogamer praised that "dazzling visuals" and "artful commentary".[1][32] Game Informer's Matt Miller highlighted "the well-written narration, excellent music, and bright visuals" as factors that made the game feel "like a storybook in which you control the outcome."[3] Of the presentation elements, the story was the least praised; while several reviewers such as Noble enjoyed it, saying that it "just gets better the further you delve into it," Ryan Scott of GameSpy termed it a "just-sorta-there plot" and Greg Miller said that it "could have been better" and never "hooked" him.[2][5][34]

Reviewers had a more mixed opinion of the gameplay. Mackey praised both the variety of gameplay elements and said that combat has "a deceptive amount of depth", while Bramwell felt that the combat did not "invite experimentation" and was somewhat disappointing.[1][33] The reviewer for Edge said that the gameplay was "more interested in variety than challenge", for which he praised it, while Matt Miller said that combat was "a lot of fun", though he felt it didn't have "the depth, speed, or complexity of a true action game."[3][32] Greg Miller highlighted the variety gameplay as the best part of the game, and Scott called it enjoyable, though not challenging.[2][5]

Awards

The game has won several awards, beginning prior to publication. It was nominated for the 2011 Independent Games Festival awards at the Game Developers Conference in the Excellence In Visual Art and Excellence In Audio categories.[37] It went on to win the Game Critics Award for Best Downloadable Game of E3 2011, and received a nomination for Best Original Game.[38][39] 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.[40][41] 1UP.com gave it their Best Narrative in a Game award,[42] while Game Informer gave it the Best RPG Innovation award for the narration in the game.[43] In GameSpot's Game of the Year awards, Bastion won the Song of the Year award for "Build That Wall" as well as the Readers' Choice award for Best Download-only Console Game, while IGN termed it the "Best XBLA Game of 2011".[44][45] Official Xbox Magazine awarded it their Best Music award and nominated it for Best Art Direction, Role-Playing Game of the Year, and XBLA Game of the Year.[46][47][48] RPGamer gave the game the RPG of the Year award.[49] 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.[50]

References

  1. ^ a b c d e f Bramwell, Tom. "Bastion Review". Eurogamer. Retrieved 2011-08-24.
  2. ^ a b c d Scott, Ryan (2011-08-16). "Bastion Review". GameSpy. Retrieved 2011-08-24.
  3. ^ a b c d e f g Miller, Matt (2011-07-19). "Rich Storytelling Sends Bastion Over The Top". Game Informer. Retrieved 2011-07-22.
  4. ^ a b c McGee, Maxwell (2011-07-19). "Bastion Review". GameSpot. Retrieved 2011-07-22.
  5. ^ a b c d e Miller, Greg (2011-07-19). "Bastion Review". IGN. Retrieved 2011-07-22.
  6. ^ Rucks: Now here's a kid whose whole world got all twisted, leaving him stranded on a rock in the sky. He gets up. Sets off for the Bastion. Where everyone agreed to go in case of trouble. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  7. ^ Rucks: Did anybody else survive? Sure enough, he finds another. He finds me. [...] All I tell him is to set that Core on the Monument there. Then watch. [...] And just like that, the Bastion comes alive. Starts growing again...Growing stronger. Kid's got to put its power to good use. Now the Bastion can send him even farther, into the Wild Unknown. [...] The Skyway. Now the Kid can ride the wind to distant lands. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  8. ^ Rucks: When Zulf got through reading that journal, he just snapped. Started smashing up the Monument until I tried to stop him. Zulf banged up the Monument pretty bad. But there's a way to put her back together: the Shards. We're going to need all of them to nurse the Bastion back to health. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  9. ^ Rucks: To get us back... for the Calamity. It was Caelondia's master plan to wipe the Ura out. But part of the plan backfired, didn't it. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  10. ^ Rucks: It came from an Ura. A brilliant young scientist named Venn. [...] But Venn didn't like being manipulated. He had plans of his own. He sabotaged the Mancers' little science project. Set it to blow up in their faces. Imagine how Venn felt when they finally made him pull that trigger. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  11. ^ Rucks: Zulf showed them the way in. And here they came... to take revenge. They got inside the Bastion and shut the door. [...] They must have got her. Taken her back to her rightful home. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  12. ^ Rucks: Zia... you weren't kidnapped. No ma'am. You just had to see what happened to the Ura. To your own people. You had to see if everything Zulf wrote to you was true. They lost everything, didn't they. But they just keep on fighting like that's going to bring it all back. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  13. ^ Rucks: Caelondia will be whole again. Everything will be back to normal. Everyone will be alright. The problem is... We'll all be gone. Oh, we're not going to die, it's more like... All of this will just... stop. Things will go back to the way they used to be. This whole place... is a living record of the times before the Calamity. The way things were... before this story. You'd be your old self again. [...] Everything you've ever done... you could do it over. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  14. ^ Rucks: The Calamity hit the Tazil Terminals hardest of all. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  15. ^ Rucks: The Ura can't be happy that the Kid followed Zulf all the way home. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  16. ^ Rucks: The Bastion does have another function, strictly speaking. If ever the Monument blew out and we couldn't repair it, we could still... evacuate. First we'd round up as many folks as we could carry. Next we'd detonate the Cores... and we'd take off. Away from here. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  17. ^ Rucks: There's one problem with a place that sets things back to a bygone time... you can't test it. So you're probably wondering, if the Calamity happened already... What's to stop it from happening again, after the Bastion does it's thing? The answer is... I don't know. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  18. ^ Rucks: I ain't one for long goodbyes, so here's the deal. [...] You can undo the Calamity here and now. [...] Zia So let's see... you can either prevent the Calamity, or stick around with me and Rucks. Supergiant Games (2011-07-20). Bastion (Xbox Live Arcade, Microsoft Windows). Warner Bros. Interactive Entertainment.
  19. ^ 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.
  20. ^ 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.
  21. ^ a b c d e "Interview: Storytelling Through Narration In Bastion". Gamasutra. 2011-08-08. Retrieved 2012-01-19.
  22. ^ 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.
  23. ^ "Bastion – Xbox 360". GameSpot. Retrieved 2012-01-23.
  24. ^ "Bastion – PC". GameSpot. Retrieved 2012-01-23.
  25. ^ Rubio, Justin (2011-12-09). "Play Bastion from Within Your Chrome Browser". IGN. Retrieved 2012-01-23.
  26. ^ a b "Composing for Independent Games – 3rd Annual Group Chat". Indie Games. 2011-05-19. Retrieved 2012-01-24.
  27. ^ Phillips, Tom (2011-08-05). "Bastion soundtrack available now". Eurogamer. Retrieved 2012-01-19.
  28. ^ "Bastion: Xbox 360". Metacritic. Retrieved 2011-07-22.
  29. ^ "Bastion: PC". Metacritic. Retrieved 2011-12-21.
  30. ^ "Bastion for Xbox 360". GameRankings. Retrieved 2011-12-21.
  31. ^ "Bastion for PC". GameRankings. Retrieved 2011-12-21.
  32. ^ a b c "Bastion review". Edge. 2011-07-20. Retrieved 2011-08-24.
  33. ^ a b c d Mackey, Bob (2011-08-19). "Bastion Review for 360". 1UP.com. Retrieved 2011-08-24.
  34. ^ a b c Noble, McKinley (2011-07-17). "Bastion Review". GamePro. Archived from the original on 2011-12-01. Retrieved 2011-07-22. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  35. ^ Rose, Mike (2012-01-03). "Bastion surpasses 500K copies sold". Gamasutra. Retrieved 2012-01-23.
  36. ^ Langley, Ryan (2012-01-20). "Xbox Live Arcade by the numbers – the 2011 year in review". Gamasutra. Retrieved 2012-01-23.
  37. ^ "The 14th Annual Independent Games Festival Finalists". Independent Games Festival. Retrieved 2011-07-22.
  38. ^ "Game Critics Awards: 2011 Winners". Game Critics Awards. Retrieved 2011-07-22.
  39. ^ "Game Critics Awards: 2011 Nominees". Game Critics Awards. Retrieved 2011-07-22.
  40. ^ Orland, Kyle (2011-11-16). "Portal 2 Leads Spike TV VGA Nominees With 12 Nods". Gamasutra. Retrieved 2012-01-24.
  41. ^ Rose, Mike (2011-12-12). "Portal 2, Skyrim Win Big At Spike TV VGA 2011 Awards". Gamasutra. Retrieved 2012-01-24.
  42. ^ "1UP's Best of 2011 Awards: Editors' Picks". 1UP.com. 2011-12-22. p. 2. Retrieved 2011-12-31.
  43. ^ Juba, Joe (2011-12-30). "The 2011 RPG Of The Year Awards". Game Informer. p. 4. Retrieved 2011-12-31.
  44. ^ "GameSpot's Best of 2011 Special Achievements". GameSpot. 2011-12-30. Retrieved 2011-12-31.
  45. ^ Hopper, Steven; Hatfield, Daemon; Eykemans, Peter (2011-12-19). "The Best XBLA Games of 2011". IGN. p. 2. Retrieved 2012-01-30.{{cite web}}: CS1 maint: multiple names: authors list (link)
  46. ^ "OXM Game of the Year 2011 Awards: Developer and Technical Awards". Official Xbox Magazine. 2011-12-19. Retrieved 2012-01-30.
  47. ^ "OXM Game of the Year 2011 Awards: Best in Genre". Official Xbox Magazine. 2011-12-19. Retrieved 2012-01-30.
  48. ^ "OXM Game of the Year 2011 Awards: Online, Multiplayer and More!". Official Xbox Magazine. 2011-12-19. Retrieved 2012-01-30.
  49. ^ "RPG of the Year - Bastion". Best of 2011. RPGamer. 2012. Retrieved 5 February 2012. {{cite web}}: Unknown parameter |month= ignored (help)
  50. ^ "Portal 2, Skyrim, Bastion lead finalists for 12th annual Game Developers Choice Awards". Game Developers Conference. 2012-01-05. Retrieved 2012-01-24.

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