Entry number: Who cares, really? The number doesn’t
matter. All I know is that I’ll keep on telling this story until it’s over. The
Bastion, our floating mass in a sea of emptiness and floating masses, will keep
us safe as long as it can. Or rather, it shouldn’t endure more than it already
has.
A kid’s bizarre voyage is coming to a conclusion. Soon we’ll
know the end of it. Or, well, I hope so. That’s if he comes back. But… until
then, I would say it’s time to go over what happened. A proper story’s supposed
to start at the beginning. My name’s Rucks. I’m a Caelondian – not that it
matters, Caelondia is in tatters. I could say I was a Caelondian. I woke up one
day to see our world had been reduced to bits and pieces idling in a great
nothing. The Calamity had happened.
You'd think the destruction of the world would have
awoken him. And yet, nope.
That day, a Kid rose from bed, his bedroom the only
remaining part of his home. Not even a fridge nearby for a breakfast. He took a
few steps, and the ground formed before him, and stayed as he walked further.
Monsters on the way: Squirts and Windbags. I’ve never stopped to marvel at the
odd names we’ve given these critters. Scumbag, Anklegator, Lunkhead, Rattletail,
Pecker… These names feel like they could be a part of some fantasy world where
animals are collected for battle. Although perhaps such a world would have chosen a different name for Pecker. Then the
Kid stumbled onto the Bastion, where he found me. Perhaps I should have asked
his name. With everything he’s done for the Bastion, I really should have. Veda
perhaps? Nah, that sounds stupid. Plus he’s gotten used to being called the
Kid.
I always thought rolling on the ground was impractical.
But if it makes the Kid faster...
Here’s the deal with the Bastion. This piece of land
has a panel to let anyone ride the wind towards any location we can access.
Look out at landing, though; even the Kid falls headfirst. I do remember that
moment he told me about where he saw a perfectly fine and comfy pile of wheat
to land on, and he fell right next to it. This universe has a wicked sense of
humor, doesn’t it? The Bastion was created long ago, as a way to save us. In case of Calamity,
break glass. There’s one problem though; its batteries are empty. The only way
to refill them is to get Cores and Shards, scattered across the vast emptiness.
Oh, certainly, I can send the Kid anywhere, but he’ll have to do some fighting
on his own when he gets there. Good thing the weapons were left behind, ready
for the Kid to use on his way.
As the Kid collects Cores, the Bastion regains
strength, and the Kid can set up six buildings around it.
Need a boost? Have some booze.
-The Distillery, where the Kid can gulp down up to 10
drinks to help him out there. Effects of all kinds. It still baffles me how
simple drinks can make the Kid, say, sprout spikes when he gets hit, or
critically injure any opponent when he’s gotten weaker. Bizarre booze, no?
-The Shrine, where one can summon the Gods. Caelondia,
Ura, we all worship the same ten gods. We kept our pantheon to a minimum. Much
less of a headache that way. Only ten and they’re already trouble. The Kid’s
summons will provide greater challenge when he’s out there, whatever he’s gone
to do.
-The Memorial, where the Kid can remember the greatest
things he achieved. Everybody needs something like this, for self-esteem. I’m
glad no one got to see my Memorial. There are things in it I’m not proud of.
If I thought up a witty comment for every weapon
combination, it's because I had a lot of free time alone
while the Kid was out. Don't blame me.
-The Arsenal, also known as where the Kid
can equip any set of two weapons for use on his quest. As a witty commentator
of his adventure, I’ve got something to say for every weapon combination. There ain’t
much else I can do at the moment anyway.
-The Forge, in which he can improve every weapon he
finds. That comes at a price, but then again, in our situation, everything
comes at a price. Each weapon's got up to five upgrades, and the Kid can change these upgrades around freely. Get the weapon just the way he likes it.
-And finally, the Lost and Found, a realm of objects
lost in time, lost by whomever, lost by any folks who are probably dead now.
It’s not like they’re gonna use it again, so why not take it, hm? A lot of it
just happens to be material to upgrade the weapons found by the Kid on his way.
It's finally starting to look like a place I'd be proud of
calling "home". Until we find a home, at least.
Only one of each can be built with each Core that the
Kid finds. Would be too easy otherwise. Come on now, stopping a Calamity isn’t
like taking a walk in the park. You've got to put work into it.
On his quest, the Kid retrieves eggs of creatures that
could still be saved, and will bring them back. You can get Squirts to help him
this way, but that’s about it; the other animals stay at the Bastion. Their
other purpose is to help repopulate their kind… but, that’s none of the Kid’s
business.
"Want to forget it all around a bottle of werewhiskey?"
...Nah, Zulf was probably a teetotaler.
The other discovery the Kid made on his trip
were two other folks. The Survivor and the Singer, as we called them, until we
learned their names: Zulf and Zia. The world does funny things sometimes, of
all coincidences, who would have thought that two rescued characters would have
a Z as their initial. First Zulf is met as he was about to meet his makers,
after he lost the few things that still mattered to him. The Calamity? It happened on his
wedding day.
Later, the Kid also finds the Singer, Zia. She’s alone
and playing a song. She played it for me, numerous times. How did it go again?
I comment on every trinket the Kid brings back.
Even if it's useless.
Ah, yes, I recall. It appears I memorized the lyrics
to perfection. Zulf and Zia are from the Ura, the neighbors of Caelondia. They
used to live underground, so they’re whiter-skinned than we outgoing,
outside-living Caelondians are. We were always at war with them… over different
ideologies, different looks. It’s crazy how much hate can come alive from a
difference in skin color. They had a battering ram to break our fortifications, we had classes of weapon users of all kinds to strike back. Zia, the poor girl, her world went bad in thirteen different ways. I learned her story,
and I wanted to hug her. People can be monsters… I’d rather hang out with
a crowd of Stinkeyes than with the jerk who insulted her kind, or with her
father. And this folkloric Ura song… so peaceful, yet the lyrics celebrate
their impending victory on Caelondia. Well, that ain’t happening now, is it?
We’ve both lost, and if we keep up this confrontation, it’s just gonna get
worse.
Should have kept that away from Zulf...
...Had we known what the darn book contained.
One day, the Kid comes back with a diary. A diary of
secrets, of horrid tales… a diary in the Ura language, about Caelondia. About
our machine to be used as a last resort in the Ura-Caelondian War. A machine
powerful enough to shatter the land into a billion-piece puzzle. A machine
whose creation I may have been involved in. I told ya, there are things in my
past I ain’t proud of. With this new invention, we had become Death, the
destroyer of worlds. It backfired on us, even if it’s an Ura who activated it
in the end. Zia couldn’t read it, but Zulf could, and he left afterwards. I
tell you, that’s one book I have no intention of narrating anytime soon.
I don’t know how he went away, but I know that around
that point, the Kid had found the last Core. All we needed now was Shards. Like
in some vague fantasy adventure world where the good guys need to collect items
around to win… whatever it is that they win. We collect a few Shards...
I'll say it again, it's a shame that these misunderstandings
amd long-held grudges lead to us fighting instead of
helping each other in these times of need.
...And then, the tragedy. The Kid comes back to the Bastion
while the Ura are attacking it. Their remaining forces, all together to ruin us
some more. They kidnap Zia and leave. And the Bastion is all in disrepair. And
so, from that point, the Kid collects Shards, restores the Bastion, and is out
to look for the Ura to save Zia. With this, the Ura have become aware of the
Kid’s quest, so they get in his way more often. Why? Because we Caelondians had
the deadly machine, we don’t deserve to also have the machine to save everyone
– even if it would also save them. Even in this situation, we focus more on
past grudges than on solutions that would help us all.
Gotta destroy everything with the hammer.
The Kid's doing work for free.
From the start of his adventure, the Kid could go to
the Training Grounds. There’s one of those for every weapon he finds on his
way. Like a little game to see if he masters the weapon he’s got. It can give
him money and items to upgrade these weapons, so that’s welcome. Some of them
are difficult; some can only be completed if the corresponding weapon has been
upgraded. It also doesn’t help that the Kid can’t go back to the places he’s
already visited. On the second-to-last adventure, the Kid saves Zia from her
Ura guardians and brings her back. But it’s not over, the last Shard is in the
Ura’s base of operations, the Tazal Terminals. That place used to be
underground, but it got flung high up… so it’s covered in snow.
These guys aren't used to seeing snow.
I don’t know what happens after this point. The Kid’s
still out there, in the Terminals, fighting. I could tell the whole story to Zia. Every single
detail, whether the Kid fell in one part or another, or if he went all-out against
the closest items in his surroundings, or if he struggled to fight some enemies… I could tell her
everything. The Kid told me in minute detail everything he did on his trip,
even the sillier things. And I added those to my narration – if it can bring a
smile to the poor girl…
The Monument - the Heart of the Bastion.
The option to go back time or move forward.
It's now the Kid's time to decide.
Speaking of Zia, some reveals were… difficult for her
to accept. Still, she was better off listening to my smooth, suave, deep
narrator voice as we were away from all the action, than be a part of it. I
don’t know what will happen when the Kid meets Zulf. Will they fight, will they
make peace? Someone knows, but it ain’t me. And when the Kid comes back with
the last Shard… and with or without Zulf… We’ll let him choose. The Bastion will have its last Shard then, and we’ll be able to use its grand mechanism. I want to
use the center of the Bastion to turn back time, go back to before the Calamity,
so that we can prevent it. But that’s the problem with a reset button machine.
You don’t know how it’ll work until you try it. And then your memory could be
kept, or erased. And in the latter case… well, you might not remember what you
wanted to prevent. Zia has another idea: Evacuation. We do not rewind time, we
just… leave. On a search for a better place to live, away from the Calamity. In
a giant ecosystem machine. The choice will lie in the Kid’s hands.
How could I describe this whole thing, really? As an
adventure, I would say it’s great. We live in a damn pretty world, and I can
imagine how impressive it must be for the Kid to see the world forming as he
walks. The music? Stunning. Then again, I only have Zia’s songs as proof.
Battling enemies must be tricky. I can't imagine being
restricted to a single weapon in some sections.
I’m not out there in the field, so I can’t really say
how it goes. I must imagine how much of a pain it must be to fight some
enemies… Especially if the Kid’s equipped with the wrong weapons. Some weapons
are impractical, troublesome even, at least till he upgrades them. The
weapon-based challenges? Yeah, some are impossible till he upgrades the weapon
for that challenge. At the end though, he can become a machine of pure destruction.
I don’t know where he goes when he reaches his bed,
Zia’s cauldron of soup, my history books or the pipe. Who knows where is
located the dream world he finds himself in. All I can imagine, however, is
that he battles wave after wave of enemy, and wins, despite whatever story he
hears there. The other worlds? They’re colorful.
It feels as though, even when he sleeps, all the Kid can
ever think about is fighting. And fighting. What?
Doesn't matter, as long as he fights.
I could say that the Kid’s slow walking speed is a
problem. He would be faster if he just kept on dodge-rolling instead of
walking. It’s a shame, too, that he doesn’t acquire the ability to jump – that
could have come in handy. I can imagine the Kid wanting to revisit every place
he knows, with some Shrines activated, to try to win despite the challenge - but it's impossible as every place visited cannot be viewed again when completed. If
I was in the position of whatever controls him to do these things, I’d make him
do that too. Sometimes it feels as though the Kid’s power improves, as if his "level" of strength increased; that seems like a long and tedious process, barely
connected to his adventure. All it really does is allow the Kid one more drink
at the Distillery
Speaking of, the Distillery is an interesting concept,
and its drinks can make things a lot easier – or harder perhaps... I also quite
enjoy the presence of our mythology in this story. It’s good to remember where
we came from. And we have good morals to learn from this entire plot around the
Bastion… even if we may forget them again.
A final reflection on the Kid's good friend...
who chose to become my enemy.
That’s an adventure. If I was its hero, I’d be happy
to live it again. I would like to share it with others someday. Maybe there’s
someone, out there, who finds these entries or who understands me as I’m
telling this tale… and who decides they want to know more. I can’t blame them…
It is a good story. It all depends on what the Kid does when he’s back, but
this entry may or may not have to be rewritten again. We’ll see what he decides
to do; going backwards, or moving forwards.
Some music, once more. Not much else we can do while waiting for the Kid.
(Out-of-character now, seriously, it’s an amazing
game. Get it ASAP. Bastion: 14.99$ on Steam.)
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