Bastion: Getting It Wrong and Loving It Anyway
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At the end of Bastion, I thought I was a hero. In most world-ending Christ parables, a character choosing to sacrifice himself for the greater good is the closest thing he'll get to a happy ending, and as a player, I was ready to make that choice. I did make that choice. I wanted to be the good guy, the selfless guy, the legend; so I gave myself up that the world might be reborn.
At that point, I could have walked away satisfied. I'd enjoyed an excellent little game and my adventure was over. I saved everyone! Bad guys, vanquished. World, fixed. Right?
But I'm not normally a replay kind of guy, and the game was so well done I was curious about what the other, more selfish option led to (and admittedly, what the couple achievements I'd missed might be). Based on what I found, it would seem the alternate narrative is encouraged, subtly, by the game. Had I played through a second time, small cues would suggest that by saving the world, I'd just doomed it all over again. Helpless to prevent the Calamity, destined only to relive its aftermath, a replay would have suggested it's better not to go back. That sacrificing oneself to return to some ideal past is foolish and naive, and life can only be lived looking forward.
The tricky part is, I totally agree with that as a human being. I don't dwell. I try not to see the past through rose-colored glasses. I find people who call high school or college the best years of their lives incredibly depressing. Yet I'd never know the game wanted me to shake free of those traps without booting it up a second time. To get it (right) the first time, I'd have to choose what may seem counter-intuitive as a gamer and less heroic as a character the first time through.