But we need that core, and they’re the ones attacking us, so… who cares? You make it out, eventually, after smashing through every windbag in the fort. All they want is a warm place to stay and a decent meal. Windbags ain’t much different from normal folks. It was masked the first time you saw them, but this time, it’s apparent. They been left to freeze or starve… or face the Kid. But… is that sympathy you hear in Rucks’ voice? The Calamity was mercy for normal folks. The hard way.Ĭinderbrick Fort is basically your last stop inside the city, and it’s crawling with windbags you step inside and you’re attacked on every side. There’s only one way into Cinderbrick Fort. They revere and fear them and, as we’ll see later, they may have been justified in doing so. On the other hand, the Ura think much of the gods. It seems they’d rather ignore the gods than fear them they’d rather just take the easy way out, thinking that everything is going to be alright afterward, without having to do anything. They make plush dolls out of them, and disregard the shrine, leaving it to fall to ruin. The Caelondians treat the gods with disdain. But instead, they chose to characterize the two factions by using the gods. In a certain way, this is just rule, and maybe even realistic after all, if gods have aspects of humanity, they’d thirst for power just like any of us. Instead of beneficial gods who provide to their people, as many religions have today, they rule by fear, and only reward those who prove themselves. Bastion’s pantheon is interesting, to say the least. We’ve already talked about the mechanics in the very first part, so we’ll focus on the lore of the thing. As everything else, they are as much a part of the game mechanics as a part of the lore of the game. In this level, you’re introduced to the pantheon of Caelondia. We turned them into toys, put them on our walls. Rucks has this to say: The Ura feared the Gods. Says the God of Commotion ain’t no children’s toy. There, you show the plush doll to Rucks and Zulf. Eventually, you battle to the end, and head back to the Bastion. Maybe old Pyth put a scare in them? Everything moves faster, hits faster you must prove yourself to Pyth before he will reward you. Kid ain’t never seen Windbags that quick. Suddenly, the sky turns red enemies spring out of the ground around you. So what’ll it be? Invoke the Gods, or tell them off? You invoke the shrine, and the game tells you that enemies will be harder. The gods here, though… they’re not the kind to give you reward without punishment first. The place is pretty quiet… At least, up until you get to the shrine. In time, though, the Bull stopped being a symbol, and started being a decoration. On the way to your pilgrimage, you find a plush bull doll. There’s no core here, but you’re here for other reasons. It’s pretty desolate here seems that even before the calamity, the place wasn’t very well kept. We’ve just come back from The Hanging Gardens, and Zulf is now a part of our little group…įolks used to make the pilgrimage here to pay their respects to Pyth, the Bull. Whoever you are, know that your work is appreciated.Īlright. It’s been helping me a lot in organizing my thoughts, not to mention that I’ve been copy-pasting from it for the narration. We left off when the Kid discovered Zulf, another survivor.īefore we get back into it: I forgot last time to thank this guy for taking the time to extract the narration and put it in a logical format. Last post, I covered the Kid’s trawl through the city’s main areas, what I’d consider act 1 of Bastion. In this point, I continue with my analysis of Bastion’s story. Been a while since the last entry in this review - schoolwork has been keeping me busy.
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