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Evoking Emotion Through Gameplay: The Bastion Effect

Evoking Emotion Through Gameplay: The Bastion Effect

 

 

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It’s been a long while since a game made an emotional impact on me.  In fact, truth be told I can’t remember a time that one ever has.  I suppose my shock and disgust in response to several different events in the Modern Warfare series come to mind, but not to this extent.  I think the reason this impact was so much greater than the rest was the choice factor involved.

Mass Effect 2 attempted an emotional shot to the heart with decisions like whether to wipe the conscious minds of thousands of lifeforms and brainwash them to your whim or simply commit mass genocide upon them, but that choice was hollow.

It’s a damn shame too.

The Geth moral choice had everything necessary to evoke emotion and disgust in the player.  A difficult decision between two morally objectionable sides, nether actually any better than the opposed.  Too bad the wind was kicked out of its lungs by the fact that one of the choices was labeled “moral” or “paragon” while the other obviously “renegade”.  This takes the life out of the choice and instead makes it entirely about which of the two play styles you need more points in.  Well played Bioware, but the newbie’s got you beat.

Supergiant Games’ Bastion left me staring in near disbelief as its climactic finale played out before me.  I warn you, there really is no way to explain this without delving into spoiler territory, so if you haven’t played Bastion, go do it now.

I’ll wait.

 

Finished?  Alright.

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So that part where you are given the choice between hanging onto the most powerful havoc reeking weapon in the game or rescuing the traitorous bastard that destroyed the Bastion, attempted to turn your girl against you and led an entire race of people against you; yeah that part.  Of course you have to rescue him.  Games have a way of encouraging the good in people so much so that even knowing that the road ahead will be made difficult, most will chose the paragon, erm, moral way to go.  What I didn’t expect was what happened next:

You carry his fallen body, dragging your heals under his weight as your adolescent muscles twinge in pain and stress.  Before you a gauntlet of archers and turrets springs up.  Your HUD fades, leaving only you, the slow somber whisper of the music, and a rain of fire.  You are struck over and over, but still tread forward.  Arrows jut out of every open flap of skin, but still you press on.  Eventually, something miraculous happens: The attacks cease.

The enemy simply watches you, as struck with awe as we, the player, seem to be.  You trudge forward, pathetic and limping, desperately dragging this body you’ve come so far to save.  Suddenly the unthinkable: one lone gunman lets loose a volley as his stunned compatriots watch in silence.  A heavier commander besides him doesn’t think twice as he draws his blade and strikes him down, quieting the scene once more.  You pass by, face to the dirt as they watch, then suddenly, everything disappears.

Through all this the player remains completely in control.  Nothing prerendered, not even a shift in camera.

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Now that is narrative through gameplay.