I was reading Jim Sterling's review of Bastion. In it, he said that if you take away the narration, art style, and soundtrack, what you are left with is a fairly mediocre dungeon crawler without much inspiration in regards to gameplay.
This got me wondering about how much production values, gimmicks, and polish can affect a game's overall quality. What really sells Bastion is the idea of a narrative that is revealed as you progress, in the nifty form of a storyteller describing the events that happen on screen as a result of the player's input.
The visuals themselves are quite unique, taking ques from japanese art styles, yet remaining distinctly independent of any actual genre or medium. Colorful aesthetic pallets are more appealing than gunmetal grey areas, which seems to be why games that have a unique art style are more widely praised for visual design than the regular gritty designs seen so often.
I think what makes Bastion sit so well with people is because while the gameplay itself is rather basic, the secondary elements really contribute to the game, making it a unique experience. I believe it goes to show that when the proper care is offered to elements beyond gameplay, they too can help sell the game.
This got me wondering about how much production values, gimmicks, and polish can affect a game's overall quality. What really sells Bastion is the idea of a narrative that is revealed as you progress, in the nifty form of a storyteller describing the events that happen on screen as a result of the player's input.
The visuals themselves are quite unique, taking ques from japanese art styles, yet remaining distinctly independent of any actual genre or medium. Colorful aesthetic pallets are more appealing than gunmetal grey areas, which seems to be why games that have a unique art style are more widely praised for visual design than the regular gritty designs seen so often.
I think what makes Bastion sit so well with people is because while the gameplay itself is rather basic, the secondary elements really contribute to the game, making it a unique experience. I believe it goes to show that when the proper care is offered to elements beyond gameplay, they too can help sell the game.