It’s our pleasure to announce that Bastion is now available on Xbox LIVE, marking the beginning of this year’s Summer of Arcade. Visit the Bastion page on Xbox.com to download the game, or you can do it the old-fashioned way straight from the console.
Dozens of reviews are flooding in from all around the world. Here’s a taste of what game critics are saying about the full experience:
“Supergiant Games’ debut effort isn’t just good – it’s a must-play.” – Game Informer (9.25 / 10)
“Bastion isn’t just one of the year’s best titles. It’s also one of the best stories you’ll see in an indie game.” – GamePro (5 / 5)
“This game is amazing and you owe it to yourself to download it.” – IGN.com (9.0 / 10)
“It’s frightening to think how much the human voice has done to distance Bastion from the crowd.” – Edge (9 / 10)
“The entire game drips with passionate artistry from the gorgeous watercolor aesthetics to the stirring soundtrack.” – Wired (9 / 10)
“Bastion…wishes to persist, as a living artwork that may be revisited forever.” – Kill Screen (9 / 10)
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Today marks the most important moment yet in the short history of our studio: Bastion, our first game, is real. Through it we hope you’ll come to better know us as a team. And if you like what we did here, know that we’re very excited to keep on going. Much obliged,
— Amir, Gavin, Darren, Logan, Jen, Greg, and Andrew […]
As we near Bastion’s July 20 launch date on Xbox LIVE Arcade, we’re very pleased to present the all-new Launch Trailer. Check it out, if you’d like to know more about it, read on!
We built this trailer with our own bare hands (OK and some software), just like the game itself and our Reveal Trailer from last year. Our process for creating trailers is a little unusual so we wanted to take you through how we made it.
Step 1: Concept & Narrative
When it comes time to create a trailer, we start with the story. Story is an important part of our game, so rather than just spell out Bastion’s feature set or show a bunch of cool-looking clips from the game, we aim to capture the tone and atmosphere using original content. This way, those unfamiliar with the game should get a feel for it, while those already familiar should gain new insight into the world.
Once we decided on an angle for the story, I wrote the narration in collaboration with Amir (akin to the writing process for the rest of the game), then Darren recorded the narration with Logan our voice actor. We then had a narration track to serve as the spine of our trailer.
Step 2: Artwork & Motion Graphics
In conjunction with the narrative thread, we wanted to create original artwork for this trailer to express the look and feel of the world. Jen has long wanted to illustrate a more dramatic scene from the game, so she pursued the idea of an image where the Kid is squaring off versus a gigantic Scumbag, one of the more colorful creatures in our game. As this would be an animated painting, we wanted it both to reveal the look and feel of the gameworld while also showcasing some of our characters. Our friend Andre Mina did the motion graphics on this piece, in collaboration with Jen.
Step 3. Musical Score
With the narrative and art concepts in place, Darren then worked on creating original music for the trailer based on the tone […]