Bastion (XBLA)

“Words can’t explain what happened, but words are all I got.”
The words spoken by Rucks towards the start of Bastion are as accurate as they are misleading. Ruck’s whiskey-over-sandpaper voice is with you and “the Kid” for your entire adventure through Bastion’s fragmented world, narrating your actions from start to finish. Most of his tales regard your surroundings and opponents, reminiscing about the world that was and slowly filling in the gaps of your knowledge about Bastion’s world and the “Calamity” that ripped it asunder.
But Rucks also, occasionally, comments on your specific actions too. “Kid just rages for a while,” he might remark after you smash up all the crates in sight. Or he might approvingly describe the specific weapon loadout the Kid has selected. It doesn’t “redefine storytelling in games” like the Xbox Live synopsis eagerly claims, but it serves as a reminder that no matter how many different ways stories are implemented in games, a good story is best told. Rucks only has his words, and from them he spins your actions into legend.
And moreover, Rucks is right—words alone can’t explain what happened. But words, really, aren’t all that Bastion has. Bastion’s story, while told in the most traditional of ways, couldn’t evoke the same sense of loss and melancholy in another medium; it is one treated perfectly as a videogame. As the Kid walks through his shredded world, it reassembles itself piece by piece. Tiles and earth and planks and stone rise up beneath his feet while trees, pillars, and fences fall down from the sky. Words can explain the phenomena in a vague, abstract sense, but they can’t depict the feeling that sits uncomfortably in your gut; the feeling that you’re walking over the bones of a dead world. Rucks says it better than I ever could: “It ain’t fixed. It’s just unbroken.”
The story of Bastion is simple enough. The world has been ripped apart by the surreal apocalypse called “the Calamity,” with segments of surviving land left drifting apart. As the Kid—one of the lone survivors of the disaster—you find your way to the place known as the Bastion. Once you arrive, you find Rucks, who explains that the Bastion can fix the world if you bring enough magic crystals back from the scattered fragments of the surrounding city. Most of the game, then, consists of simple fetch quests as the Kid must travel to the various areas to collect the crystals. For the bulk of the game, however, the Bastion mostly just works as a hub-world for your adventure.