Last year, a little indie game called Bastion took the world by storm when it charged out onto the Xbox Live Arcade and Steam, putting players in the boots of a hammer-wielding Kid as he fought his way through the ruins of Caelondia, his tale told by a mysterious narrator who seemed to know exactly where in the story you were as you played it.
Bastion earned massive critical praise, and was recently re-released on iOS with significant gameplay updates.
In celebration of the launch, we interviewed Supergiant Games’ Creative Director Greg Kasavin, who took the time to tell us a little about designing Bastion, and what it was like bringing the game to iOS.
The original idea was just that simple. We love action RPGs like the Diablo series, so we thought, what if we could take the experience of returning to town in action RPGs and turn that into something even more interesting and gratifying? Everything came out of that central idea. We also wanted for the game to be more than just fun, to be able to leave a lasting positive impression on players. That’s part of the reason why the atmosphere and narrative ended up becoming important aspects of the game.
Likewise, those of us who’ve been playing games for a long time just have a broader experience and are less likely to have truly new experiences. And so, we hope to make the sorts of games that fell fresh, and don’t remind us of anything we’ve played before even if they build on ideas that have come before. Through this we hope to create that sense of wonder and discovery for the first time, bringing back those strong feelings you had playing your favorite games as a kid.
R Bryant Francis – who has written 265 posts on The Jace Hall Show.
R. Bryant Francis is a former contributing writer to the Jace Hall Show who specializes in gaming, pop culture, and all-around geekiness. Outside of the show, Bryant pursues a career in Hollywood as a producer and filmmaker.

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