Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:
Once you have completed these steps, Moderation Staff will be able to get your account approved.
#1
|
|||
|
|||
A proper LP's supposed to start at the beginning. Ain't so simple with Bastion.
Hey kids! Let's play Bastion! Bastion is great. It is a game developed by Supergiant Games a few years ago for the PC, 360, and probably PS3 I don't really know. It is a game about a kid, the broken world he lives in, the mysterious and sexy disembodied voice of Logan Cunningham describing what he does, and a whole slew of things to smash with a whole (separate) slew of smashing implements. The thing about Bastion is that, while it is an indie game in the terms of the quality and style of its story and setting, it is ALSO a great damn game by its own merits. Like, take your favorite Mana game, and tell me everything that you didn't like about it, and there's 50/50 odds that either Bastion fixes that, or any number of JRPGs does. But this ain't the dime-a-dozen JRPG Let's Play thread now IS IT. Anyway, this here will MOSTLY be a video LP. However, I really like the crunchy mechanics goodness this game has to offer, and it does have quite a bit. So much so, in fact, that this will be the focus of the LP rather than the story or the narration (both of which are very nice) and I will be devoting large chunks of the text/screenshot LP to this. Case in point: our intrepid Kid will be collecting lots of weapons, and it is up to YOU, THE VIEWER, what weapons he'll take into the next segment of the game! First things first: The first update. The basics of gameplay (and narration) are laid down here. Once you're done viewing it, you can scroll down further and learn about all our cool new toys! The Cael Hammer is the first of these weapons. It's a dedicated melee weapon with surprising versatility. You can do a single sweeping swing with it while moving, or a two-part uppercut/overhead attack if standing still. The standing smash is very powerful, but it's slow. This is balanced out by the more mobile sweep, which lacks power but does enough damage to clean out weak enemies, like the Squirts we've seen so far. Needless to say, having both power and speed in one classy red and gold package is very nice. The chief weakness of the Hammer is its range. SPOILERS: we can upgrade weapons. DOUBLE SPOILERS: the Hammer has no upgrades that improve its long range capability, so you'll want to always pair it with something that gets around this weakness. Our first ranged weapon, acquired shortly after the hammer, is the Fang Repeater, because some loony thought making a gun from rat bones was a good idea. As long as you hold down the attack button, it'll keep firing darts at whatever it's aimed at, although you can't move while shooting. It has to reload after a short time, but you can act normally aside from using the Repeater while it does so. It might not look like it, but sustained fire from this weapon does surprising amounts of damage, and it doesn't take many shots to bring down smaller targets, making it nearly as versatile as the Hammer at range. However, aside from the obvious problems of reloading and being immobile while shooting, the Repeater carries another flaw in that if you need a large chunk of damage done at once (and you will, after a certain point) it simply will not be able to help. It does a lot of damage, but it does it over several little shots, which is something of a weakness in Bastion. We don't get to play with the Repeater for very long before the game drops us on a Breaker's Bow, though. Like the Repeater, the Bow is a ranged weapon, but rather than being automatic, you hold down the button to charge arrows. A minimally charged arrow does only passable damage, but if you release the arrow at just the right moment, when the Kid flashes, you get a Power Shot that does high levels of damage. You can move, albeit at a reduced pace, while aiming, so it's got better dodging potential than the Repeater. On top of all that, Bow shots can pierce through one target to hit another behind it. The problem with the Bow is self-evident, in that it's the slowest of the Kid's attack options right now. You have to take the time to line up any kind of shot, and only with timing, and the wiggle room to actually get that timing, will the Bow truly shine. You have to constantly play keep-away, because the Bow is one of the worst weapons to use when swarmed. We have other cool stuff to look into right now, but I'd rather not INFORMATION OVERLOAD you on the first update, so I'll make things simple. The most fun from this game comes from variations in loadout, so decide what setup you want me to carry into the next stage, using any two of Hammer, Repeater, or Bow. Do note that the next stage comes with a melee weapon, so whatever we dedicate to that slot won't see much use. And you totally can use whatever loadout you want! If you want to try dooming me with a Repeater/Bow loadout, you can go right ahead and suggest it! Note that this will not stop me in the slightest because I am AWESOME. (yes the screenshots are a tad fuzzy. this is because Bastion does not know what "not fullscreen" means. it is a compromise to sate Talking Time's endless lust for small images.) Next Time: The Workman Ward Last edited by Kalir; 07-17-2017 at 02:53 PM. |
#2
|
|||
|
|||
I vote for bow and repeater, if the bow gets replaced by the NUUUU WEAPON.
|
#3
|
|||
|
|||
Kid knows that whatever comes between him and some answers is going to get a face full of arrow before it has time to blink.
|
#4
|
|||
|
|||
I hope you guys like hearing about how every weapon combo is inferior to pike and mortar.
I'm not actually going to do this, don't worry. |
#5
|
|||
|
|||
That's because the real best weapon combo is carbine/mortar.
|
#6
|
|||
|
|||
repeater repeater repeater repeated
|
#7
|
|||
|
|||
bow & repeater just for the heck of it
|
#8
|
|||
|
|||
I've mostly been using musket/mortar for 10-idle runs of Who Knows Where. (The mortar has the highest damage in the game, so you basically have to use it in a 10-idol run, and the musket can instakill non-flying enemies by knocking them off the edge of the map.)
And it looks like bow/repeater is winning, but that's going to suck on the next level unless Kalir picks up the new weapon. So if we're feeling mean, we can make him do that. I'd recommend bow/new weapon (with the repeater over the new weapon until he picks it up). |
#9
|
|||
|
|||
Kalir I vote that you tell all these dorks to step off and use whatever loadout you were originally gonna use.
Not that it matters now because you don't have the armory yet. |
#10
|
|||
|
|||
Quote:
I think I'd prefer the Pistols as an accompaniment to the Mortar over Musket or Carbine. Armor piercing (unlike Musket), effective swarm control vs. squirts and the like (unlike Carbine), effective as a quick attack at long range (unlike Musket), doesn't require you to stand still (unlike Carbine). Pistols also pair well with Leechade. They seem to be a rather unpopular weapon, but they're really quite versatile. I pulled off a 10 Idol run of the Stranger's Dream with Bow/Mortar, but, while I normally like the Bow, it didn't feel like a good combo. Killing Bullheads without some means of armor piercing was unpleasant. EDIT: Oh, and Hammer/Bow. |
#11
|
|||
|
|||
Hammer and Bow, fo 'sho.
I know that it can be kind of tricky, given the way narration works in this game, but please don't talk over the Narrator. (And remember to turn off your Steam notifications.) |
#12
|
|||
|
|||
Bowpeater
|
#13
|
|||
|
|||
Unless you Power Shot, then Garmuth bounces the mortar shot back too far to hit.
Quote:
Quote:
I think the worst enemies for my usual 10-idol loadout are actually anklegators. Normally I end up having to kill them with Secret Skill, to avoid trying to hit them Mortar (which is possible but is frustrating). |
#14
|
|||
|
|||
pete pete pete pete pete pete pete
|
#15
|
|||
|
|||
Good news: I will be going bow/repeater for the next stage because I fear no weapon loadout you lot throw at me.
Bad news: my mic decided now would be a good time to go on hiatus. I'll get a new update up by Sunday though, if it kills me. OR YOU. |
#16
|
|||
|
|||
Bastion' makes me feel good.
|
#17
|
|||
|
|||
If you're using Lifewine and Leechade (and in 10-Idol runs you really should be), this is really useful to quickly regain a little bit of health so you can take a hit.
|
#18
|
|||
|
|||
Quote:
However, if there are no enemies nearby, just mortar them from outside their vision range and heal up that way. (This feels like an exploit, sometimes.) If there are enemies nearby, you should be attacking them already. And if your weapons are all on cooldown, I typically have to use health tonic, but that's pretty much the only use it has under Leechade anyway. |
#19
|
|||
|
|||
Yeah that was seriously weird. Hopefully we can avoid that sort of issue in the future.
|
#20
|
|||
|
|||
You know, I've been hoping to not start playing even more games simultaenously, but not replaying Bastion is becoming very very hard.
|
#21
|
|||
|
|||
Today on Bastion: The Workmen Ward! I have turned on subtitles from here on out, and while it doesn't QUITE convey the Stranger's sexy leathery voice, it at the very least is a workaround for when I won't shut up about game mechanics.
On that note, this post will be dedicated mostly to the building I placed last time, i.e. the distillery! As you're no doubt aware by now, the more things you do, the more XP you get, and the more levels you get. Each additional level grants you +2 max health and another slot in the distillery, so by the end of the game we'll be drunker than a postgame riot, and twice as destructive! That said, our drink options to start with are pretty limited. Squirt Cider is a safe, if boring, option, simply giving you more max health. It's a pretty sizable boost, but not so much that you have to take this to survive tough encounters. Dreadrum is one of two drinks we have early access to that influences critical hit chance. With this, as long as we're at full health, we have a 10% chance for any attack we do to deal double damage. It's... not that great honestly, but if you always liked shooting sword beams in the Legend of Zelda, this is probably right up your alley. Hearty Punch is very nice, though. Normally, if you're defeated, you have one chance to stand back up where you were and keep fighting. This restores you to full health and gives you a bit of mercy invincibility. Hearty Punch takes this a step further, not only granting you one extra continue, but giving you a self-destruct attack of considerable power when you do drop. Of course, if you're MEGA HELLA PRO and never fall, this is a waste of a slot, but let's be honest: who doesn't like being able to play more Bastion? HERETICS, that's who. The sister drink to Dreadrum is Werewhiskey. Unlike Dreadrum, Werewhiskey only kicks in when you're at low health, but it more than makes up for the danger it puts you in with guaranteed crits. It's a very popular choice of drink, even if making it actually work requires some very risky play or specific setups. Bastion has a lot of spirits like that, where it seems situational, but you can make that situation work to great benefit. Cinderbrick Stout is another such example, letting you move at your normal speed while blocking. It's great if you're the sort to eschew ranged weapons, and it has excellent synergy with one particular Hammer upgrade you get early on. Sadly, there are a few drinks, like Fetching Fizz, that are pretty much filler. That said, early on it's still a good idea to cut down on time wandering around gathering things, especially in one of the levels coming up. With enough levels, you have enough drink slots to spend on things like this, but by level 10 you'll already have more fragments than you really need. Anyway, the new weapon we got from the Workmen Ward, the War Machete, is our other melee option for the early game. It swings at a very fast pace, making it excellent for taking on crowds of Squirts or the like, and unlike the Hammer, it has a very good ranged option in the form of a throw. Throwing the Machete works similar to the bow, and you can even land Power Shots with it, giving it a surprising level of power for a dedicated speedy weapon. It comes with a very interesting set of upgrades as well, and is perhaps the best weapon in the game for abusing Werewhiskey to the fullest extent. That said, the Machete lacks power and range when swinging it up close, and it's not nearly as good at long range as a more dedicated weapon like the Bow or Repeater. For this reason, it's poorly suited to being the main weapon of a loadout, since it's too risky to rely on extensively. Anyway! We have two stages to go to this time, and a new weapon to play with. Again, it's up to you to decide my loadout, and which of the two stages available we tackle first. WAT DO Next Time: The Sundown Path OR The Melting Pot |
#22
|
|||
|
|||
repeater / machete
|
#23
|
|||
|
|||
Hammer machete pot
|
#24
|
|||
|
|||
My favorite use of Hearty Punch is to counteract Cham-Pain (a spirit you only get in the New Game+, granting you 25% more damage but -one chance to continue). Lets you keep your safety net on top of getting more raw power. And when you're playing with all 10 idols you want that safety net.
Not voting on loadout or stage because that would be collusion. |
#25
|
|||
|
|||
How about... the War Machete with the Fang Repeater, and doing the Melting Pot next.
|
#26
|
|||
|
|||
ViDEO IS 14:24 MINUTES OF BLANK SCREEN. KALIR AND TEFARI EACH HAVE ONE LINE
If I'm not on the next video, no lie, I am going to kill Bastion.
It'll be like that godawful part of kingdom hearts 2 intro where someone stole some photos SO HARD that they destroyed the very concept of the photos. You'll be like "okay it's time to make another video for my lets play of ________." and you'll open a totally empty directory on your computer and stare at a blank screen, knowing that there was once something there, but having no idea what it could have been. Last edited by BEAT; 02-19-2013 at 09:11 AM. Reason: KALIR: DO YOU EVER FEEL LIKE YOU LOST SOMETHING REALLY IMPORTANT? TEFARI: I SEE... DARK. THE VIDEO ABRUPTLY ENDS. |
#27
|
|||
|
|||
I love you too, BEAT.
|
#28
|
|||
|
|||
Lets never fight again.
|
#29
|
|||
|
|||
The Melting Pot, now with more BEAT because his existence erasure technique terrifies me!
I am well aware the screenshot sizes here drift and shift by their own will. I do this completely intentionally and to infuriate you. But seriously, since we got no new weapons today, I will devote this update to Secret Skills. Specifically, the ones we have already! It goes without saying that we'll be getting a truckload more as time goes on, both universal ones and ones keyed to specific weapons. Universal Secret Skills can be equipped regardless of the weapons you have on hand! They also gain benefits from spirits that apply, so if we had Cinderbrick Stout, then Mirror Shield would get the speed boost. While active, you basically just move around with your shield out, except you block in every direction and it's treated as a counterblock for any attack that hits you. It's really good once you've got a lot of spirits fueling it, but right now it's kinda tepid. We got ourselves a Trip Mine at the Melting Pot. You set it down where you're standing, and about a second or so after something approaches it, it goes off, dealing heavy damage (two overhead hammer smashes or so) to everything close by it. It's very useful in places like the Melting Pot, where you're stuck in a single area where multiple waves come in to attack. Outside of that, it also comes in handy for people who like to kite dudes with Bows or whatever. Squirt Lure is similar, but all it does is summon a Squirt to help you. What they lack in attack and staying power, they make up for in their ability to distract enemies who would otherwise be slaughtering you in the face. Reportedly, they get lots of mileage from Werewhiskey, since it keys off of your health and not theirs, so if you want a pack of rabid Squirts dispensing constant crits (and who doesn't?) give it a try. As far as weapon-keyed Secret Skills go, there are two per weapon. We started with one for the Hammer, Repeater, and Bow, and we can get one for every weapon by clearing its Proving Ground. The other Secret Skills for the other weapons are obtained in a method we'll discover later. Usually, these are more interesting than universal Secret Skills, especially because where applicable, they'll use upgrades to your weapons to get fancier. Breaker Volley, you might recall, was the First Place prize from the Breaker Barracks. It turns the Bow into a machinegun, with each arrow dealing little individual damage. The usefulness of giving the slow-firing Bow an emergency rapid-fire attack speaks for itself. We also started with Dancing Shot, which I demonstrated earlier. It's only a single arrow, but it banks and aims at a new target whenever it lands a hit. This is immensely powerful against large crowds who you don't have the time to line up into a row for a piercing shot, but for some reason you can't do a Power Shot with this technique. I dunno why, there are other techniques can Power Shot just fine. We've also seen Whirl Wind once, early on. This is a Hammer skill whose inspiration is obvious, and it excels at clearing out groups of enemies surrounding you. You can move while performing it as well, which makes it a somewhat safe method of approaching enemies that prefer to stay away. If you want an attack that can REALLY shore up range weaknesses, our newest prize, Ghost Blade, does the job excellently. This attack sends a shadow of the Kid straight forward, Machete swinging, and taking down anything in his path. The damage from this attack is significantly boosted from a usual throw as well, and unlike a throw, the shadow won't stop after hitting a single enemy. Point this at a line of enemies and watch them all get torn apart like a samurai movie. Sadly, the Repeater's only current Secret Skill, Bolt Burst, isn't nearly as impressive or useful as any of the other ones we have. It does cover the most space, quickly spinning in place and firing off a ring of bolts, but this one really needs upgrades to get going. Those of you who have played THINK you know the upgrades I mean. YOU ARE WRONG. But that's gonna be saved for next time, when we discuss the Forge! Also, when you lot give me a new loadout to screw around with. Do that, won't you? Next Time: The Sundown Path Last edited by Kalir; 03-10-2013 at 12:39 PM. Reason: the horrible wrath of Bongo Bill |
#30
|
|||
|
|||
Machete and Hammer. All melee, all the time
|