A Nintendo Switch displaying a selection of games. All of the games are faded except for the game Transistor. The cover shows a red-haired woman in a golden dress weilding a cyberpunk sword.

I Won’t Become A Number in the System | Exploring the Ending in Supergiant’s Transistor

I don’t usually write two deep analysis posts in a row, but I’m making an exception. Last week, as I was preparing for my blog post about Bastion and how it creates weighty, impactful choices for its players, I realized something similar about another game from Supergiant, Transistor.

Transistor was the first Supergiant Games title that I played, and I had no idea what I was getting into. I fell in love with its art, music, and mechanics that were unlike anything else I had ever played before. It was what opened the door for me to try Bastion and, later on, Hades.

Like Bastion, Transistor is also about decisions. However, it is not about how or why we choose one thing over another, but instead one’s right to make decisions at all.

As with my previous post, there are big spoilers for the end of Transistor up ahead. I’ll also be referencing some of the endgame elements from Bastion that I used last time, so beware of that as well. As usual, I highly recommend these games and encourage you to play them before coming back, but I’ll explain enough background that you can read this without playing too.

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A hand holding a Nintendo Switch. The screen displays the splash image for the game Bastion

I’ll See You In The Next One | How Supergiant’s Bastion Creates Choices With Narrative Impact

Video games are driven by decisions. The primary thing that sets video games apart from film or literature is the level of interaction involved, and that interaction comes through making decisions.

These days, there are entire genres of video games dedicated to decision-making, like visual novels. Apart from that, making choices is still a core part of narrative-driven games in other genres.

Bastion

Bastion, the first game developed by Supergiant Games in 2011, is a typical action RPG on the surface. Beneath that, however, is a well-written story that culminates in two very charged decisions at the end of the game. The final scenes of Bastion have stuck with me since I finished the game a few months ago, and today, I’m going to take a closer look at what makes the game’s conclusion work so well.

Since I’m discussing the end of the game, spoilers for Bastion are below! I highly recommend playing the game for yourself first, but if you already have or just aren’t really a gamer, click to read on.

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Dreaming Big & Saving Cats | Writer’s Life

Alright, I know last week I skimmed over my goals for 2020, and that included a handful of writing goals, but I promise this is different! I want to take a closer look at my “Quest” fantasy project and where I want to take it this year. I’ve spent a lot of time planning and plotting over the past month, and I feel like I’m ready to approach this project once again.

I briefly mentioned it a few posts ago, but I recently read the book Save the Cat! Writes a Novel by Jessica Brody, at the recommendation of my friend and fellow blogger Charmaine Lim. The book takes the original “Save the Cat” theory by screenwriter Blake Snyder and adapts it to prose writing, particularly novels.

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A wooden background with a gold pendant necklace on top. The pendant shows the triforce from The Legend of Zelda. Around it are the words Power, Courage, Wisdom.

Worldbuilding Lessons from The Legend of Zelda

The Legend of Zelda is a franchise that has been around since the beginning of video games. The first entry in the series featured a massive overworld like nothing the world had seen before, and since then, the land of Hyrule has just gotten bigger and better. The Zelda franchise has become my go-to inspiration anything involving worldbuilding, especially fantasy settings like my story for this year’s NaNoWriMo. No matter what game you’re playing, the Zelda series has some great examples of excellent worldbuilding. I’ve learned a lot from these games, and so today, I’d like to share that with you.

So what worldbuilding aspects does The Legend of Zelda do well?

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A landscape photo with a river or stream in the foreground. A grove of evergreen trees sit beyond the stream, and there are mountains further in the background.

My Five Favorite Fictional Worlds

Have you ever played a video game, watched a movie, or read a book that made you want to live in that world? In all stories, no matter what the medium is, the setting plays an important role. Because of that, we often find ourselves wanting to visit that world – myself included. I’ve experienced a lot of stories, and while setting isn’t always a prominent factor, the best storytellers know how to utilize this element to their advantage.

Today, I’d like to dedicate some time to my favorite fictional worlds. Not only would I love to visit these universes myself (well, if they weren’t so dangerous), but they’ve also influenced my own writing in a number of ways.

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