MediaKick: "The staple for the generic role-playing game is that you need to save the world from an evil genius by fighting through monsters. It is a technique that has pretty much been done to death, though in some cases it has been disguised enough to make it less black and white. Even in games where the apocalypse has already happened, it is usually several hundred years after the event, so the fight is often about something else. There is very little wiggle room in order to spice things up a little bit; good always triumphs over evil, though there is varying degrees of both involved in the proceedings. Bastion attempts to shed the shackles of tradition by setting the action to just after the end of the world, where the landscape is a shadow of its former self. But just how deep can the game be when there is almost nothing to fight for?"