Bastion: celebrating eternity with bloody hands

Endings in games like to feel clean. You hit the final choice, you pick the “good” option, and the credits roll over a hopeful image. Bastion’s Evacuation ending looks like one of those clean endings at first glance: the Bastion rises into the sky, Zia sings, and the survivors sail toward a future that is uncertain but free. My argument: that sense of moral clarity is built on a foundation of violence the game never lets you avoid, even if you speedrun it in fifteen minutes. Evacuation might be the right ending, but it is never a guiltless one.

Even in the fastest any% runs, you still have to kill enemies to progress through levels and bosses, because the core fragments and shards are gated behind combat encounters. Bastion’s level design closes off exits until you clear arenas, and core-bearing areas are filled with beasts and Ura that will not simply let you sprint past. The Kid’s actions in these spaces are almost entirely violent: you swing, you shoot, you roll, you break things on purpose. The result is that no matter how efficient or “minimal” you make your route, arrival at the Monument is always funded by killing.

Mitchell’s paper helps explain why that matters. He argues that most of the game’s loop is structured around a colonial and biopolitical project: Caelondia has tried to secure itself forever against the Ura by terraforming land, building the Rippling Walls, and ultimately constructing a weapon that can seal the Ura tunnels in an instant. When that weapon is turned back on Caelondia, the Calamity shatters the world and kills almost everyone, leaving the Kid to recover core fragments that are literally pieces of the same system that caused the disaster. As the player, you enact this recovery by slaughtering creatures in the Wild Unknown and Ura warriors in their home territories, often using a miniature “Calamity Cannon” that repeats the original genocidal technology in scaled down form. Rucks consistently frames these killings as sad but necessary, insisting that the Bastion will “fix everything” if you can just rebuild it.

That justification is very specific. Rucks tells you that the animals have built a Bastion of their own, but that “the best thing we can do for those beasts right now is put them down quick and clean.” He explains that it is “either them, or us,” and that the Bastion will be “everybody’s gain, not just our own,” even though none of those beasts consented to this plan. When you shell Ura territory with the Calamity Cannon, he admits he does not want to look too closely at what happened to them, because he is “trying to undo it.” Mitchell reads this as classic settler logic: violence is rebranded as mercy because it is supposedly in service of a world-restoring technology.

The idea of Restoration pushes that logic to its limit. At the end, Rucks describes the Bastion as a machine that can roll time back before the Calamity and give everyone another chance at “all of life’s little setbacks.” He promises that you could relive the good times, become your “old self again,” and redo every mistake without error. Mitchell uses Nietzsche’s language of ressentiment to describe this fantasy: it is not just grief, it is a refusal to accept the world as it is, and a desire to install a superior fiction in its place. New Game Plus quietly undercuts the fantasy by suggesting that even if you Restore, the same events play out again, leading right back to the Calamity. You get the nostalgia and the violence, but not the absolution.

Evacuation looks different. Choosing to evacuate breaks from the dream of going “home” and instead sends the Bastion floating away from Caelondia for good. Rucks openly admits he “ain’t put much thought in that idea” and seems shaken by the prospect of carrying on in a world he cannot control. Mitchell interprets Evacuation as a gesture toward amor fati: an acceptance of finitude and uncertainty, a willingness to move forward without erasing the past. This is framed as “refusing colonial nostalgia,” because you stop trying to reconstruct Caelondia as it was, and instead live with what is left.

But even Evacuation cannot pretend the violence never happened. By the time you reach the Monument, you have already killed countless beasts and Ura, destroyed their homes, and helped rebuild the Bastion as both sanctuary and weapon. The most famous nonviolent moment in the game, the choice to carry Zulf rather than keep fighting through the Ura, only works because you have spent hours being extremely competent at killing those same enemies. When you pick him up, you literally drop your battering ram, move slowly through enemy fire, and wait for the Ura to lay down their weapons. It is powerful precisely because it feels like a break in the pattern, not the norm.

The Evacuation ending emphasize that unresolved weight. In the Restoration ending, characters are restored to their pre-Calamity lives, living again in the habits that led to disaster. In the Evacuation ending, you see something closer to mourning: Zulf is quiet and reflective if he survives, Rucks looks outward instead of down at blueprints, and Zia stands at the bow facing the horizon. They are not absolved, but they are changed. The ship sails away through a sky still full of ash, suggesting that even this hopeful choice is powered by everything they broke to get there.

For me, this is what makes Bastion’s “good” ending genuinely interesting. It is not a pacifist route, and it does not reward moral perfection. Instead, it asks whether people who have already done irreversible harm can still choose a future that does not repeat the same story, even though they cannot undo the past. In that sense, Evacuation is not a clean moral victory, but a decision to stop lying about what was done in the name of safety and control. The Bastion lifts off, carrying survivors who are still accountable to the world they helped ruin. The game refuses to let you forget that, even if you finish it in fifteen minutes.

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