Bastion
LQ: 9.15
Recommended Age: 10+
Skills Used: Planning, Working Memory, Mathematics, Reading
In Archibald’s Adventures, players assume the role of a boy named Archibald, leading him through puzzling, maze-like levels in an effort to reach the exit. Each level contains traps that can hurt Archibald, so players will need to avoid these hazards by flipping switches, unlocking doors, or teleporting. Every exit is blocked by some sort of obstacle or puzzle, so players must carefully plot their escape routes. There is a small amount of reading required to play Archibald’s Adventures, but no violent or inappropriate content, so the game is recommended for ages 7 and up.
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Adapting and adjusting to changing conditions and expectations.
In Archibald’s Adventures, players will have to solve puzzles and complete different tasks in order to reach the exit. One level can be swarming with monsters that need to be avoided, while another might consist of widely-spaced platforms above deadly drops. Rolling at top speed through a platform-heavy level would give Archibald the speed needed to jump large gaps, but dashing through a level filled with monsters or spike pits would cause collisions and result in the player having to restart.
Archibald’s Adventures also forces players to think differently about the powers they gain throughout the game. The player may use a bubble to float an object out of the way at first, only to later use it to activate a ceiling switch or drop a bomb on an obstacle. Thus, various objects and powers are reused and reintroduced in different ways. As such, players must be able to use a variety of problem solving techniques to successfully complete each level.
Developing a systematic approach for setting and achieving goals.
Archibald's Adventures is filled with unique puzzles, and many times players need to create successive steps to solve them and progress. The order in which players must complete each step is never quite clear. To figure this out, the player should first survey the level and take account of the location of switches, movable crates, and other items. The player can even send floating bubbles out to survey further into the level and see what lies ahead. Using the information gained, the player must decode the correct course of action.
One example from the game includes activating a ceiling switch to move a platform out of the way, and then floating Archibald up to the next ledge past it. Then, the player has to float a bubble back down and reactivate the switch to move the platform back. Now Archibald can drop back down atop the re-placed platform to blow up a breakable block near it. This opens up a path to shoot a bubble through, which floats and activates another switch, moving another platform into place. As you can see, without good foresight and planning, players will have a hard time cracking the game's tougher puzzles.
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