Bastion spoilers
There's two moments in Bastion that have really lodged in my head as game design I'm not gonna forget.
The first was the in-game achievement/reward for killing n "beasts of the wild"... which (I think for most players) was completed upon first meeting and then killing an adversarial human.
It took a goal you'd been working towards and then subverted it to show the racist, imperialist nature of your society -- without any words spoken.
Bastion spoilers
The second was at the very end of the game: finding Zulf injured and trying to carry him out. Gave up the last dungeon superpower and can't fight, and there's dozens of Ura trying to shoot you down. Chugged health pots but only had so many.
This was right after it had been revealed that The Calamity was indeed a weapon of genocide.
Right then, I thought I was gonna die, for realsies and not come back. And, in that moment, I thought that was a fitting outcome.
Bastion spoilers
Which is... interesting. The moment that sold it for me was Zia saying "all of my best memories... happened after the Calamity, not before."
That, plus the heavy implication that rewinding time would just result in it happening again, made that being the Good Ending pretty obvious.
Bastion spoilers
@starkatt I think it does. I mean, as much a 'win' as can be salvaged in that situation.
None of the four survivors beyond Rucks (tangentially) had any real hand in the Calamity; both civilizations were all but wiped off the map.
It may not be able to be stopped, but there's still...space to heal, in the world after it happened. Hope that there's somewhere that hasn't been razed in the Calamity.
Sometimes that's enough.
Bastion spoilers
(imo the way newgame+ works, plus some slightly altered narration on a second playthrough, confirms that a rewind doesn't change anything)