Tag Archives: Supergiant Games

Transistor’s futuristic city Cloudbank takes a Turn() for the worse

Transistor game final thoughts

It’s been several weeks now since I played and beat Transistor, and since then I’ve come to the unfortunate conclusion that Supergiant Games’ second outing is no Bastion II. You might already have suspected that based on the look and tone of Transistor, but everything else seems to shout “same mechanics, same style, same story-telling”…alas, it is not so. That’s not to say that Transistor on its own is not a strong, enjoyable experience, but when put side by side with Bastion, a game I absolutely ate up twice and then some, it stands fully in its shadow. Let me explain some more.

One can easily summarize Transistor‘s story, but to detail it out is a much harder task. Cloudbank’s famous singer Red is, without warning, attacked by the Process, a robotic force commanded by a group called the Camerata. During the fight, she’s transported across Cloudbank and gains possession of the very sword used in her assassination attempt, the mysterious Transistor. She takes the Transistor out of the chest of a dead man, but his consciousness and voice are now a part of the Transistor itself, along with Red’s voice. As Red searches for answers, the Camerata continues to track her across the city, demanding the Transistor returned.

Now, truth be told, I got most of that from Wikipedia. If you want to know anything deeper than that, sorry…I’ve got nothing. And I played the game for a few nights in a row, my face only inches away from my struggling laptop’s screen. Alas, the writing is not as sharp and memorable here as it was in Bastion, though I loved the idea of those interactive terminals, but that air of mystery really hangs about like a damning mist, thickening and making it difficult to see where to go. I’m okay with some aspects of the story being vague, but who Red is and why she is going after these people–and who these people are and are about–well…that’s kind of important stuff and shouldn’t be buried in menus or unlocked through superfluous means. In Bastion, you have to rebuild your safe haven, and you get a big choice at the end; in Transistor, you move from one locale to another, constantly fighting, constantly taking in clouded data, and then you have a showdown with, I guess, the person behind your assassination attempt, and I won’t spoil what happens after that, but you guessed it–it’s unclear.

Okay, so I wasn’t super thrilled with how the story actually unfolded in Transistor–or didn’t unfold, if you will–but at least the combat’s interesting. And fun, sometimes. A few fights felt overwhelming and punishing, and you really don’t get a moment to breathe even though you can pause the action. It’s a mixture of real-time combat and frozen planning, referred to as Turn(). Using the latter will drain Red’s action bar, which takes some time to refill, but allows you to plan out each movement more carefully. It’s really nice that you can take as much time as you want and erase previous decisions if things don’t look sunny and bright, just like with Fallout 3‘s V.A.T.S. Red earns what appears to be set experience points after each battle and can collect new powers, known as Functions, from dead victims of the Process. You can equip up to four of these and combine them in multiple ways to create unique and different effects in battle. I played around with the Functions often, swapping in new ones and attaching others elsewhere just to see how battles changed, and there is quite a lot of variety here. I think you need New Game+ to really see everything though.

Just like with Bastion, Transistor gets its monsters right. From the paparazzi-inspired bots that take Red’s snapshot and momentarily obstruct the screen to the shockwave-creating Jerks that will plow you down if you , they are all uniquely designed and each requires special tactics in battle, which makes for some skillful juggling at times. Early on in the game, you’ll find the beach hideaway, which acts as your training grounds zone, as well as a good place to kick back, listen to some sultry jams, and watch the cyber-sun set. I did not end up completing every challenge here, but I did most of them and always visited when the chance popped up. The time-based and plan-based challenges really give you a feel for some specific combat situations, though I wish they resulted in more than just a bump of XP.

As I’m sure we all remember, music and art were a powerful combo in Bastion, and that trend continues here too. The slick, futuristic lighting of Cloudbank presents a city built on power and elitism, while the music is somber and striking, always setting a mood. At any point in the game, you can press a button and have voiceless Red hum along to whatever tune is playing; a small detail, but a powerful one. I wish one could zoom in a little closer on the battles to see some of the monsters better. Oh, and there are these strange, lightly interactive bridging sequences that really show off Jen Zee’s painting skills.

And so I beat Transistor, saw the message that I could begin playing it all over again in New Game+, and quit right away. I haven’t loaded the game back up since. It’s not that I hated my time with it, just that I feel like I experienced everything it has to offer already, and it’s not like the story is going to radically change a second time through. True, it might become clearer, but the fault is then in the cloudy writing, and it shouldn’t take two playthroughs to really grok it all. Anyways, that return romp would be mostly to try out more Function combos in combat and such, but I think I saw–and tried–plenty along the way, with Spark() probably my favorite Function.

Well, as Rucks might say, “I’ll see you in the next one.”

Games Completed in 2011, #32 – Bastion

It’s easy to feel like you’re floating when playing Bastion; in fact, due to the Calamity, a catastrophic and harrowing event, the world of Caelondia is now a set of floating islands, and it’s up to The Kid to recreate the Bastion, a safe haven where everyone can go for food, shelter, and answers. But that’s not the real reason for feeling suspended in the air; no, one floats through this colorful and amazing downloadable title because it’s just so freaking special. It begins and makes a home in your heart. It ends, but never leaves you.

Bastion is an action RPG, but it’s greatest strength is in its story, which is paced effectively thanks to the Narrator. Voiced by Logan Cunningham, Rucks the Narrator is both a storyteller and employee for Big Brother, remarking on your every move. Fall off the side of the level? He’ll make a quip. Slash like a maniac with your war machete, murdering a dozen squirts? Be prepared to be called wild and raging. It’s a solid hook, though at times it can be distracting or hard to even hear him over the frantic cries of on-screen enemies and spellbinding soundtrack. Because of this, I missed a few bits of commentary, but thanks to New Game+ got to hear them a second time around, as well as new dialogue made specifically for those on playthrough two.

The game is more action than RPG, but both elements mesh well with each other. The Kid can choose a weapons loadout before heading off to find Shards to complete the Bastion; these include tools of destruction like muskets, hammers, bows, and pistols, as well as a secret skill. All of these weapons can be upgraded with found items and gems, earning stats like 25% more damage or longer ranges/less spread. The Kid himself increases in levels too, with each new level letting you acquiring a new drink from the distillery; these do things like absorb stray fragments (Fetching Fizz), 33% speed while defending (Cinderbrick Stout), or automatically retaliates when injured (Stabsinthe). All of this makes a difference in staying alive and just rolling/slashing your way to an early grave. And be ready to roll a lot; combat can get fast and frantic, but if you know what you’re doing and remember to block now and then, it’s survivable. Of course, if you ever want to up the challenge, turn on some idols.

I won’t go into all of Bastion‘s story details, but it’s a hefty, emotional affair. There comes a time near the game’s end where The Kid will have to make two–not one–major decisions. These are presented blandly on a menu, with some modest flavor text, but they forced me to sit and ponder their individual outcomes more than anything else of late. Watching these choices play out is extremely satisfying; we all play videogames with the hope of completing them, but here, it was more than that. I needed to see what happened next, and not just to get to the credits. I never wanted the credits to scroll, in fact.

As an artist, I have to comment on Jen Zee‘s work in Bastion. Lush, colorful, hand-painted–these all work as adjectives for what makes the game’s visuals pop so much, but I’m sure there’s even better ways to describe. Initially, the look of the game is what bought me; everything from the way the world floated up in front of The Kid to the blurred yet still distinguishable underworlds had a sense of oneness. Even the darker levels let color shine. At times, I wished to zoom in more to get a better look at those crates or gasfellas.

Oh, and I unlocked all the Achievements in the game, which is pretty rare for me. Only a few required some work, but I’ll get to that in another post. Hopefully. Don’t let me forget.

I highly recommend Bastion. For 1200 Microsoft Points (or it’s now on Steam, too), you get an experience unlike anything else, one that continues to resonate long after you’ve completed every Proving Ground, survived every trip to Who Knows Where, and fully upgraded the Bastion itself. Get it, and get restoring the world. Hurry, before Rucks calls you a slacker!

Hense, the Goddess of Pain and Pleasure, loves this blog post about Bastion’s difficulty

Suddenly, the Kid died three times in a row, unable to stop the swarm of Squirts and Gasfellas from overwhelming him with their lethal attacks. Up until that point, the Kid had never fallen in battle; sure, he’d come close, exiting the battlefield just barely, chugging his last bottle of health potion, wiping the sweat from his brow, quietly ignoring the narrator’s snide commentary. So, what had changed? Did the Bastion developers decide to ramp up the game’s difficulty without rhyme or reason?

Nope. What happened was that I built a shrine at the Bastion and turned on all of the god-like idols, thinking they were there to help and bestow great benefits on the Kid. Actually, they do the opposite of that. They make the game a whole heap-load harder, rewarding the Kid with more XP, but chances are that XP won’t be gained due to the fact that these enemies are now faster, stronger, and more deadly. Some even drop exploding bombs upon death, one last eff you before the darkness takes them. Because Bastion suffers from the tiny text disease, I couldn’t read the flavor text that went with turning on each idol and decided that surely they existed to help us on our journey to rebuild the Bastion. The idols also stack, meaning you could turn on a dozen and really wish your thumbs never existed. I believe I had turned on Acobi, Pyth, and one other idol before heading out to find Shards. Eep.

So, to help me and my bad eyesight out in future adventuring, here’s a table of all the idols you can unlock at the Bastion’s shrine, as well as what they do to ramp up the game’s difficulty:

Idol Description
Hense (Goddess of Pain and Pleasure) Foes are more ferocious
Acobi (Goddess of Oath and Abandon) Foes drop a live grenade when defeated
Lemaign (God of Hope and Despair) Foes’ attacks slow down the player
Pyth (God of Commotion and Order) Foes are quicker, both with movement and attacks
Jevel (God of Health and Atrophy) Foes are more resilient
Yudrig (God of Impulse and Bravery) Foes cause damage on contact
Roathus (God of Thirst and Plenty) Foes never drop Health Tonics or Black Tonics
Micia (Goddess of Loss and Longing) Foes have regenerating health
Olak (God of Chance and Whim) Foes occasionally turn to air, making them invulnerable to attacks for a short period of time
Garmuth (God of Purpose and Folly) Foes are more capable of deflecting attacks

Yeah, imagine all of those idols turned on at the same time. Can’t even stomach it. Thank goodness there’s no Achievement tied to utilizing these idols or anything; they are just there if you, the player, really want a different experience. I think I’m content with the default difficulty for now and will not be going back to the shrine any time soon.

Hard to say how far along in Bastion I am, but I’d wager either halfway done or a little more than halfway done. I’ve been using the machete and the scrap musket religiously, and haven’t really done much with secret skills. I constantly forget that I have a third attack. Oh well. Here’s to remembering things and reading important text then!

The Paul gives his impressions on the first hour or so of Bastion

Like most gaming entertainment, Bastion begins with some narration. This is to set the scene, tell a little backstory, get the proverbial ball rolling. However, with Supergiant Games’ first release, there’s a hook; the narration never stops. Voiced by Logan Cunningham, the game’s narrator is ever watchful and never a bit shy to comment on the fact that you’re slashing everything in your path apart or that you need to leave that adopted pet in your stronghold alone for now or that you went left instead of right first. It’s interesting and a little creepy, but it certainly gives one a sense of their own experience, something true to only them, and that their version of the Kid is being role-played as they deem.

Bastion is about rebuilding. An event known as the Calamity has split the world into a series of floating islands, and the Kid, our silent protagonist, heads to the Bastion, a safe haven of sorts that his people created to live at protected during these hard times. Unfortunately, upon arrival, it is clear that there is a lot of work yet to be done, and so the Kid sets off across the floating map to find new resources. So far, I’ve been able to upgrade the Bastion with two new buildings: a distillery and a forge. The former is a place of potions and magical unctions, and the latter lets you tweak your current weapons with passive abilities, such as improving the speed of your bow or your chance to land a critical hit with that mighty hammer. Standard RPG flair, but the stat personalizing and slight customization is welcomed.

The game is highly stylized, with gorgeous artwork, vibrant colors, and a playing field that forms all around the Kid as he moves forward. It’s amazing to see the path constructing right before your feet for the first time, and it’s still equally amazing the fortieth time it happens. Kudos to the developers for that neat trick. The monster designs are adorable, like something from a Hayao Miyazaki film. At times, the camera zooms in for a closer look at the action, which I greatly appreciated. Every place is a place of import, nabbing a cool name that any fan of epic fantasy fiction will love. My personal favorites: The Rippling Walls and Breaker Barracks.

If there’s one complaint I could toss onto the field it’s that the dynamic narrator is sometimes talking right as a swarm of Squirts appear out of nowhere and attack the Kid. Unfortunately, at that point I am more concerned with staying alive and swiping my enemies to bits to really listen, meaning I’ve missed out on whatever he said. Granted, it might have been something minor, but it might not have been. A narration log would be nice, or some kind of codex to keep track of everything. Also, at least for me and my television from 2005, Bastion is another example of a tiny text game.

But so it starts:


The Stranger (10G): Complete the Wharf District.

Looking forward to building more of the Bastion tonight after work.