Tag Archives: Transistor

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.”

The Half-hour Hitbox: May 2014

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Well, it’s not been a busy month of videogame-based blogging, and there are reasons for that. It’s not for a lack of content or even potential content; I’m continuing to play games, as you’ll still see below. It’s just been harder to concentrate on putting my thoughts together. Distractions, decisions, determined dates dancing in the distance. Yes, I love alliteration–why do you ask? You could blame dayjobbery stress, but there’s more to this story than that. Unfortunately, I’m not sure when I’ll get to tell it. I hope you’ll continue to stick by me, even if content on Grinding Down is more sporadic than usual.

On the flippy-flip side, I’ve at least been making a dent in my goal to draw a comic for every videogame that I beat this year. Just follow the tag, and let me know what you think of ’em.

Dishonored

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I finally bit the bullet on this one, seeing as the Game of the Year version for PS3 was only $20 and came with a whale buttload of extra content. Alas, I’ve not been able to play too much, only getting past the first mission after the prologue part. Dishonored is certainly a game of options; however, I’ve found the stealth elements very hard to grasp, and was spotted almost instantly in the first mission, which threw off my whole plan. Then I got spotted a few more times trying to sneak in and out of some buildings, grrr. I ended up murdering more guards than I ever planned to, which does bother me. I do like the Blink power, but I might just have to give in and focus on a more aggressive approach than slinking in the shadows.

The Valley Rule

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Created by Ryan Carag and Bill Kiley in a single weekend for Ludum Dare 29, The Valley Rule is an extremely impressive puzzle platformer in the same vein as Fez minus all the world turning, and I didn’t even have to get very far into it to be able to say that confidently. The story is simple, but enough: you play as a young red-haired girl stuck “beneath the surface” and trying to find a way up. A giant door blocks your path, and you need to collect four Tri-force-shaped crystals to open it. I was only able to gather one before ending up in room that required you to climb up the wall to the right, but not in a traditional manner, and I eventually gave up and fell into the milky water of death below. I highly recommend you check it out regardless of my lackluster wall-climbing skills.

Spyro the Dragon

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Last month, there was a strange flash sale on the PlayStation Network, offering a bunch of PS1 games for only a dollar each. And some other good deals. But my eyes saw only what they wanted. Naturally, I jumped on this and grabbed a good amount of PS1 goodies, as well as Tokyo Jungle, which I promise to check out one of these dang days. Anyways, I’ve never actually played anything more than a demo for Spyro the Dragon, and so I was genuinely excited to check in on a franchise that I had missed out on, and with its first impression too. In short, you’re a tiny dragon out collecting gems and freeing big dragons from being turned into statues. There’s little story and a lot of gems to collect, and it’s kid-friendly fun, even if the PS1-era camera rears its ugly head from time to time.

Sid Meier’s Civilization V

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I bought Civ V–that’s what all the cool kids call it, right?–in some Steam sale many moons ago. I even installed it at some point. But I only finally got around to playing a match this month. It’s much more detailed and engaging than that other Civilization thing I played on the Xbox 360, but after two hours and change, I still hadn’t won. Or lost. Or done altogether poorly or great. Just destroyed some barbarians and built some wonders. I played as Germany, and just did a lot of researching and army-building. This kind of game might all just move too slow for my liking, when you really break it down. I did save my progress so at least I can pop back into the match later, but I might have to be more aggressive to see it to its end.

Iris

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Made for the most recent Global Game Jam, Iris is described as a “puzzle platformer with a special twist on how to view things.” Basically, you control a tiny red-headed girl with the A and D keys moving her left and right, and W for a little hop. Your mouse controls a ball of light that, when placed on top of the world, show an alternative take on things. That toothy monster is now a friendly bunny, safe for you to walk past, so long as the iris light remains on top of it. The game itself is quite short, but packs a good punch, and I could definitely see this mechanic evolving, becoming something more than just a special twist.

The Lord of the Rings: The Fellowship of the Ring

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Again, for those that don’t remember, I’ll play any LOTR-related videogame. No, really, I will. Here is proof; heck, I even bought Aragorn’s Quest a second time for the Nintendo DS to see if it was any different from the PlayStation 2 version. Spoilers: it’s not. Well, I don’t even have the case/manual for The Lord of the Rings: The Fellowship of the Ring, as I bought it at GameStop some time ago, and it only came in those yellow sleeves. Interestingly enough, the game starts terribly slow and mundane, but I really enjoyed running around Hobbiton doing small tasks for friends and putting everything in order for Bag End before it is off to Rivendell for Frodo Baggins. Alas, there’s a badly done “sneak past the Black Riders” part that currently has me roadblock. The game is supposed to be an action hack-n-slash, but I’ve yet to hit a single thing with Frodo’s stick. Hmm.

Transistor

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Transistor is the big game of the month, for sure. I just wish I had more time to devote to it, and, unfortunately, unlike Bastion, it is not captivating me enough to want to just sacrifice everything else around me for it. I mean, I really love the art style and atmosphere, but the story is unclear–only about an hour or so in, but c’mon, I should at least have a coherent idea of why Red is doing this or that other than just videogame–and the combat, fun in some parts, is difficult and overwhelming. I’ve been scared to experiment too much with the different nodes and functions. Also, whenever I reach the beach area where you can participate in tests and challenges, the game crashes to desktop. I’m secretly waiting on a patch to hopefully fix this.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.