Time to review a game that’s been out for so long, you
probably forgot about it. But with the holiday Steam Sale just around the
corner… this seems like an appropriate time to get this out. Transistor… here we go!
For those who weren’t around for my old personal blog before
I transitioned to a “semi-professional” entertainment blog, I once reviewed a
game called Bastion and even went so
far as to claim it was in my top five games of the year for 2012 (I think that
was the year it came out). Since then, I’ve been eagerly awaiting the
developer, SuperGiantGames, to push out another game (not necessarily a sequel,
but something) to determine if they were a one-hit-wonder or if they knew what
they were doing. Bastion was a great
game with lots of great art, music, and very simple but deep combat that I was
happy to spend hours just messing around with. (Hint: Go check it out).
This year, we were given Transistor.
It bares MANY similarities to Bastion.
Both are isometric action games for the most part where you wield some kind of
weapon to take out a large array of assorted monsters across many different
areas while the world is in some kind of vague peril. Your entire adventure is
narrated by a disembodied voice who knows more than you or the character you’re
playing, and slowly drip-feeds you information with some of the best quality
voice acting in games. It’s also very stylized towards the narrative and world
of the game in terms of visuals (meaning it’s very pretty). And there are
several mechanics that carry over (but have a different name) from Bastion.
Okay… so what’s different?
The plot of Transistor
starts in much of the same way where you don’t know shit and the game is very
in medias res (meaning you’re just dropped into the middle of whatever disaster
is going on). You play female protagonist, Red. She is a mute singer whose
voice was stolen when she was recently attacked by an assassin (or something)
working for the Camerata. Her body guard took the hit and his consciousness was
trapped within the weapon they were assaulted with, the Transistor (roll
credits). And so he basically does all the narration for the game (again, like Bastion or to a lesser extent, like Legend of Zelda but less annoying).
The city of Cloudbank (where most of the game takes place)
is being taken over by a strange lifeform called “The Process” which are
basically a hive-mind robotic lifeform slowly transforming the city into its
own world. Their weakness? The Transistor. Their target? You. You must fight
them with your new weapon/friend in hand, find their source, and put an end to
their destruction before the people of Cloudbank are all wiped out. Along the
way, you’ll encounter other citizens of Cloudbank (some of which work for the
Camerata) and they’ll offer boss fights and upgrades to either hinder or aid
your progress.
Combat shares some similarities to Bastion, but is approached differently here in Transistor. You can go around smacking shit with your sword, but
you need to spec out your weapon properly with the upgrades you receive to give
it attacks to use or it can’t do anything. Red also isn’t as fast as The Kid,
and doesn’t have a dodge move that I’m aware of. Meaning you have to use the
new mechanic introduced in this game to give yourself an edge, called “The
Turn”.
Using “The Turn” will pause the game and allow you to plan
out your moves (both movement and attacks) against the enemies. You have a set
amount of time for “The Turn” and all movement and attacks take up a percentage
of that time. So it’s like a strategy game button which I like, but upgrades
come slowly, making it hard to improve the ability of this until later in the
game. But for those who need to slow down because things are happening too fast
around them, this is a nice ability to give yourself a breather and figure a
way out of a rough fight.
As I said earlier, you get upgrades (abilities) throughout
the game. I don’t know the full amount of upgrades you can have, but there’s
clearly a lot as there are many upgrade slots on your weapon. You have three
different kinds of slots (active, upgrade, and passive) and all abilities can
be equipped, de-equipped, and shuffled around to help make all new kinds of
moves combos and abilities to give you an edge in battle.
For example, you have a basic “Crash” move to start the game
which stuns targets when hit. But you can give it an upgrade ability to let it
split into three attacks, allowing it to hit multiple close-range targets. You
can add a second upgrade ability to then let it do damage over time on top of
that or create explosions. And that’s just with three powers alone. Passive
abilities are just things active all the time (such as regeneration or creating
allies from downed enemies) and don’t require you to attack to function
(technically). This adds lots of variety to combat and can extend your time
with the game by many hours for subsequent playthroughs to try new combos and
abilities.
There are also “Limiters” which are passive effects that
make enemies stronger, but allow you to gain more experience. This is very
similar to the “Totems” in Bastion
which did basically the same thing. I play with these for a bit and it wasn’t
bad, but some can really slow down your progress if you aren’t prepared for enemies
with additional shields or higher speeds. But it’s another fun way to get a
little more time out of the game.
Every “ability” you get comes from the consciousness of a
person that the Transistor absorbs. And by using the ability in different slots
(promoting changing up your combos) you can unlock lore behind the character
who the ability came from. Through their lore, you can learn more about the
world of Cloudbank, how they met their untimely fate, and what they may have
meant to Red in life, including Red herself.
As you would expect from a SuperGiantGame title, the artwork
is still as beautiful as ever and the soundtrack is among the best in games
I’ve heard this year. It’s very subtle, but a lot of work went into making it
sound unique and giving it a voice fitting the character (just listen to those
end credits). The game is short, sweet, and (at times) sad. But there’s a lot
to love and while it isn’t perfect, it’s still a standout title that most who
just want a short adventure can enjoy.
That’s all for today. I hope you enjoyed the review. We have
several other indie game reviews coming your way soon. I can’t afford all the
big AAA games for reviews, but I have a nice catalogue of indie games available
which are not only short enough to get through before the end of the year (for
my personal GOTY awards) but also cheap enough where I can actually afford more
than just one.
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