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Transistor |OT| Super Giant Sword

CheesecakeRecipe

Stormy Grey
Review Embargo Lifting in:

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protonion

Member
How did I miss this game?

I saw the 15 minute video and loved it instantly. Looks so polished and well thought.

I also got some Dragon Quarter vibes from the battle system.
 
Seems like the Gamereactor review was removed but you can still see the score on Google. They gave Transistor an 8/10


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From the review.

+
Beautiful visuals, Wonderful sounds, Deep and addictive combat system, Built with replayability in mind, Well told story.
-
Plot lacks dramatic highs and lows, Combat system takes some getting used and the game is off to a slow start as a result.
 

RedAssedApe

Banned
I wasn't as big on bastion as some here but intrigued about this one.

On the fence about getting this, outlast, or child of light so I have something to play before watch dogs
 

Grief.exe

Member
Google Cached Transistor Review from Game Reactor

As we embark on our second playthrough of Super Giant Games's sophomore effort Transistor we do so with much more enthusiasm than we felt during our first hours of the initial session. Not because we weren't excited to experience the adventures of voiceless singer Red in Cloudbank City, but rather because Transistor is a game that it takes a little getting to know well before it lets you in on its secrets. In an effort to innovate and change many of the principles we've grown accustomed to, perhaps Super Giant went a little too far and forgot about making the player feel in full control.

It's not that the game is overly challenging. We only died once during that first playthrough (mainly, because we went overboard with the limiters - more on that later), it's rather that the complexity and depth of the systems aren't fully revealed until we're half-way through the game and when we've really warmed up to it the game is over. Then again it's a game that was always designed for multiple playthroughs. It's even built into the narrative and theme of the game.

There is something almost postmodern about Transistor. There is no main menu. You simply start the game from the start screen, it autosaves as you go along and you cannot manually save a file or load it. At the start of the game we find the main character - Red - a singer who has lost her voice next to a body with a giant talking sword sticking out of it. You pick up the sword and off you go. Cloudbank City is being wiped from existence courtesy of the Process, a viral infection brought down by an elusive group known as The Camerata. Red won't take the sword's (Transistor) advice to leave town, but instead sets out to find the members of The Camerata as the city is crumbling to exact revenge. There is no rollercoaster of a plot here, it's pretty straight forward story of revenge and you learn more about the characters involved as Transistor absorbs their essence or soul if you will.

If you've played Super Giant Games' first title Bastion you'll be familiar with the narrative technique. Transistor comments on certain things you do, while leading you on your way. If you happen to stray or take a wrong turn, he'll let you know. In addition to the narration that takes place as you journey through Cloudbank City there is also additional tidbits you find at terminals throughout the place and you unlock background files on the characters by using their associated functions (skills) in various ways.

The narration is accompanied by wonderfully jazzy tunes that makes for a soundscape that ranks among the best in video games. Even if Transistor is a visual tour de force, we'd go as far as saying you're better off playing this game blindfolded rather than with the sound muted.

It's a predictably dark story, but it's one that never offers any dramatic highs or lows, we're sort of just jogging along at the same pace throughout the journey. That said we really appreciate the narrative technique and how everything feels carefully thought out. If the story is somewhat uneventful, it's the combat that will keep you coming back for more. While it's difficult to get into at first, there's tremendous depth as the combat evolves with each function you unlock. There are 14 functions in total and you can place them in an active slot (an attack or skill you use either in real-time or queue up during the tactical phase), a passive slot providing you with a boost or as an upgrade to an active skill that tweaks how this skill works. This allows for tremendous variation between four active slots with two upgrade slots each and four passive slots. Add to this a system of limiters that allow for quicker XP gain, while giving up distinct disadvantage in combat.

Another reason why it's difficult to get into Transistor is the fact that it doesn't make use of the traditional HP and Mana bars. Sure there is HP, but you never see the actual numbers and the main concern in losing health is that one of your functions will overload if it hits zero, severly crippling your offensive efforts.

Super Giant Games clearly opted against forcing the player to start out the game with a tutorial, instead there are Backdoors spread out in the city that lets you access some sort of dreamy vacation island with doors that lead to challenges. As these challenges are unlocked you'll be introduced to a number of upcoming functions and you're also given tasks that require precise actions (speed tests, planning tests), when you reach your third backdoor you're given access to a test room where you can freely switch around your functions (typically you have to do this at terminals inside the game world) and so you can come up with new combinations. We would have preferred to have been free to switch functions around on the fly, but seeing as overloaded functions are your penalty for not doing well it makes sense even if it's a little cumbersome.

Super Giant Games avoids the dreaded sophomore slump, and Transistor is certainly a game any fan of turn-based tactical RPGs should take a closer look at. It's beautiful, memorable, highly replayable, deep, stellar from a sound perspective, but ultimately falls just short of the high bar set by Bastion. Maybe it will grow even more on us by the time we set out on our third playthrough, but this is where it lands today.

We played Transistor on PlayStation 4 for review purposes. All review screens have been captured with the built-in "share" functionality.

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There are a number of reviews already up-- well, cached-- on various sites that you can go check out.

Lot of 8's. A 3/5 here and there so far. Most of the "gripes" center around a steep learning curve of the combat system and that it might overwhelm some casual game players. No button mashing here, folks! Personally, everything I've seen about the combat system makes me smile widely; solid strategic ARPG action. I can't wait until I get home from work this evening and tear into it.
 
There are a number of reviews already up-- well, cached-- on various sites that you can go check out.

Lot of 8's. A 3/5 here and there so far. Most of the "gripes" center around a steep learning curve of the combat system and that it might overwhelm some casual game players. No button mashing here, folks! Personally, everything I've seen about the combat system makes me smile widely; solid strategic ARPG action. I can't wait until I get home from work this evening and tear into it.
I said this in the Steam thread, but I'll never understand how being too complex for causal players can be considered a negative.
 
From what little I've seen, it looks like the combat is very reminiscent of Parasite Eve & Vagrant Story. I'm expecting opinions there to be very divisive.

I said it in the Steam thread, but I'll never understand how being too complex for causal players or having a learning curve can be considered a negative.

Complaints like this can also be valid if it means that the game does a poor job explaining how to play the game. For example, Resonance of Fate was especially bad in this area - it has a really unusual combat system and it's possible to get into a battle and have no clue how to even control the thing ON YOUR WAY to the tutorial area.
 

JebusF

Neo Member
I said this in the Steam thread, but I'll never understand how being too complex for causal players can be considered a negative.

It's not something that should affect a score, in my eyes. But it's something that should be mentioned in the review, I'd say.
 

Einbroch

Banned
Every time I read this game's title out loud I say "twisted transistor" like KoRn.

Just a random thought.

Oh, and this will be my first purchased game on my new PS4 when I get it next week.
 

Zia

Member
The only review that's claimed the game is "too complex" is from a UK-based culture blog, and the writer admitted that it was simply over her head. I wouldn't worry about that being a narrative until we've seen other reviews.
 

RedAssedApe

Banned
From what little I've seen, it looks like the combat is very reminiscent of Parasite Eve & Vagrant Story. I'm expecting opinions there to be very divisive.



Complaints like this can also be valid if it means that the game does a poor job explaining how to play the game. For example, Resonance of Fate was especially bad in this area - it has a really unusual combat system and it's possible to get into a battle and have no clue how to even control the thing ON YOUR WAY to the tutorial area.

Hated vagrant story combat until I figured it out and it just clicked. I hope I just love it from the start. Visuals and sound already got me excited. Now I just hope the story is good.
 

papercamm

Member
Can't wait to see full impressions on the game. I liked Bastion a great deal but the combat in this game doesn't look like my thing, I really want to be proven wrong though.
 
The only review that's claimed the game is "too complex" is from a UK-based culture blog, and the writer admitted that it was simply over her head. I wouldn't worry about that being a narrative until we've seen other reviews.
A Twitter reply or something?
 
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