Not mine:
Not that hard - but you have to go a little through recursion.
Wow. Yeah, mine was just going for Everything() so I wasn't actually putting too much effort into it and I figured someone could top it, but that's just insane.
Not mine:
Not that hard - but you have to go a little through recursion.
No, they had to retreat to their base due to the Process becoming out of control after they lost the Transistor. Asher says they locked themselves in there at one point.
This was a mystery to me as well, something obviously happened as soon as the Transistor impacted Red's boyfriend. Maybe their best laid plans suddenly shifted once the Transistor shifted allegiances to someone noble enough to sacrifice themselves.Ownership of the transistor was lost during the attack on Red, which is probably what made the process go crazy.
So much wasted potential.
The funky menus, the pacing, the obliqueness and the light story/characters would all have been excusable if I thought the game had anything to day.
It does not.
Still, I loved it. I would love to see more of this world.
I think the combat is interesting/cool in this game, but I can't for the life of me give a shit about the story/setting for some reason. Between the OVC Terminals and the backstory locked away behind your skills, I just have like zero desire to read up on/follow what's going on in this game's world.
I thought it had a lot to say. I'll ask a few questions though to see if you didn't just miss the cues...
Did you catch glimpses of the 'ghosts' of Red? Did you ever consider what the intentions and motivations were for the Camerata's actions? Did you think about what the Country means to this world? Do you know what Recursion means? What do you think "when everything changes, nothing changes" means?
I think this game has a lot to say if you're asking the right questions. I also think it leaves enough room for each individual to interpret it as they see fit.
Those things are why I explicitly brought that point up. The game sure THINKS it has some profundity to bestow upon the player, but pretty much any symbolism, or argument it makes is just surface level.
Damn shame toobecause the laconic, languid pace of the first 80% of the game seemed like it wanted to open a discussion on existential ennui and perhaps the folly externalizing the definition of the self.
Finished this yesterday and started my NG+. Love the way it looks and sounds and the combat is great, I'd like to see other games borrow some of it's combat systems. Not sure how I feel about the story yet, I think I need to finish it again. I do know I'm not a huge fan of the narrator in this game, or the talking Transistor I should say. He talks too much and maybe this was done purposely since he's in the sword now, but his voice is so emotionless so a lot of the story bits fall a bit flat. It was also disappointingthat the last few areas were retreads through earlier areas, only with all the colors removed.
I must have played a different game because the first 20% was what I would have described as languid and laconic. It felt like the last 80% went by in a flash.
I get what you mean in your spoiler tag, but let's not lose sight of the fact that Supergiant Games is really only like 10 people.
Why am i picking up cells again? Is it to stop the enemies respawning?
Yes. Cells are top priority stuff. Especially if you have the limiter that multiplies the cells dropped.
Okay, all 10 limiters is tough. I think you really have to pick your battles for this one.
I just beat the first boss and hit the first challenge room. The combat isn't fully clicking with me because death results in you losing an ability which feels like an unfair handicap rather than just restarting the fight upon death. Should I stick with it?
Nope... Void + Tap + Purge & play in real time.
You may also use some passives for defence and mask for that stealth.
But bassicly combo of Void/Tap/Purge makes You immortal (as long as You wont try to tank Haircuts - just kill and run away from blast)
P.S It makes a combat really boring :/
Challenges in Transistor >>>>>>>>> challenges in Bastion. Honestly, my favorites parts of this game were the challenges. Gave me a real Phantom Dust vibe.
Nope... Void + Tap + Purge & play in real time.
You may also use some passives for defence and mask for that stealth.
But bassicly combo of Void/Tap/Purge makes You immortal (as long as You wont try to tank Haircuts - just kill and run away from blast)
P.S It makes a combat really boring :/
EDIT: And jesus... for 10 limiters play please, please put Get() as passive
I was thinking of Get() as a passive but would it pull in corrupted Cells?
Love the art-style, love the music, and love the look of the menu, but I'm having hard time establishing a rhythm with this game. I enjoy Turn(), but I thought it would be more optional than it is. Enemies move and attack so fast, and some enemies will just straight up dodge your heavy attacks unless done in Turn() mode that it feels mandatory, and not only mandatory but *the* primary mode to use. I didn't expect that.
With that mode as primary I just haven't been able to click with moving between Turn() and the cooldown. In cooldown I feel weak, and slow, and I'm usually running away for all or most of that time. I can switch up functions to get more use out of real-time, but at a rather large cost to my capabilities in Turn(), and for not much benefit when the real meat is in Turn() mode. The top heavy hodge-podge between these two modes of play doesn't feel intuitive.
I've got a lot of disparate thoughts after a few hours of starting and restarting the game. In no particular order:
* The death penalty is to have one of your functions removed. This I don't understand one bit - so if a player is having a hard time with a boss or encounter, the idea is to make it even harder? So after that boss depletes your heath bar because you couldn't seem to get enough distance from their attacks the game decides to remove your Jaunt(). That's a real morale crusher right there. I don't get it.
* Sometimes when plotting moves in Turn(), like lining up a Breach to hit several targets, the UI blocks the visuals of the battle space so I can't see if I have that third enemy lined up or not. Turn() mode could use some more controls to shift perspective, or to make player and enemy outlines appear over the environment, and to help plot out moves like Bounce()
* Jaunt() seems fickle in Turn(). I had it upgraded with area effect explosive damage so I was trying to properly aim my jaunts precisely to get maximum damage, but I'd always end up placed somewhere other than my target position, and even if I ended up right next to an enemy sometimes the area effect damage wouldn't fire, or if it did I'd only see the damage numbers on one enemy and not another at the same distance. Don't know why.
Speaking of not firing, sometimes I'd line up a Breach in Turn() but when it actually fired off the enemy would have moved out of the way of the shot entirely. Other times, even against the same enemies in motion, Breach would continue to track to their new location and hit them any way. It seemed very inconsistent.
When viewing your current loadout of functions, is there a way to see each slot's full and combined function data? Like when you're first placing a function you see damage numbers and range and cost, and when you place upgrades you see any additions or modifications to those numbers. But after actually slotting functions and upgrades I haven't been able to see those numbers again laid out anywhere for what I have currently slotted. So if I want to see the range and cost of Crash+Breach, can I only see this data when I'm in the process of slotting them? Or is there another information panel that lays out all of your current and combined effects that I'm missing somewhere?
Is there a way to determine where a bounce ability will actually bounce in Turn() mode outside of lining up a shot and reversing and trying it again and again?
I wish that slotting abilities came with a test chamber to see how things could play out against enemies. The weird thing is, this game doesn't really offer much room for experimentation of your acquired abilities outside of Turn() - there aren't enough "trash mobs" you'd find in other games that give you quality time to learn your moves - each battle is a very specifically laid out encounter, and they don't seem to be immediately replayable (to try different approaches or loadouts), so its just a relentless push forward with new abilities and trials, but not much actual play.
I don't know - such a gorgeous game with so many combinations means that I'll continue to try and crack the puzzle here. Have already restarted from scratch four or five times because I've felt like I was doing it completely wrong each time. I figured I'd start over from a new perspective and have those early battles to do again to experiment and reinforce things. Hopefully it all comes together at some point, because at the moment my experience in game has been as scattered as this post.
No, it wont.
Once again - Void/Tap/Purge will ruin a combat system - just use it fo achivements and forget about it
* The death penalty is to have one of your functions removed. This I don't understand one bit - so if a player is having a hard time with a boss or encounter, the idea is to make it even harder? So after that boss depletes your heath bar because you couldn't seem to get enough distance from their attacks the game decides to remove your Jaunt(). That's a real morale crusher right there. I don't get it.
Love the art-style, love the music, and love the look of the menu, but I'm having hard time establishing a rhythm with this game. I enjoy Turn(), but I thought it would be more optional than it is. Enemies move and attack so fast, and some enemies will just straight up dodge your heavy attacks unless done in Turn() mode that it feels mandatory, and not only mandatory but *the* primary mode to use. I didn't expect that.
With that mode as primary I just haven't been able to click with moving between Turn() and the cooldown. In cooldown I feel weak, and slow, and I'm usually running away for all or most of that time. I can switch up functions to get more use out of real-time, but at a rather large cost to my capabilities in Turn(), and for not much benefit when the real meat is in Turn() mode. The top heavy hodge-podge between these two modes of play doesn't feel intuitive.
I've got a lot of disparate thoughts after a few hours of starting and restarting the game. In no particular order:
* The death penalty is to have one of your functions removed. This I don't understand one bit - so if a player is having a hard time with a boss or encounter, the idea is to make it even harder? So after that boss depletes your heath bar because you couldn't seem to get enough distance from their attacks the game decides to remove your Jaunt(). That's a real morale crusher right there. I don't get it.
* Sometimes when plotting moves in Turn(), like lining up a Breach to hit several targets, the UI blocks the visuals of the battle space so I can't see if I have that third enemy lined up or not. Turn() mode could use some more controls to shift perspective, or to make player and enemy outlines appear over the environment, and to help plot out moves like Bounce()
* Jaunt() seems fickle in Turn(). I had it upgraded with area effect explosive damage so I was trying to properly aim my jaunts precisely to get maximum damage, but I'd always end up placed somewhere other than my target position, and even if I ended up right next to an enemy sometimes the area effect damage wouldn't fire, or if it did I'd only see the damage numbers on one enemy and not another at the same distance. Don't know why.
Speaking of not firing, sometimes I'd line up a Breach in Turn() but when it actually fired off the enemy would have moved out of the way of the shot entirely. Other times, even against the same enemies in motion, Breach would continue to track to their new location and hit them any way. It seemed very inconsistent.
When viewing your current loadout of functions, is there a way to see each slot's full and combined function data? Like when you're first placing a function you see damage numbers and range and cost, and when you place upgrades you see any additions or modifications to those numbers. But after actually slotting functions and upgrades I haven't been able to see those numbers again laid out anywhere for what I have currently slotted. So if I want to see the range and cost of Crash+Breach, can I only see this data when I'm in the process of slotting them? Or is there another information panel that lays out all of your current and combined effects that I'm missing somewhere?
Is there a way to determine where a bounce ability will actually bounce in Turn() mode outside of lining up a shot and reversing and trying it again and again?
I wish that slotting abilities came with a test chamber to see how things could play out against enemies. The weird thing is, this game doesn't really offer much room for experimentation of your acquired abilities outside of Turn() - there aren't enough "trash mobs" you'd find in other games that give you quality time to learn your moves - each battle is a very specifically laid out encounter, and they don't seem to be immediately replayable (to try different approaches or loadouts), so its just a relentless push forward with new abilities and trials, but not much actual play.
I don't know - such a gorgeous game with so many combinations means that I'll continue to try and crack the puzzle here. Have already restarted from scratch four or five times because I've felt like I was doing it completely wrong each time. I figured I'd start over from a new perspective and have those early battles to do again to experiment and reinforce things. Hopefully it all comes together at some point, because at the moment my experience in game has been as scattered as this post.
No, it wont.
Once again - Void/Tap/Purge will ruin a combat system - just use it fo achivements and forget about it
So much wasted potential.
The funky menus, the pacing, the obliqueness and the light story/characters would all have been excusable if I thought the game had anything to say.
It does not.
Still, I loved it. I would love to see more of this world.
Can you describe the quality of the story for someone who hasnt played Bastion? Exactly how big a focus is the plot?
Can you describe the quality of the story for someone who hasnt played Bastion? Exactly how big a focus is the plot?