When Everything Changes…

“Look, whatever you’re thinking, do me a favor; don’t let go.”

It’s taken just under two days, but I’ve finally made it home to the good old VA. Driving is nice, especially given how awful dealing with air travel has gotten these days, but upstate NY to central VA is just a bit too long of a trip for my tastes.

There were many things I wanted to do during the semester, and now I finally have the free time to start checking items off that list. The list (as with all mental things) is in a constant state of flux, but it looks a bit like this:

  1. Hug my two miniature poodles.
  2. Arrange music for next semester.
  3. Continue working on the game I’m designing. Hopefully have a playable prototype by the time school starts up again.
  4. Boot up steam and see what’s new.

I checked off number one immediately upon opening the door, not that I had much of a choice. With my desire for poodle hugs briefly sated, I flipped through the other three. In browsing Steam, however, I stumbled upon a game I have been waiting for forever, and everything else would have to wait until I finished it. Usually I wait for sales to make my Steam impulse purchases, but Transistor, released for Mac since I last checked, couldn’t wait.

I loved Bastion. Like, a lot. So let’s get the biggest disclaimer out of the way first: Transistor, the second game produced by Supergiant Games and spiritual successor to Bastion, is not Bastion. This isn’t at all a bad thing, but it means that in evaluating Transistor we can’t ask it to fill Bastion’s shoes. We have to judge it based on its own merits and flaws, and come to an unbiased conclusion.

A gorgeous travel cutscene
Even combat is beautiful

Let’s start with the good. Transistor, like Bastion, is absolutely beautiful. Bastion’s art style was full of vibrant colors drawn in a way to convey mystery and build the world. This strategy is applied once more in Transistor, to even greater effect. Transistor’s world is furnished with unending high rises that are at once indestructible and in a state of disrepair. Just as Bastion’s use of thin terrain and muted backgrounds created a sense of being alone in the middle of nowhere, Transistor’s never-ending urban sprawl creates a different kind of isolation – being alone in the largest city in the world.

Also like Bastion, Transistor makes use of a dynamic soundtrack with narration that follows you through the game. The music, along with the various bits of plot information thrown at you throughout the game, completes the feeling of isolation. Moments of silence drip with dread and desperation, punctuating key plot moments in the game.

The biggest way Transistor moves beyond Bastion is in its combat system. Bastion was a simple hack-n-slash. The weapon selection and upgrade system went a long way to allow all kinds of players to find something they liked, but at the end of the day everyone still selected two weapons and a special ability, and mashed buttons until everything stopped moving. Transistor starts at the same point, but moves far beyond it. Your core weapon is the Transistor but you get to pick four abilities to use at a time from a bank of learned abilities. Thus at the very start the level of customizability is higher – choosing four different abilities leads to a much higher number of combinations than three. Add on to that the fact that the upgrades and the abilities are the same resource – every ability you learn has three functions: an active, an upgrade, and a passive. You can only use each ability for one of its three functions in a given setup, however, so choose wisely. With this system, the number of different setups is nigh infinite and creates an extremely fun framework in which to experiment.

Thus far in the description, Transistor is still a hack-n-slash, though notably a complex and well-explored one. Transistor, however, doesn’t stop there. While you do have the option of playing the entire game in real time, you can instead treat it as a turn based strategy. Whenever you start a “turn”, all movement stops and you have free reign for a given amount of “time” – in turn currency. After you’ve planned out your turn you are able to execute it, seeing your immaculately planned series of strikes become reality.

The turn() interface. Admit it – you want to see how this works.

This turn() system is what allows the complexity of Transistor’s ability selection system to truly shine. Where the distinctions between your four abilities would likely be lost in a truly real-time setting, the ability to plan a combo allows you to use your set of abilities to their fullest and incentivize picking a set that you can really work with. It also creates a strange hybrid between a real-time strategy and a turn-based strategy, as you can seamlessly switch between the two even within the context of a single fight. At a minimum, it’s certainly an idea I would like to see more of.

Now, on to the bad. Transistor suffers from a few issues, but all are rooted in one core problem – the game is ridiculously short. I bought the game last night and had played about five hours when the credits rolled. I may play the “recurse” mode, but by the title I am lead to believe that I won’t see anything new. The combat system is amazing, but I felt that I had barely gotten the hang of it when I beat the game. The plot begins promisingly, but ends in a rush without real resolution because it just didn’t have enough time to develop. There were a few hard fights, but I never felt extremely challenged. It’s possible that the real difficulty of the game comes after the first victory, but I don’t think that’s good planning – the final boss fight should feel hard, on any play through. I came away feeling like I was ripped off. Not because of any monetary reasons, but because I really bought into the concept of the game in all aspects, from combat to plot, when it suddenly ended.

Overall, Transistor was a very good game. It proves that Bastion wasn’t a mistake – Supergiant knows how to use art, music, and gameplay to build a world and shape a plot within it. Moreover, Transistor brings up enough new ideas in its combat system that show that Supergiant isn’t skittish of trying new things that depart from the Bastion formula. At the end of the day though, Transistor’s short playtime is just too much of a handicap to argue for it being on the same level as Bastion. The real test, however, is what Supergiant will do from here. They had one hit game and managed to make a second one that, despite suffering from a key flaw, contained both the things that made the first great and new innovative material. I’m excited to see what they can do for their third game.

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