Playing a studio's games in order is a very interesting experience. I can see in many ways how Supergiant improved since their previous work, Bastion. Transistor struck me right away with how it handles new players to the game. Bastion was very candid about giving you explanations on almost everything, down to the tutorials, mechanics, and lore. Bastion's narrator gave tons of exposition. Although his voice acting was great, it told a little too much, spoonfeeding the player to a high degree. Transistor is entirely the opposite. It explains too little, for better or worse. It doesn't explain almost anything. It does its best at presenting a story without spelling out to you what is going on to its benefit, since I was able to wrap my head around Transistor's plot much easier than Bastion's. As you may expect, the practice of NOT spamming the player with exposition that may or may not be relevant makes the plot easier to digest. On the flip side, you have to figure out Transistor's gameplay aspects and mechanics on your own. The way Functions, the game's rearrangeable abilities slot in, the way you unlock things, what happens when you hit 0 HP, and etc. You inevitably learn things like how Functions can slot into others as Upgrades, or you can slot them into Passive slots to provide different uses. While I respect this decision to have minimal explanations, it was jarring for the first 30 minutes or so of the playthrough. Inevitably I did get used to it, but I do wish some things were actually explained. Limiters for instance add a debuff in exchange for a positive effect, a recurring feature in Supergiant games, also being seen in Hades and Bastion. However, there's no clear explanation on what they do beyond "+x% Player Level". What's that mean? I had to look it up to know that it meant experience. I also didn't know that Functions with a higher load get disabled first until really late in the game when an alert popped up while I was adjusting Functions in my loadout. I... kinda feel like that would've been nice to know earlier?! Though, it's totally possible this was a bug and it should've popped up sooner, it doesn't change my point that Transistor is very reluctant to explain anything to you about its mechanics. The game feels incredibly punishing when a Function you're relying on (Jaunt and Breach in my case) keeps getting disabled. When a Function is disabled, it must be 'repaired' for 1 checkpoint. Meaning once you find a checkpoint after it gets disabled, you need to find another checkpoint before it is usable again. I suppose the idea is to make you change up your loadout and get you out of your comfort zone, but it simply doesn't feel that fun, and feels like more of an annoyance than anything. If I knew that higher load caused Functions to get disabled first, I would've strategized better by slotting upgrades into the Functions I don't mind losing as much. I don't mind that, I think that's kinda cool design, to make the player think about what they slot upgrades into. Slot stuff into your best Function for more power but run the risk of losing it first, or slot stuff into other Functions to conserve your best Functions while neutering the potential of them? Most players I feel will naturally slot upgrades into their favorite Functions so it would've been nice to know, is all I'm saying here. Transistor's combat is not what I expected at all. It's fairly unique and I think that creativity wins Transistor a ton of goodwill in my book. It's a combat system that I struggle finding the words to explain, which I think is a sign that it is indeed unique. What it kind of reminds me of is the VATS system in old-school Fallout (which was also isometric), making the player use some strategic thinking while time is frozen. Red's real-time combat is a bit slow and doesn't feel the best, abilities she uses getting disabled briefly after using a Turn, so it feels like the game is geared towards primarily using Turns. Entering Turns fills an Action Bar for each action you queue up while time is frozen, including movement. When you're ready, you hit a button and Red's actions play out. When I first engaged with the combat, I was surprised that Supergiant didn't just make another isometric Action game like Bastion, but also impressed. Part of me wondered why they didn't just make it a straight-up Tactics game, but the uniqueness of Transistor's combat really works. It's outstanding to me that a studio experimented like this so early in their catalogue, and not only that, but pulled it off with aplomb as well. It's truly commendable, and it's aged well too since Transistor feels charmingly unique even in 2025, over 10 years later. Transistor's story is one I can't spoil but I can easily see that Supergiant has improved in the writing department after Bastion. As stated earlier, not spoonfeeding the player with exposition makes the plot easier to understand. I watched a video explaining the game's plot afterwards assuming I missed something, only to say, "Oh, I knew all that already." at the end of the video. That's a really good sign for a game's storytelling if I'm able to say that. Transistor does the lone narrator thing again here like Bastion, where the narrator is one of the only voices you hear through the game, but making the narrator more personal to the character means it works so much better. It gives you someone to latch onto through Transistor's heart-breakingly bittersweet plot and ending. Red is also an extremely underrated female protagonist in gaming, both when it comes to design and character-wise. Although Red is mute for the entire game, you get bits of her personality whenever she uses a terminal, since she uses the comment section of public terminals to write things to the narrator, giving you bits of her personality and cadence with each one you find. It's extremely clever, and I have to give a lot of credit to that. Despite some enemies that quickly became annoying, especially late-game (Screw you, "Man"), Transistor respects your time. I finished Transistor in only 4 hours total, despite the Howlongtobeat page reading it as 6 hours. I didn't use Limiters and I didn't indulge in the arena side content, so maybe that's why? Am I just good? I don't know - but I don't think this game is that hard without Limiters, since losing abilities acts as a great cushion, allowing you to avoid death multiple times in a row. There aren't difficulty settings either, although there is a New Game+. I have to mention that this game doesn't even have a main menu. It really banks on throwing you in. The game autosaves when you enter new areas or hit checkpoints. You can't manually save or reload, and the settings in the menu are minimal. Even when you beat the game, you're asked if you want to play New Game+. If you say no, the game literally just closes itself for you. It's pretty funny, actually, and I don't entirely know the reason why they don't even have a menu, but maybe it's an artistic vision angle?. I couldn't find any info on this, so I'll have to assume that's the reason. Transistor is a wonderfully unique and bittersweet game. I'm genuinely impressed that Supergiant made something like this as only their second game. I'd highly recommend giving it a shot if you like Supergiant's games in the first place, or if anything I said appeals to you. Score: 87
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