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	<title>Comments on: Thoughts: Transistor.</title>
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		<title>By: jiiiiim</title>
		<link>https://scientificgamer.com/thoughts-transistor/#comment-17427</link>
		<dc:creator><![CDATA[jiiiiim]]></dc:creator>
		<pubDate>Fri, 30 May 2014 16:45:13 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4070#comment-17427</guid>
		<description><![CDATA[Finished this now (not yet tempted to recurse but I probably will eventually). The problem is that it&#039;s impossible to think about this game in isolation, as it is that closely linked to Bastion.

It&#039;s got a lot to be praised. The mix-and-match combat system is genuinely brilliant, there&#039;s over 4000 different moves you could feasibly do, and something in the millions of possible combos, but I would have liked more motivation to experiment. The bonus challenges were good, and I assume there&#039;s a few left to do, but it would have been cool if the battles had varied to such an extent that you had to radically change your arsenal every fight or two. I loved the final confrontation because my standard setup was absolutely terrible against it, and my backup setup was too top-heavy and easily countered and I had to go away and think long and hard about what to use and execute it well. That was great! And then the game was over. 

I would have liked to have seen a greater variety of enemies, arenas, environmental hazards, and so on. What it does have in its favour is the way you had attacks knocked out of your arsenal when you lost a fight, rather than losing lives or restarting. This forced innovation at least. The limiters, I didn&#039;t like because it didn&#039;t feel like enough reward to stack them up. I put them on anyway cos I&#039;m a masochist but oh well.

The non-combat side is definitely its weakest, I think. Logan Cunningham was a stylish narrator in Bastion - he described what you were doing in this charming, off-kilter way that made swinging a hammer feel much cooler than it was. In Transistor he tells you what to do, his choice of words is less interesting, even annoying in its repetition. But that&#039;s just a reflection of this being a game with less freedom than Bastion. Yes ultimately they&#039;re both this collection of linked, linear maps but you made your own way through them in Bastion, whereas they just come one after another here in the prescribed order. The Kid had a choose your own adventure, Red has a story. And it&#039;s a story that, despite the vast quantities of text in dossiers, terminals and monologues, I still only *sorta* understand.

I would love to see something more campaign-focused and freeform take on this combat system.]]></description>
		<content:encoded><![CDATA[<p>Finished this now (not yet tempted to recurse but I probably will eventually). The problem is that it&#8217;s impossible to think about this game in isolation, as it is that closely linked to Bastion.</p>
<p>It&#8217;s got a lot to be praised. The mix-and-match combat system is genuinely brilliant, there&#8217;s over 4000 different moves you could feasibly do, and something in the millions of possible combos, but I would have liked more motivation to experiment. The bonus challenges were good, and I assume there&#8217;s a few left to do, but it would have been cool if the battles had varied to such an extent that you had to radically change your arsenal every fight or two. I loved the final confrontation because my standard setup was absolutely terrible against it, and my backup setup was too top-heavy and easily countered and I had to go away and think long and hard about what to use and execute it well. That was great! And then the game was over. </p>
<p>I would have liked to have seen a greater variety of enemies, arenas, environmental hazards, and so on. What it does have in its favour is the way you had attacks knocked out of your arsenal when you lost a fight, rather than losing lives or restarting. This forced innovation at least. The limiters, I didn&#8217;t like because it didn&#8217;t feel like enough reward to stack them up. I put them on anyway cos I&#8217;m a masochist but oh well.</p>
<p>The non-combat side is definitely its weakest, I think. Logan Cunningham was a stylish narrator in Bastion &#8211; he described what you were doing in this charming, off-kilter way that made swinging a hammer feel much cooler than it was. In Transistor he tells you what to do, his choice of words is less interesting, even annoying in its repetition. But that&#8217;s just a reflection of this being a game with less freedom than Bastion. Yes ultimately they&#8217;re both this collection of linked, linear maps but you made your own way through them in Bastion, whereas they just come one after another here in the prescribed order. The Kid had a choose your own adventure, Red has a story. And it&#8217;s a story that, despite the vast quantities of text in dossiers, terminals and monologues, I still only *sorta* understand.</p>
<p>I would love to see something more campaign-focused and freeform take on this combat system.</p>
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		<title>By: Gap Gen</title>
		<link>https://scientificgamer.com/thoughts-transistor/#comment-17425</link>
		<dc:creator><![CDATA[Gap Gen]]></dc:creator>
		<pubDate>Fri, 30 May 2014 12:35:53 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4070#comment-17425</guid>
		<description><![CDATA[Finished it. Yeah, I&#039;m gonna call bullshit on this one. They clearly put in a lot of work, and the individual components (the art, music, etc) are great, but the story never really leads anywhere. Learning a world as you go on can be a powerful technique, but this is just stuff happening for no reason, and like you say, without a discussion of who Red is or who the sword is, you have no way to be invested in the characters, so while the ending made sense, it had no resonance because it never put up any emotional stakes to begin with.]]></description>
		<content:encoded><![CDATA[<p>Finished it. Yeah, I&#8217;m gonna call bullshit on this one. They clearly put in a lot of work, and the individual components (the art, music, etc) are great, but the story never really leads anywhere. Learning a world as you go on can be a powerful technique, but this is just stuff happening for no reason, and like you say, without a discussion of who Red is or who the sword is, you have no way to be invested in the characters, so while the ending made sense, it had no resonance because it never put up any emotional stakes to begin with.</p>
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		<title>By: Gap Gen</title>
		<link>https://scientificgamer.com/thoughts-transistor/#comment-17423</link>
		<dc:creator><![CDATA[Gap Gen]]></dc:creator>
		<pubDate>Fri, 30 May 2014 09:53:26 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4070#comment-17423</guid>
		<description><![CDATA[I totally agree that the cold opening / deliberate mystery about who your characters are cripples the game early on; if you&#039;re going to do something like that, there needs to be a hook to keep you going, and that wasn&#039;t there in Transistor (I haven&#039;t finished it yet, though, and if anything I liked Bastion more once I got to the ending than when I was playing it for the first time). And yeah, it never feels like you&#039;re in a city so much as a snaky corridor filled with Pokemon battles.

As for the combat, apparently the jump ability (can&#039;t remember what it&#039;s called but it teleports you forwards) works even when your turn meter is recharging, so at least you can escape. Might be an extra ability, though, unsure. I admit I&#039;m not playing terribly tactically; I&#039;ve also started fighting more in real-time when I can get away with it.]]></description>
		<content:encoded><![CDATA[<p>I totally agree that the cold opening / deliberate mystery about who your characters are cripples the game early on; if you&#8217;re going to do something like that, there needs to be a hook to keep you going, and that wasn&#8217;t there in Transistor (I haven&#8217;t finished it yet, though, and if anything I liked Bastion more once I got to the ending than when I was playing it for the first time). And yeah, it never feels like you&#8217;re in a city so much as a snaky corridor filled with Pokemon battles.</p>
<p>As for the combat, apparently the jump ability (can&#8217;t remember what it&#8217;s called but it teleports you forwards) works even when your turn meter is recharging, so at least you can escape. Might be an extra ability, though, unsure. I admit I&#8217;m not playing terribly tactically; I&#8217;ve also started fighting more in real-time when I can get away with it.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-transistor/#comment-17410</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Wed, 28 May 2014 17:48:26 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4070#comment-17410</guid>
		<description><![CDATA[I always get a little nonplussed whenever I run into off-kilter games that also strive to be art (there is a reason I have never reviewed Gone Home on here, for example; I don&#039;t think I&#039;m qualified to fairly assess it on the basis of what it&#039;s trying to accomplish) but there&#039;s a fair chance that if I can sit down and deconstruct it in a review, it&#039;s probably no closer to art than the next game. Much of the gaming media, on the other hand, tends to conflate a game having good art (and music, and a gravelly-voiced narrator) with the game *being* art, which I think is why they fly a little off the handle when encountering stuff like Bastion and the Banner Saga.]]></description>
		<content:encoded><![CDATA[<p>I always get a little nonplussed whenever I run into off-kilter games that also strive to be art (there is a reason I have never reviewed Gone Home on here, for example; I don&#8217;t think I&#8217;m qualified to fairly assess it on the basis of what it&#8217;s trying to accomplish) but there&#8217;s a fair chance that if I can sit down and deconstruct it in a review, it&#8217;s probably no closer to art than the next game. Much of the gaming media, on the other hand, tends to conflate a game having good art (and music, and a gravelly-voiced narrator) with the game *being* art, which I think is why they fly a little off the handle when encountering stuff like Bastion and the Banner Saga.</p>
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		<title>By: Darren</title>
		<link>https://scientificgamer.com/thoughts-transistor/#comment-17407</link>
		<dc:creator><![CDATA[Darren]]></dc:creator>
		<pubDate>Tue, 27 May 2014 15:38:29 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4070#comment-17407</guid>
		<description><![CDATA[I&#039;m so glad to hear you say this, because I played Bastion last year after all the hype and I had the same complaints. I didn&#039;t particularly care about any of the characters because the only person I felt I had any connection to was the narrator, and I wasn&#039;t enthralled with the gameplay. It was a decent game with strong art and music, but not something I&#039;ve ever felt the desire to replay.

This is the problem with the gaming media&#039;s obsession with novelty: fawning over something new that may not actually be that good if you really analyze it.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m so glad to hear you say this, because I played Bastion last year after all the hype and I had the same complaints. I didn&#8217;t particularly care about any of the characters because the only person I felt I had any connection to was the narrator, and I wasn&#8217;t enthralled with the gameplay. It was a decent game with strong art and music, but not something I&#8217;ve ever felt the desire to replay.</p>
<p>This is the problem with the gaming media&#8217;s obsession with novelty: fawning over something new that may not actually be that good if you really analyze it.</p>
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