If I buy Transistor on PS4, I can remote-play on my Vita.
If I but Transistor on PC, it will be easier to mine sound files and take pretty screenshots so I can theme my phone.
Both are hooked up to my 55" TV, and I have no hard preference between the DualShock4 or the 360 Wireless controllers.
If I buy Transistor on PS4, I can remote-play on my Vita.
If I but Transistor on PC, it will be easier to mine sound files and take pretty screenshots so I can theme my phone.
Both are hooked up to my 55" TV, and I have no hard preference between the DualShock4 or the 360 Wireless controllers.
This is the hardest decision I will make today.
Buy it on both.
I ended up buying it on Steam; now that I'm at work, even though I know there will be no chance to sneak away, I still kinda wish I had the option of remote playing it on my Vita.
See, if you buy the game twice, then it's 10 hours long. Not 5 hours. The people saying it's only 5 hours long clearly only bought the game once. Damned liars.
5 hours is how long it took me to complete the game once, without spending much time in the tests or doing Recursion. Or getting achievements, or making sure I have all the lore unlocked.
I always found a dollar per hour measurement a poor measurement for value of entertainment.
As someone who REALLY dug Bastion, I've put about an hour into this and am not feeling it at all so far. The art and music is cool, and the idea behind the combat is good, but the way Red moves is infuriatingly slow and plodding. I find myself really, really missing the roll. Cooldowns are an acceptable compromise to real-time, proper combat in MMOs and network heavy multiplayer stuff, but they feel out of place and just sap the energy out of the combat here, at least to my taste so far.
Edit: Unless I'm missing something? You queue up some cool stuff, execute and then just sort off...awkwardly half walk/half run around doing nothing until the timer ends, right? Am I missing something?
Not to mention, the narrator sounds like a kid trying to pull off an adult's raspy voice and completely failing.
As someone who REALLY dug Bastion, I've put about an hour into this and am not feeling it at all so far. The art and music is cool, and the idea behind the combat is good, but the way Red moves is infuriatingly slow and plodding. I find myself really, really missing the roll. Cooldowns are an acceptable compromise to real-time, proper combat in MMOs and network heavy multiplayer stuff, but they feel out of place and just sap the energy out of the combat here, at least to my taste so far.
Edit: Unless I'm missing something? You queue up some cool stuff, execute and then just sort off...awkwardly half walk/half run around doing nothing until the timer ends, right? Am I missing something?
Not to mention, the narrator sounds like a kid trying to pull off an adult's raspy voice and completely failing.
Hopefully it'll grow on me.
You could try using Turn in shorter bursts so you spend less time waiting, and fight some more in real-time. Or put Jaunt in an upgrade slot so you can spam an ability while Turn recharges.
As someone who REALLY dug Bastion, I've put about an hour into this and am not feeling it at all so far. The art and music is cool, and the idea behind the combat is good, but the way Red moves is infuriatingly slow and plodding. I find myself really, really missing the roll. Cooldowns are an acceptable compromise to real-time, proper combat in MMOs and network heavy multiplayer stuff, but they feel out of place and just sap the energy out of the combat here, at least to my taste so far.
Edit: Unless I'm missing something? You queue up some cool stuff, execute and then just sort off...awkwardly half walk/half run around doing nothing until the timer ends, right? Am I missing something?
Not to mention, the narrator sounds like a kid trying to pull off an adult's raspy voice and completely failing.
Hopefully it'll grow on me.
Jaunt() + Bounce() gives you a dash that recharges almost twice as fast, which certainly helps Red move around the level and react to nearby enemies better.
I honestly like this combat system even more than Bastion's. There are so many different ways to configure your abilities, and the function overloading forces you to not rely on one ability too much. Later into the game I had configured Red to barely even need Turn() in most combat situations, which came in handy when I fought
The nest of Young Ladies, since they tend to dodge Turn() actions.
Is the combat in Transistor as visceral as Bastion's? No, but I feel the tradeoff for flexibility and creativity in build loadouts and combat styles is well, well worth it.
I respect everyone's right to an opinion; but some of the people in this thread that are being silly geese about this game had some unrealistic expectations.
This is an amazing game with amazing mechanics; unbelieveble visuals; probably the best soundtrack ever.
But it was made by a incredibly small team of people so if it isn't in line with your expectations I have no idea why you were expecting so much more from a solo published indie game. You are being really unreasonable if you thought they had the budget to make a 60+hour AAA game. There's a reason no one's logo but Supergiant is before the title screen.
I'm actually glad its short because that means I can show it to people that aren't hardcore gamers and they have a chance to experience and enjoy it over a single sitting.
I only came to this thread to talk about how much I loved this game. I really did not expect so many people to dislike it.
11 out of 10 would buy again. I'd even buy it a second time just to give more of my money to Supergiant Games.
I liked the combat system a lot, but the combat itself needed more enemy variety, in my opinion. It's also way too easy (at least, if you're milking Turn() as much as I did).
I'm surprised to see so many comments on length, given how many AAA titles give the same, or less value in terms of $/hr.
I think it's about the 'feel'. Yes, a $60 game doesn't have good $/hr value, but:
1) You're still playing it for a day or two, which feels more valuable even if the $/hr are equivalent.
2) It's the Age of Steam You can get AAA releases (older ones, but whatever) for like 5-10 bucks on sale. People are spoiled.
I didn't mind the length at all, but I knew the complaints would be coming based the $20 price tag.
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Increasingly these days, I want a game to do what it needs to do, and not overstay its welcome.
Increasingly these days, I want a game to do what it needs to do, and not overstay its welcome.
Give me all your six to twelve hour games.
It really depends on the genre for me. If it's a strategy / survival / management game, I would be appalled if I only got 4 hours out of it. But I'll take an RPG length of almost any quantity so long as the game itself is compelling, and the price isn't completely out of touch with the amount & quantity of content in the game.
For people saying it as too easy.. did you not take advantage of the system that allows you to increase the difficulty?
I activated every one of the thingies that I unlocked, yes.
How many did you unlock? There are 10 total, and you can only get 5 or so from a single playthrough without doing any/many of the challenge rooms. There's an achievement for completing 5 encounters with all 10 activated, so my guess is that would be a pretty hefty challenge.
For people saying it as too easy.. did you not take advantage of the system that allows you to increase the difficulty?
If you're saying it's too easy and aren't running 10/10 limiters, get back to me when enemies respawn twice as fast, have shields to break before you can execute the cell, fork into multiple cells, kill you when collected outside of Turn(). Oh, and you have more enemies spawning, they hit twice as hard, your capacity for skills is slashed dramatically, etc...
Also, I hit 3k+ in the practice. Anything/Everything get. (If you've cleared the one-turn challenges, you probably know exactly what I did for this) I could get much higher, but I need more levels first.
I wonder if ping+break+load is as powerful as I suspect. Gotta try that one out when I get home.
Against single targets or a group of targets clumped together, yes it is pretty powerful.
Ping + Breach + Purge/Crash is probably also pretty powerful. Lock em down and pummel em.
One of my personal favorites is Flood + Get and either Ping, Load, or Spark (and I'm sure it's terrific with Void, haven't tried it though). Great Big Floating Void Balls Death.
Getting up close to them means i'm going to eat every last one of the shots they fire, which means goodbye half my health. I haven't got time to wait for the shield to drop because I have every other enemy in the room hounding me.
There's no way to avoid getting hit outside of Turn(). Jaunt() only avoids damage while you're in the middle of the movement, the moment before you do it and the moment after you come out of it you're just getting pelted again. There's also not enough time in a Turn() to do much of anything. I spend all my big backstab and DoT abilities and it takes out half of one enemy's health. My cloak is good for waiting out one Turn() recharge, but then the 10 second cooldown means i'm going to be getting pelted for at least two more Turn() cycles.
Jaunt + Mask, perhaps, if you need the extra avoidance?
I wonder if ping+break+load is as powerful as I suspect. Gotta try that one out when I get home.
Against single targets or a group of targets clumped together, yes it is pretty powerful.
Ping + Breach + Purge/Crash is probably also pretty powerful. Lock em down and pummel em.
One of my personal favorites is Flood + Get and either Ping, Load, or Spark (and I'm sure it's terrific with Void, haven't tried it though). Great Big Floating Void Balls Death.
Flood is pretty good with anything - it does serious damage.
Getting up close to them means i'm going to eat every last one of the shots they fire, which means goodbye half my health. I haven't got time to wait for the shield to drop because I have every other enemy in the room hounding me.
There's no way to avoid getting hit outside of Turn(). Jaunt() only avoids damage while you're in the middle of the movement, the moment before you do it and the moment after you come out of it you're just getting pelted again. There's also not enough time in a Turn() to do much of anything. I spend all my big backstab and DoT abilities and it takes out half of one enemy's health. My cloak is good for waiting out one Turn() recharge, but then the 10 second cooldown means i'm going to be getting pelted for at least two more Turn() cycles.
Jaunt + Mask, perhaps, if you need the extra avoidance?
There's another way: stop being the target altogether.
Run Help and Switch, and let your minion and the enemies fight it out amongst themselves while you sit on the edge of the battle spamming AoE attacks that hop from enemy to enemy.
I wonder if ping+break+load is as powerful as I suspect. Gotta try that one out when I get home.
Against single targets or a group of targets clumped together, yes it is pretty powerful.
Ping + Breach + Purge/Crash is probably also pretty powerful. Lock em down and pummel em.
One of my personal favorites is Flood + Get and either Ping, Load, or Spark (and I'm sure it's terrific with Void, haven't tried it though). Great Big Floating Void Balls Death.
Void()(Spark()/Crash()) and Flood(Load()/Purge()). 700-900 damage per ball in a small aoe.
Open up Turn(), and Void the area twice, then Flood up to three times. Even each phase of the last boss goes down in a single combo of Void-Void-Flood-Flood-Flood.
Are there any incentives to use the limiters besides the bonus XP? If there isn't something I've overlooked, I'll probably turn off a few of them after I get the Risk() achievement.
Some of the difficulty complaints remind me of the complaints about Bastion being too easy when played on it's easiest mode without any idols activated.
Are there any incentives to use the limiters besides the bonus XP? If there isn't something I've overlooked, I'll probably turn off a few of them after I get the Risk() achievement.
Limiters are the supergiant alternative to difficulties. Greg has said before that he doesn't like the blind player choice of difficulty at the start of a game.
I need to go fight him again to see what was in those tanks. I noticed I could see into them when I was in Turn(), but was too busy to pay attention to them, and the fight ended up being shorter than I expected. I think playing through the game in recursion is going to be worthwhile, since it seems like a few things are different. (did anyone notice if antagonist-dude spoke to you in the intro the first time through?)
I need to go fight him again to see what was in those tanks. I noticed I could see into them when I was in Turn(), but was too busy to pay attention to them, and the fight ended up being shorter than I expected. I think playing through the game in recursion is going to be worthwhile, since it seems like a few things are different. (did anyone notice if antagonist-dude spoke to you in the intro the first time through?)
I believe he does not, and that it is either a gentle nod to the ending of your first play through, or there is more to the story than we realize. Transistorseption?
I feel like I must be missing something in the equip-functions screen; is there a way to access it slots-first? When I was playing briefly yesterday, I could only see my slots after picking a function from the Big List Of Functions, which is super-annoying when I don't remember which ones I had equipped in the first place.
I feel like I must be missing something in the equip-functions screen; is there a way to access it slots-first? When I was playing briefly yesterday, I could only see my slots after picking a function from the Big List Of Functions, which is super-annoying when I don't remember which ones I had equipped in the first place.
Yeah, the Transistor Function Customization UI could use a little bit of tweaking to make it less fiddly and unintuitive in places. You're not missing something, that's the only way I know of to check your loadout :?
I feel like I must be missing something in the equip-functions screen; is there a way to access it slots-first? When I was playing briefly yesterday, I could only see my slots after picking a function from the Big List Of Functions, which is super-annoying when I don't remember which ones I had equipped in the first place.
Yeah, the Transistor Function Customization UI could use a little bit of tweaking to make it less fiddly and unintuitive in places. You're not missing something, that's the only way I know of to check your loadout :?
Whenever I was going to make a big change in my loadout I just uninstalled/removed everything and started from scratch. I knew the combos that worked, so it wasn't too bad of a hassle, and half the time I was wanting to try out new loadouts anyway to unlock more lore/find fallbacks for when I overloaded Crash().
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Buy it on both.
I ended up buying it on Steam; now that I'm at work, even though I know there will be no chance to sneak away, I still kinda wish I had the option of remote playing it on my Vita.
My logic is infallible.
I always found a dollar per hour measurement a poor measurement for value of entertainment.
Edit: Unless I'm missing something? You queue up some cool stuff, execute and then just sort off...awkwardly half walk/half run around doing nothing until the timer ends, right? Am I missing something?
Not to mention, the narrator sounds like a kid trying to pull off an adult's raspy voice and completely failing.
Hopefully it'll grow on me.
I'm kind of more surprised given how long Bastion was
Which is to say
Right about the same length
Anyway, there is absolutely nothing wrong with a game that gets what it wants to do done, and then ends
You could try using Turn in shorter bursts so you spend less time waiting, and fight some more in real-time. Or put Jaunt in an upgrade slot so you can spam an ability while Turn recharges.
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Jaunt() + Bounce() gives you a dash that recharges almost twice as fast, which certainly helps Red move around the level and react to nearby enemies better.
I honestly like this combat system even more than Bastion's. There are so many different ways to configure your abilities, and the function overloading forces you to not rely on one ability too much. Later into the game I had configured Red to barely even need Turn() in most combat situations, which came in handy when I fought
Is the combat in Transistor as visceral as Bastion's? No, but I feel the tradeoff for flexibility and creativity in build loadouts and combat styles is well, well worth it.
This is an amazing game with amazing mechanics; unbelieveble visuals; probably the best soundtrack ever.
But it was made by a incredibly small team of people so if it isn't in line with your expectations I have no idea why you were expecting so much more from a solo published indie game. You are being really unreasonable if you thought they had the budget to make a 60+hour AAA game. There's a reason no one's logo but Supergiant is before the title screen.
I'm actually glad its short because that means I can show it to people that aren't hardcore gamers and they have a chance to experience and enjoy it over a single sitting.
I only came to this thread to talk about how much I loved this game. I really did not expect so many people to dislike it.
11 out of 10 would buy again. I'd even buy it a second time just to give more of my money to Supergiant Games.
I think it's about the 'feel'. Yes, a $60 game doesn't have good $/hr value, but:
1) You're still playing it for a day or two, which feels more valuable even if the $/hr are equivalent.
2) It's the Age of Steam You can get AAA releases (older ones, but whatever) for like 5-10 bucks on sale. People are spoiled.
I didn't mind the length at all, but I knew the complaints would be coming based the $20 price tag.
Give me all your six to twelve hour games.
It really depends on the genre for me. If it's a strategy / survival / management game, I would be appalled if I only got 4 hours out of it. But I'll take an RPG length of almost any quantity so long as the game itself is compelling, and the price isn't completely out of touch with the amount & quantity of content in the game.
I activated every one of the thingies that I unlocked, yes.
How many did you unlock? There are 10 total, and you can only get 5 or so from a single playthrough without doing any/many of the challenge rooms. There's an achievement for completing 5 encounters with all 10 activated, so my guess is that would be a pretty hefty challenge.
If you're saying it's too easy and aren't running 10/10 limiters, get back to me when enemies respawn twice as fast, have shields to break before you can execute the cell, fork into multiple cells, kill you when collected outside of Turn(). Oh, and you have more enemies spawning, they hit twice as hard, your capacity for skills is slashed dramatically, etc...
Also, I hit 3k+ in the practice. Anything/Everything get. (If you've cleared the one-turn challenges, you probably know exactly what I did for this) I could get much higher, but I need more levels first.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Against single targets or a group of targets clumped together, yes it is pretty powerful.
Ping + Breach + Purge/Crash is probably also pretty powerful. Lock em down and pummel em.
One of my personal favorites is Flood + Get and either Ping, Load, or Spark (and I'm sure it's terrific with Void, haven't tried it though). Great Big Floating Void Balls Death.
Jaunt + Mask, perhaps, if you need the extra avoidance?
Games: Ad Astra Per Phalla | Choose Your Own Phalla
Flood is pretty good with anything - it does serious damage.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
There's another way: stop being the target altogether.
Run Help and Switch, and let your minion and the enemies fight it out amongst themselves while you sit on the edge of the battle spamming AoE attacks that hop from enemy to enemy.
Void()(Spark()/Crash()) and Flood(Load()/Purge()). 700-900 damage per ball in a small aoe.
Open up Turn(), and Void the area twice, then Flood up to three times. Even each phase of the last boss goes down in a single combo of Void-Void-Flood-Flood-Flood.
If they can put Bastion on iOS, they can put it on a proper handheld.
Along with this.
Two Games One Cart
The Cunningham Collection.
Would buy in a heartbeat. Touch screen controls in turn() would be neat. Hmm... selecting skill could be tricky though.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I've discovered that some builds just feel stronger if you don't use Turn();, but I like the tactical element of it too much to stop
Limiters are the supergiant alternative to difficulties. Greg has said before that he doesn't like the blind player choice of difficulty at the start of a game.
So you use them if you want the game to be harder
Holy shit has steam spoiled the fuck out of people.
When you can buy Just Cause 2 for like 3 bucks, nothing seems like a good deal anymore. :P
I feel like I must be missing something in the equip-functions screen; is there a way to access it slots-first? When I was playing briefly yesterday, I could only see my slots after picking a function from the Big List Of Functions, which is super-annoying when I don't remember which ones I had equipped in the first place.
Yeah, the Transistor Function Customization UI could use a little bit of tweaking to make it less fiddly and unintuitive in places. You're not missing something, that's the only way I know of to check your loadout :?
Whenever I was going to make a big change in my loadout I just uninstalled/removed everything and started from scratch. I knew the combos that worked, so it wasn't too bad of a hassle, and half the time I was wanting to try out new loadouts anyway to unlock more lore/find fallbacks for when I overloaded Crash().
guys
Jaunt() + Bounce() + Cull()