tegan

Transistor

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The game crashed on me. ):

I haven't read this thread much since I knew I'd be playing the game soon. And now I am. Is this a common problem? A crash is always such a killjoy. I'm really into it otherwise, but I guess I'm taking a break now.

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  On 6/2/2014 at 4:51 PM, Twig said:

The game crashed on me. ):

I haven't read this thread much since I knew I'd be playing the game soon. And now I am. Is this a common problem? A crash is always such a killjoy. I'm really into it otherwise, but I guess I'm taking a break now.

 

I haven't heard about that, that sucks. It didnt' have any issues for me. Supergiant tends to be pretty good if you contact them though, i'd just ask them directly via email or something

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  On 6/2/2014 at 4:16 PM, ariskany_evan said:

A theory about the country:

 

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  On 6/2/2014 at 5:08 PM, Dewar said:
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  On 6/2/2014 at 5:12 PM, coaxmetal said:
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  On 6/2/2014 at 5:02 PM, coaxmetal said:

I haven't heard about that, that sucks. It didnt' have any issues for me. Supergiant tends to be pretty good if you contact them though, i'd just ask them directly via email or something

In fact, it crashed again, and I forgot to come back and note that it's not just crashing itself... it's crashing Steam.

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  On 6/2/2014 at 5:38 PM, ariskany_evan said:

ariskany_evan, on 02 Jun 2014 - 10:45, said:

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Edit: Apologies if my brief inability with BBCode spoiled anything for anyone.

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  On 6/2/2014 at 9:43 PM, Dewar said:
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Edit: Apologies if my brief inability with BBCode spoiled anything for anyone.

 

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btw, I liked Transistor.  :)

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I've not read any spoilers in this thread, because I only just beat the game earlier today, but Dewar's theory in the post immediately above mine is exactly what I thought. Now I'll go back and read other posts to see if I change my mind!

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Has anyone mentioned how good the challenge rooms are? A lot of the ways abilities can combo together are never told explicitly, but a lot of the challenge rooms give you a certain set of abilities and require you to complete a task, and in order to you often need to figure out how to combo them together, which can get really interesting. Especially when you start using Get() in conjunction (not necessarily combination) with other things.

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  On 6/3/2014 at 7:59 PM, coaxmetal said:

Has anyone mentioned how good the challenge rooms are? A lot of the ways abilities can combo together are never told explicitly, but a lot of the challenge rooms give you a certain set of abilities and require you to complete a task, and in order to you often need to figure out how to combo them together, which can get really interesting. Especially when you start using Get() in conjunction (not necessarily combination) with other things.

 

I enjoyed the challenge rooms quite a bit!  I was glad that they gated them, otherwise I would have completely paused the narrative in order to get through each of them all at once.  They're all fun, too!  Survive, beat the timer, change your build per round.  A lot of games make the challenge rooms feel prescriptive (turning an action game into a mechanical puzzle game), but Transistor somehow made me learn new combos while still feeling like I had room to play around.

 

Anyone do a build that didn't rely on Jaunt()?  I loved attaching the Corruption function to it, so every time I dashed she'd shoot out little enemy-seeking bullets.  Couldn't live without it.

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  On 6/3/2014 at 9:18 PM, ariskany_evan said:

I enjoyed the challenge rooms quite a bit!  I was glad that they gated them, otherwise I would have completely paused the narrative in order to get through each of them all at once.  They're all fun, too!  Survive, beat the timer, change your build per round.  A lot of games make the challenge rooms feel prescriptive (turning an action game into a mechanical puzzle game), but Transistor somehow made me learn new combos while still feeling like I had room to play around.

 

Anyone do a build that didn't rely on Jaunt()?  I loved attaching the Corruption function to it, so every time I dashed she'd shoot out little enemy-seeking bullets.  Couldn't live without it.

I was able to build a setup that relied on cloaking instead, but I didn't use it for long.

As for the challenge rooms, I found them pretty fun besides the part where they assign you functions and you have no way to know the effects of the skills you've got. I especially enjoyed the room that gives you a limited set of abilities and RAM, but still lets you choose how to configure them.

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  On 6/3/2014 at 9:18 PM, ariskany_evan said:

I enjoyed the challenge rooms quite a bit!  I was glad that they gated them, otherwise I would have completely paused the narrative in order to get through each of them all at once.  They're all fun, too!  Survive, beat the timer, change your build per round.  A lot of games make the challenge rooms feel prescriptive (turning an action game into a mechanical puzzle game), but Transistor somehow made me learn new combos while still feeling like I had room to play around.

 

Anyone do a build that didn't rely on Jaunt()?  I loved attaching the Corruption function to it, so every time I dashed she'd shoot out little enemy-seeking bullets.  Couldn't live without it.

 

yeah, I often used jaunt, but it wasn't vital to my build, just a bonus. My build toward the end relied on get and void and high damage attacks/aoe

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  On 6/3/2014 at 9:18 PM, ariskany_evan said:

Anyone do a build that didn't rely on Jaunt()?  I loved attaching the Corruption function to it, so every time I dashed she'd shoot out little enemy-seeking bullets.  Couldn't live without it.

 

Yes, that was the best! Or sometimes I went with love hearts instead so that dashing through a jerk would charm them. The duration is pretty low in that case.

The only alternative i found was to use the invisibility power. Pretty hefty cooldown on it though, so you have to make sure to use your Turn() properly to get out of trouble. It also amplifies your next attack when you come out of stealth which is nice.

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ive been using Jaunt() w/load() or spark() to create a minor damage where jaunt lands.  i have problems clearing out shielded cells after big combos on ladies or men.

 

although i may move Cull to my passive to just have damage on contact

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I a pleasantly hard time working out where to put Pierce. Used as a primary with Spark it becomes a really good up close blast, kind of like a shotgun. Used in a passive slot you get a generous amount of extra time in Turn. Used in Jaunt you slice through anything you speed through like an anime samurai. 

 

My head says passive, but my heart says Jaunt. It's my vote for most stylish finisher in the game.

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Just started this last night after getting it in the end days of the sale. So far it's mooostly hit my expectations with the world, the storytelling narrator and the art.

 

Gameplay does work better than I expected, though it's also harder. I lost 2 abilities on my boss fight, and I just don't get how I'm supposed to effectively maneuver when I lose Jaunt? My character is so slow, but the actual process are moving at what I'd consider a 'normal' pace. I'm not sure if it's just me fumbling as I learn or what but for now jaunt is kinda necessary.

 

As for the story, (spoilers for me speculating mostly, I've only gotten an hour-ish in)

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  On 6/3/2014 at 5:59 PM, Dewar said:
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im hoping in the coming months there is some added replayability.

 

i loved playing through it the first time and recursion even more so with the duplicate functions.  i even had 9 limiters going through the bulk of the game (no thanks -6 mem)

 

 

Bastion got a score-attack mode and the trips-to-who-knows-where were a great sandbox challenge without having to start a fresh playthrough.  In Transistor the beach was a great set of challenges...but the doors are closed now.  

 

I dont think the solution is score-attack challenges, but i'd take most anything to get back into cloudbank and some turn() time

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There are ways to work around having Jaunt as a primary. Make sure you put some distance between you and your enemies at the end of your turn is the main one. In cover, for preference. Any ability with Jaunt as an upgrade can be used while charging up, so you could put it in something defensive like the one that converts enemies to your side (name escapes me). There are a couple of the passives that are defensive, so they'll help tank some damage. 

 

That said, I mostly ran with it as one of my four.

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I've actually played a lot without Jaunt, it can be tricky but it's possible. It helps to have some defensive passives like the shield from Bounce and reduced damage from Crash. Also it helps to to spec something that you can spam with Jaunt slotted in it while Turn recharges, Spark is a good choice here. Even if you don't have Jaunt available a playstyle where you spam an ability until you have to use Turn to avoid damage can work pretty well and in fact is something you might have to do in some encounters with lots of limiters on because otherwise you get overwhelmed with Cells during Turn's cooldown. In this playstyle it's not always a good idea to use the full meter of Turn because then it takes longer to recover. 

 

The last build I was using with full limiters and was pretty powerful had passive Crash and Bounce, Tap with Get which seems to do crazy damage on the edge of the AoE, Spark with Spark and Jaunt for huge AoE spamming, and Void with I think Crash to just do ridiculous damage with Tap during Turn. I spam Spark to get rid of all the little annoying enemies and only use Turn when I have to avoid damage or burst down a high health enemy. 

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