Oh wow, I didn't even realize I had games this old still to play. I played Bastion less than a year after it came out and kind of enjoyed it, so I've been meaning to play Supergiant's other games since then. Being me, I wanted to play them in order, so I'd been putting off good ones like Hades until I finished the previous ones. Well, 9 years after release, I finally got around to Transistor.
Much like I liked Bastion on release, perhaps I would have also liked Transistor on release, but games have gotten better in the past decade. Transistor's atmosphere is great, much like it's predecessor's. The mostly silent protagonist, a narrator with lots of voice lines for both important events and things as trivial as admiring bits of scenery or kicking a ball around, the slow and beautiful soundtrack, a futuristic city to traverse... It all sets the mood so well, and it's excellently put together. As much as I love the atmosphere, I have to mostly judge Transistor for its gameplay.
As you traverse the city, fights occasionally occur, limiting you to an arena with a variety of enemies, as well as some obstructing terrain. You're given an arsenal of abilities, which can each be slotted either as an active, a modifier to another active, or a passive, allowing for extensive customization to your playstyle. You can use these active abilities either in real-time, each having a cast time, or switch to a planning mode, allowing you to plan out the next several seconds of movement and abilities and then execute them while the enemies are almost frozen in time, at the cost of then being locked out of all abilities for a comparable amount of time. Of course, you will maximize your potential by combining these two - acting in real-time when possible, and freezing time to escape complicated situations.
I believe therein lies the biggest fault of Transistor, as I won't tire of repeating that mixing different types of gameplay rarely works out well. Personally more of a fan of turn-based combat, I found it especially frustrating, having to wait for my abilities to come back online whenever I did plan things out. Switching between the two gameplay modes was also not a smooth experience, as I have trouble rapidly adapting between fast and slow modes of thinking, and maybe that's common. And finally, the planning mode shows a prediction of what will happen when you execute your turn, but it's just... wrong. It fails to properly consider the environment, and fails to understand that things do not stand perfectly still during the time freeze of the execution step, causing many abilities to miss.
Overall, Transistor has a very appealing atmosphere and quite unique gameplay. Sadly, I believe the action and turn-based modes of combat mix together quite poorly, and there are some fundamental flaws in using the planning mode at all. If you're willing to overlook the not-so-great gameplay, it could still be an enjoyable experience, but I only managed to get about 50-75% through the game. I would have to lean towards not recommending it, at least not in the current year.
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