Bastion のクリエーターによる SF アクション RPG、Transistor の世界を体感せよ。
ユーザーレビュー: 主に好評 (5,902 件のレビュー)
リリース日: 2014年5月20日

このゲームをウィッシュリストに追加したり、興味なしとチェックするには、サインインしてください。

Transistor を購入する

ホリデーセール!1月2日 まで

-33%
$19.99
$13.39

Transistor + Soundtrack を購入する

ホリデーセール!1月2日 まで

-33%
$29.98
$20.08
 

キュレーターによりおすすめされています

"Supergiant remains consistent with a visually stunning narrative experience backed up by a surprisingly deep combat system. Short, but replayable."
ここでレビューの全文を読む

レビュー

“Transistor is a wildly smart action-RPG that places all of its trust into your intelligence.”
9.0 / 10 – IGN

“The game’s vision is intoxicating, and its execution is inspired.”
8.5 / 10 – Polygon

“Its art style is divine, its soundtrack is remarkable, its combat is intricate, and the story of its odd-couple protagonists is both smartly written and deftly told.”
9 / 10 – Edge

このゲームについて

Bastion のクリエーターによる SF アクション RPG、Transistor が登場。謎を秘めた強力な武器を手に、美しい未来都市でバトルを繰り広げよう。Transistor はストラテジーゲームの戦略性とアクションゲームのスピード感がシームレスに融合。なめらかな操作で重厚な物語が展開する。 Transistor とはいったい何なのか?以前の所有者たちを追いかける旅の中で、その謎が徐々に明らかになってゆく。

主な特長
  • Bastion のクリエーターによる新しい世界
  • 何千通りという組み合わせの中から自由にファンクションを組み合わせ、自分だけの最強 Transistor を作成
  • 優れた戦略プランモードと融合された、手に汗握るリアルタイムアクション
  • 1080p の解像度で表現される、鮮やかな手描きのグラフィック
  • ストーリーを美しく彩るオリジナルサウンドトラック
  • プレイヤーを重厚な物語へと引き込む、合計数時間にもおよぶボイスリアクション
  • クリア後もボス戦や新しいファンクションの組み合わせを楽しめる、[繰り返し]オプション
  • PC でのプレイ用に用意された、カスタマイズ可能な操作方法

システム要件

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 32-bit
    • Processor: Dual Core CPU - 2.6ghz
    • Memory: 4 GB RAM
    • Graphics: 1GB VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
    • Hard Drive: 3 GB available space
    Minimum:
    • OS: 10.7.5
    • Processor: Dual Core CPU - 2.6ghz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.0+ (2.1 with ARB extensions acceptable)
    • Hard Drive: 3 GB available space
    Minimum:
    • OS: glibc 2.15+, 32/64-bit
    • Processor: Dual Core CPU - 2.6ghz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.0+ (2.1 with ARB extensions acceptable)
    • Hard Drive: 3 GB available space
参考になったカスタマーレビュー
39 人中 31 人 (79%) がこのレビューが参考になったと投票しました
記録時間: 6.5 時間
投稿日: 10月30日
有志による日本語化あり
ジャンルはSF アクション RPG

Functionを組み合わせて能力やスキルを強化し、Turn()という時を止めてプランを練るシステムを使っての戦闘がとても楽しい。
絵画のような幻想的なグラフィック、素晴らしいBGMが作り出す世界観もとても良い。

小学生並みのレビューになってしまったけどとてもおすすめです。
このレビューは参考になりましたか? はい いいえ
20 人中 19 人 (95%) がこのレビューが参考になったと投票しました
記録時間: 19.1 時間
投稿日: 11月1日
雰囲気と曲は最高なのでゲーム部分だけ紹介。


ゲージが溜まると、
時を止めて一瞬で総ての行動を完了できる能力が発動できるので、
思い通りのオリジナルコンボで雑魚を、ボスを華麗に一方的に瞬殺せよ!

みたいなシステム。

ただその分敵の一発は重めなので、ゲージのないリアルタイムターンは
上手く遮蔽物やダッシュでうまく逃げること。

主人公が女の子なので一発が重いのもなんとなくわかるし、
時を止めてデカイ剣でバッシャバッシャ敵を切り裂くのは結構爽快。

面白いというより楽しいゲーム。

あと剣がイケメンボイス。ぬれる。

このレビューは参考になりましたか? はい いいえ
18 人中 16 人 (89%) がこのレビューが参考になったと投票しました
記録時間: 10.1 時間
投稿日: 8月14日
「Don't let it go.」(手放さないでくれ。)

BastionのSupergiant Gamesが送る大人向けアクションRPG
前作であるBastionでも活きていた頭を使う戦闘プロセスが更に発展した作品

ハックスラッシュなRPGに見えて内実はファンクションを組み合わせ攻撃方法を多種多様に変化させる事が出来る
連鎖攻撃になったり透明状態になって防衛気味な戦略を取ったりと組み合わせが多岐に渡る
ただこれだけなら普通のアクションゲームとして何ら変わりない作品なのだが
Turnと言う戦略フェイズを戦闘中に取ることが可能なのが、この作品の特徴である
一定時間ではあるが場の動きを完全にストップして攻撃の予測を行うことが出来る
その際に入力した行動は後でトレースされ実行されるため効率的な戦闘を行うことが可能
そのため頭を使い効率的に如何に戦闘を行うかがこのゲームの戦闘のキモである

戦闘ばかりを書いてはいるが、戦闘以外の要素も非常にレベルが高く
主人公であるREDのアニメーションも手書きで非常に滑らかであり、敵やストーリーにかかわる人物も全て魅力的である
独自の世界観も一級品でありBastionで魅せつけたそのレベルの高さは更に発展している
そういう意味では今作のストーリーはBastionに比べると非常に大人向けであり、文章も増えており非常に辛い
英語が辛い人間には理解が難しい
現在日本語化も進んでおり日本語でプレイは可能なので導入をお勧めしたい

このゲームは予約段階で購入しているがやはり大きな予約の原動力となったのはBastionのサントラであった
Darren Korb氏の楽曲が非常に好みであり、それがあったこそTransistorの購入にも繋がっている
非常にお勧めである
このレビューは参考になりましたか? はい いいえ
11 人中 11 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 9.0 時間
投稿日: 7月4日
音が良い。プレイヤーの声や、BGM、主題歌、スキル音などが非常に心地良い。
ゲーム内容は、純粋なアクション&時止めターン制バトルを複合したもの。非常に楽なシステム。

日本語化されてるかは分からないが、テキスト量がかなり膨大なので、英語に通じてなければ設定部分を把握するのは厳しい。
自分も英語は上手く扱えないので、google辞書を使いつつ進めていったが、それでも辛かった。

かなり多くのスキルがあり、そこから使用するスキルを選ぶのだが、その組み合わせが甚大。
組み合わせ次第では有り得ないほどの火力が出るスキルもあり、この組み合わせを探すのがこのゲームの醍醐味と言って良い。

色んな意味で2週必須


※2014 10/31 
なんと現在では日本語化が可能とのこと。完全に全て日本語化できるわけではないものの、それでもストーリーや設定を把握するのがかなり楽になっているはず。
セール期間なら是非購入のご検討を。
このレビューは参考になりましたか? はい いいえ
11 人中 11 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 18.2 時間
投稿日: 11月6日
美しすぎるコンサート歌手「Red」が縦横無尽に美しく舞うARPG、の皮を被ったSRPG

simulationたらしめているのはなんといってもこのゲームの根幹であるシステム「Planning Mode」
時間停止後、規定範囲内でそれぞれ異なるコストを持つアクションを割り当ててModeを解除すると
周りはスローモとなりRedは割り当てたアクションを瞬時に発動していきます
一気呵成に連続攻撃もよし、一発当てて安置へ高速離脱もよし
様々なシーンでお世話になりますが、連発はできずクールダウンを要します
その辺のバランス感覚も絶妙だなぁと感じました
スキルに関してもレベルを上げて新しいスキルゲットではい終わり ではなく
スキル同士を組み合わせて単純性能を上げたり、全く異なる性能を発現させたりと
それだけで多様なプレイスタイルを構築していく自由度もあります

lounge系の楽曲群も実にrainyでこのゲームのSFでもあり
そうでもないような不思議な世界観と絶妙にマッチしています
コンポーザーであるDarren氏が提唱する「Old-world Electronic Post-rock」
まさにこのゲームの世界を表現していると言えるのではないでしょうか

システムに関してはオプション項目のグラ関係の調整項目が少なすぎる気がしますが
そもそも軽いゲームでありそれほどfpsに拘る必要もない気がしますね
ただ個人的にはvsync ON/OFFくらいはほしかったかな・・・ティアリングが気になります
操作は箱コンの方がやりやすかったです
使用ボタンも少ないので直感で操作できます
2014/10/31に公式日本語対応(起動設定にて入力 /lang=ja )したようですが
まぁシステムもシンプルですし英語のままでも問題ないかと思います

総括すると、このお値段でサクッと遊べ・サクッと没入でき非常に社会人には優しいゲームだなと感じましたまる
このレビューは参考になりましたか? はい いいえ
6 人中 6 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 2.5 時間
投稿日: 11月13日
時間を止めて攻撃をゲージの分だけ予約して完了するとその攻撃、コンボを瞬時に行うといった感じです。
攻撃後はゲージが貯まるまで逃げたほうがいいのかな?まだ、少ししかプレイしてませんが絵も綺麗でBGMも素敵です!
レビュー書くの初なのでうまいこといえませんがとてもいいゲームだと思います
このレビューは参考になりましたか? はい いいえ
4 人中 4 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 2.9 時間
投稿日: 7月6日
夢中で遊べる。話題になってる戦闘システムは、ゲームに慣れてるならそこまで複雑じゃない。でも、深みがある。
 実際にプレイしたあとになってトレイラーを見ると、全く伝えきれてないじゃん、とおもうほど、ターン制に比重の置かれた非アクションRPG。
 ゲームパッドのボタンを押したときの手触りもよく、武器を振るってFunctionを発動した音と打撃感が気持ちいい。
 ほかにもたとえば、バイクで横スクロールするだけのシーンで、Aボタンでバイクを加速させることができた。スピードがあがり、エンジンの回転に連動してバイブレーションが強くなり、一定に達してスっと消える。ああ、ここで手を離していいんだな、と当たり前のように伝わってきた。そういう部分が非常に丁寧。
自分的に14年、最高のゲームです。
このレビューは参考になりましたか? はい いいえ
4 人中 4 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 18.8 時間
投稿日: 7月7日
近未来の大きな都市が舞台のアクションゲーム。
アクションとは言え、相手が手強い上に時間を止めて(超高速で動いてる?)攻撃するTurnという独自の戦闘システムを駆使し、実に豊富なスキル(しかも組み合わせ可能)で戦う事から、ある程度頭を使うアクションという趣。
おまけに一度戦闘が終わる度に自分の体力が全快するので思う存分戦える。
セーブポイントもあちこちにあり、やり直しが簡単でストレスフリー。

 ストーリーは事件の途中から始まり、断片的な情報をつなぎ合わせて紐解くタイプ。話自体が中々難しい事もあり、途中まではやや頭を悩ませるかもしれないが、日本語化ファイルを使用してプレイした私としては少なくとも具体的に起こっている事件、展開は把握できたどころか、感動さえした。

 主観を織り交ぜた感想を述べるなら、質の高い戦闘に加え、PVでも確認出来る大人で、ジャズ風の素晴らしい曲、味のある美しいイラスト、どれをとっても単に良いだけじゃなく、ちゃんと互いに雰囲気と良さを高めあっている。
 それに得体の知れない存在達に街を襲われ、絶望的・退廃的な雰囲気漂うシリアスな物語に対し、声を失った歌姫の主人公REDへ終始話しかける、その相棒である男の静かながら軽快な口調とが絶妙な配分だった。
 どんどん追い込まれていく人々、歌姫である主人公などから、個人的に話の雰囲気がPSPで発売されたブラックロックシューターというゲームに近いと思った。

 まとめると、全ての点において自分としては素晴らしい出来で、このゲームを見逃す手はないという結論になる。悪戦苦闘しながらプレイし、ラストを迎え、主人公の行く末を見届けてスタッフロールが流れた時には拍手の一つでもしたい気分だった。
 多くの人が本作品を高く評価しつつ、欠点としてボリュームが少ないという点を挙げているが、確かに長さ自体は短い。しかし、ありがたい事に楽しい戦闘のお陰でリプレー性が高い事、チャレンジ等やりこみ要素がある事、クリアした時点での状態を引き継いで2週目に入れる事などによりあまり気にならなかった。それにこんなにも(難解かもしれないが)濃厚で上手くまとまった物語を無駄に水増しされても興醒めなだけである、とさえ思える。

 是非とも多くの人にプレイして欲しい作品だった。
このレビューは参考になりましたか? はい いいえ
6 人中 5 人 (83%) がこのレビューが参考になったと投票しました
記録時間: 32.2 時間
投稿日: 11月2日
概要:
 ポップアート*サイバーパンクの街で、扉絵の女性がガラス基板みたいな緑色のでかい剣をぶんぶん振り回し、映画マトリックスのエージェントのような敵を倒してゆく、2Dアクションゲーム。

http://www.youtube.com/watch?v=A-d9Mt_VZDY

総評:「ラノベは愛読書になれない」
 システムはすごく良いのに、ボリュームの無さが残念。セールで1000円、一本読み切りと考えれば、損はしてないのかな・・・。

Good:
+ やりこみ要素があって、自分が上達していくのが楽しい。
+ 音楽、挿絵、グラフィックとエフェクトも素晴らしい。
+ ポップアート*サイバーパンクの雰囲気は夢に出そう。

Not so good:
- 決定的なボリューム不足。(今週の土日でクリア可能)
- クリア後は、自分でハンデをつけて同じストーリーを最初から。
- 爽快感は控えめ。
このレビューは参考になりましたか? はい いいえ
6 人中 4 人 (67%) がこのレビューが参考になったと投票しました
記録時間: 31.5 時間
投稿日: 6月30日
雰囲気だけで買える
このレビューは参考になりましたか? はい いいえ
258 人中 245 人 (95%) がこのレビューが参考になったと投票しました
記録時間: 14.2 時間
投稿日: 10月4日
Transistor is the second game from Supergiant Games, the developers of the critically acclaimed Bastion. Those who have doubts about whether this game lives up to Bastion's expectation can be at ease; Transistor delivers and more.

Story:
You play as Red, a famous singer in the city of Cloudbank. One night after a performance, a group of people, the Camerata, attempted to kill Red with a strange, green sword, but she was saved by someone.

Waking up, she found herself next to the corpse of a man, stabbed by that same sword; the Transistor. The sword starts speaking, and not only that, but seems to know her. Urging her to pull it out of the corpse, the two start tracking the Camerata down, seeking answers, while fighting what seems to be robotic creatures sent to hunt them down.

But things may not be as they seem.

The story of Transistor seem simple and straight-forward on the surface, but most of it isn't handed down to the player, instead inferred and concluded from various hints noticed in the environment, character interaction and character profiles. It encourages the player to seek answers along the main character, and leaves a lot up for interpretation; that's something I like in a game.

One downside to the story however, is how short it is. It's far too short, the game is far too short. You'll be left wanting more, even with "recursion", playing a second play through with your stats intact.

Gameplay:
The gameplay is a mix of Action RPG and traditional turn-based RPG, using the Turn() system that I will touch upon soon. Red is able to equip up to 4 slots of "Functions", essentially abilities, upgrade those functions with up to two functions a slot, and assign functions as passive abilities, for up to 4 passives.

In battle, Red wields the Transistor. In Diablo style, she can use the numbers 1, 2, 3 and 4 on the keyboard to select an ability, then the right-mouse button to use that ability. Abilities can be offensive, such as shooting a long-range beam or a destructive shockwave, or supportive, such as turning invisible for a period of time or turning enemies friendly.

The Turn() system adds a new depth to the action RPG. It allows Red to stop time momentarily in order to plan and input a certain number of commands: attacking, setting up traps, maneuvering around the map to escape enemy clusters or get behind obstacles, you can do all that. But once all commands are preformed and the Turn() bar is depleted, Red is left (almost) unable to attack until it recharges again; use Turn() at your own discretion, balancing attack and defense.

The game offers the choice of "limiters", handicaps that increase the difficulty of the game in return for better EXP awards. There are achievements you can only get by using limiters, the hardest achieved with all 10 limiters. In addition, there is a "sandbox" unlocked in-game that allows you to tackle specific-themed challenges, like a speed challenge, or a Turn-planning challenge.

Graphics:
Transistor uses an isometric point of view, being able to go in all 2D directions. The sprites are smooth and look good, but the highpoint of the game is the artwork. The character portraits, whether in-game or in profiles, are drawn beautifully. The artist, Jen Zee, did a brilliant, detailed job, and it shows even on the OST cover.

Sound:
Here is where Transistor really shines. The game's OST is amazing. From Ashley Lynn Barrett's beautiful voice in The Spine, In Circles, and other songs, to Darren Korb setting up poignant, melancholic instrumentals that fit the mood perfectly. Tracks play hand-in-hand with gameplay, showing up at specific times for maximum impact, further heightening the experience.

I highly recommend getting the OST along with the game, if you can. Well worth the extra bucks.

Summary:
Transistor is a beautiful, enjoyable game. It has a bittersweet, albeit short, story that forces the player to think. Brilliant soundtrack, and beautiful artwork. The gameplay won't last you long, but there is decent replayability in it. Try picking it up immediately whenever it's on sale.
このレビューは参考になりましたか? はい いいえ
157 人中 141 人 (90%) がこのレビューが参考になったと投票しました
記録時間: 11.8 時間
投稿日: 10月24日
"Hey, Red... we're not gonna get away with this, are we?" -Mr. Nobody

[Spoiler Free]
It's time I've finally reviewed Transistor, you know... the game with the talking sword and the mute lady? Yeah that one. Let's begin:

Aesthetics: 10/10
Well as you can CLEARLY see from the screenshots and the given link above, Transistor is absolutely breathtaking. The game takes the cake for visual and musical extravagance, as both mix so perfectly well with one another, that it become evidently difficult to express in objective terms the splendor that it creates in the brain, how so very atmospheric this game is, it's more of an emotional virtue than one being explainable through words alone. People have been coining the term 'art', which by no means is an understatement, the aesthetics of the game, voice acting (haha three actors, funny), music and graphics are as I rarely say, perfect.

Story/Characters: 9.50/10
Rarely does the medium of gaming (especially in this day & age) employ such precocious writing and superb storytelling, Transistor applies to this small margin of games. A game that truly respects the intellect and free thinking of it's players, requires an intelligent producer, no? Supergiant deserves an excellent applause for their creative usage of the mechanic of replayability. To truly cherise the game's universe, one must complete the game several times to unlock all of the information that is present. A truly cherishable quality Transistor has, is it's two characters which create a sense of dread and unknowingness with each other. Their relations throughout the game serve to state implicit subjectations on the world around them, Red through her interactions on the OVC and the Transistor's commentary. A huge contrast to each other which creates a sense of accepting lack, one without a body and one without a voice.

Mechanics/Gameplay: 8.75/10
As an RPG game, Transistor holds a creative candle in the rat saturated tunnel that is the RPG industry. Of recent years, the well known RPG's of it's time have begun to show how dated their mechanics hold up in our era (yes you, Final Fantasy). This is why the liberty to experiment and employ new ideas is so vital in our industry today. Transistor is unique in which that profiles become the tools of the trade. Transistor can be played as a turnbased game or as a free action one, which by the way, both work very well in concurse with another. You have 13 functions (abilities) to use in your kit, yeah I know that's a small amount, but guess what? for every function you have, you get the ability to fuse with another, and for every fusion you have with another function, you get to fuse with another! So this means there are roughly 22,283,705,698,113 combinations of Transistor functions. (Transistor Wiki, Cited) That's a lot of unique ways to fight your enemies.

Final Verdict: 9.50/10
It's hard to see why in this day and age producers don't want to experiment with their products given that the industry would absolutely kill for it, but then again, since when do producers even listen to the demands of the consumers? Transistor is a beacon of hope in the dark hallway that is the gaming industry, and hopefully you can agree with me, that this game is something special.
このレビューは参考になりましたか? はい いいえ
53 人中 50 人 (94%) がこのレビューが参考になったと投票しました
記録時間: 7.4 時間
投稿日: 11月1日
This game is short.
Real short. I finish this game in about 5 hours
But those 5 hours really worth the damn money!

The Music or Soundtrack or whatever is just Amazing!!
The Graphic in this game is kinda artistic. looks different and original
Combat system is superb. you can plan your attack rather than charging ahead!!!

The story is so f*cking good i had a great time with this game storyline and it's really something.
Word of warning though this game made me had a Great F**king existential crisis
このレビューは参考になりましたか? はい いいえ
59 人中 53 人 (90%) がこのレビューが参考になったと投票しました
記録時間: 17.3 時間
投稿日: 10月11日
Transistor made me cry.
Not okay.
At all.

The game may start slow, but as soon as you hit the first boss... boom- I couldn't stop. This game was so beautiful and entrancing that I played through twice, with 9 limiters my second run: it's the first steam game I've gotten every achievement for. The story is tragic and twists to dark areas I didn't know that the game could even consider twisting. The bosses are all interesting and fun to fight, though the first two become rather simple once you get their strategy down.

Buy the game, play it, listen to the soundtrack, find all the news broadcast stations, and experience some major feels.

9.5/10
このレビューは参考になりましたか? はい いいえ
86 人中 67 人 (78%) がこのレビューが参考になったと投票しました
記録時間: 4.1 時間
投稿日: 10月30日
Hell, It's worth it just for the music!

Fans of Bastion should find themselves at home here. Although the game is a little short (but also cheap!), it is incredibly fun.

Honestly, I bought this game primarily for the soundtrack, and the game was just an awesome extra for me.
このレビューは参考になりましたか? はい いいえ
38 人中 36 人 (95%) がこのレビューが参考になったと投票しました
記録時間: 36.2 時間
投稿日: 11月8日
Uniting both action RPG mechanics and an engrossing world, Transistor isn’t just a spiritual successor to Bastion, it’s a full blown messianic triumph of beautiful art and sublime game design. Supergiant Games have exceeded their previous work with a game that marries fluent action RPG combat with sublime tactical planning & customisation. Yet that would be just half of Transistor's charm as the world, characters and narrative unfolds like an origami swan, leaving you to marvel at its gorgeous art design, intricate architecture and unique atmosphere.

The story begins with you, Red, claiming the Transistor from the body of a dead man. From there you begin to uncover the city of Cloudbank, why everyone has gone and what The Process is - sentient machine aggressors within this fallen Rapture. That reference is deliberate as there’s a little touch of Bioshock within Transistor - a fallen city, the mystery of its unravelling and tragedy yours to discover if you’re willing to put in the work to unlock its true secrets. This is made all the more acute by how Transistor welcomes you into its world with no fanfare, no menu screen. Just a fade from black opening up on your journey with the Transistor, voiced by the rich tones of Logan Cunningham, against The Process and their mysterious overlords - The Camarata.

To say any more would spoil the joy of discovering the details for yourself. Supergiant ames had deliberately kept details of Transistor to a minimum until release and it’s thanks to this blackout that’s made discovering the games systems, people and places a genuine joy.

It’s difficult to review Transistor without referencing Supergiant Games previous work - Bastion. That’s because its influences are plain to see with the same isometric-style viewpoint, similar art-style and even the same narrator. While those similarities may appear as merely iterative steps on paper for Transistor, they are in practice the opposite. The art style has evolved to be not just gorgeous, moody and atmospheric, it now conveys the spirit of Cloudbank without ever explicitly showing it in such a way that you feel part of that city, not just an observer with a controller.

Combat is real time action-RPG based with four main skills available at one time. You can freeze the action once your Turn() bar has filled at any time and then plan out your attacks methodically. Once done you can unfreeze the game and Red will perform her balletic combat attacks with the Transistor. This appears at first to just be a cool looking feature to break up combat scenarios but very soon it becomes essential to besting The Process.

In this frozen state you can see the damage you are likely to cause, the effect different attacks can have in combination with each other and use it to quickly get behind enemies to deliver backstab moves. There’s nothing quite like positioning yourself correctly, freezing time and then delivering a quick series of moves to destroy everything. I’m not especially clever but by Jove, Transistor made me feel like a combat genius.

As the story progresses you’ll acquire more skills and this is where the combat evolves from those mechanics set down originally by Bastion. Instead of just swapping out skills when you want a change, every skill can be slotted into a secondary or tertiary upgrade slot to augment an already installed ability.

For instance, the basic attack move you start with is Crash(). You can then modify it with a skill like Bounce() which will chain attacks to multiple targets. Or with Cull() that sends enemies into the air. Or you could use either of those modifiers as one of the four main abilities. Cull(), a basic uppercut move and Bounce(), a skill that sends out pulses of energy.

This enables you to define the combat system in any way you want it. Like aggressive frontal-assault tactics or stealthy concealment? Perhaps turning a few enemies on to your side floats your boat? Or maybe just a blend of different styles? Transistor allows you to do what you like with this combat system rather than force you down a particular road.

The only restriction is if your health is reduced to zero in combat. Instead of death, one of your abilities is overloaded and will require at least two trips to an access point in order to recover. Then there are the Limiters - status effects that reduce your capability in combat but with the rewards of increased experience. As you can tell, what appears as a simple combat system in the beginning soon evolves into a complex and involving way to deal with The Process.

The way that combat is combined with the narrative is just as intriguing. As you use these new abilities in different ways or combinations it unlocks more about the person you acquired them from in the first place. Slowly the pieces of this mysterious world start to come together as you become more adept at combat. It encourages creativity and a deeper understanding of the mechanics you're working with on order to unlock the secrets of Cloudbank.

But It’s not all dark alleyways and moody lighting as you’ll have access to a ‘backdoor’ - a safe haven separated from the unrelenting assimilation of the Process. This serves as a menu to access the different challenge rooms Transistor offers. Here you can test and refine your combat skills and increase your level. Or you can just kick back and listen to the ridiculously awesome soundtrack while lounging in a hammock.

This densely packed experience is made up of small touches like that. From the way Red drags around the weighty Transistor, to how she combs her hair with her fingertips when admiring a view, with the best of all being her ability, at the touch of a button, to hum along to the excellent soundtrack.

Before playing I didn’t expect to be fully enraptured by Transistor, thinking the spectre of Bastion would haunt the experience too much. But neither did I expect Transistor to take that formula and evolve it into something so sublime and handcrafted that tears would roll down my cheek as the credits rolled. From its combat mechanics and customisation, to the narrative and the visually appealing art-style, this is an experience to be savoured, to lock yourself away in the confines of your gaming boudoir and revel in its luxurious design and perfection.

Highly Recommended - MUST PLAY - 10/10

Be sure to check out Nerd House Gaming for more reviews!
このレビューは参考になりましたか? はい いいえ
80 人中 62 人 (78%) がこのレビューが参考になったと投票しました
記録時間: 2.0 時間
投稿日: 10月10日
This isn't a game, it's a piece of art. Really creative setting, combat, story, artwork. A must have for people that like games with a good story and/or action rpg's.
このレビューは参考になりましたか? はい いいえ
87 人中 66 人 (76%) がこのレビューが参考になったと投票しました
記録時間: 5.8 時間
投稿日: 10月14日
Big fan of Bastion and the same developers made Transistor, so I gave it a try...sadly, a bit disappointed.

So, is Transistor a bad game? No. However, it's a somewhat flawed game, at least from a gameplay standpoint. First, the good. The story is...largely unimportant/boring, but the characters and the world built in are amazing. You feel very much drawn in with our silent heroine, Red, and her chatty admirer trapped in a cybernetic sword. It creates a narrative experience where you are there more for how the characters and world interact than the story.

Graphically, the game is quite distinctive. Think Bastion meets Cyberpunk 2020 or Shadowrun. It's very much a detective noir cyber punk world and feels dark, gothic, but also futuristic and techno. The effects onscreen can be quite a sight to behold as well and the art style itself is quite beautiful, using 2-d hand drawn in conjunction with the sprites and 3-d action in combat.

Sound design is where the game shines. An amazing voice cast, beautiful music which fits the mood perfectly, and relatively satisfying combat sounds make it a joy to listen to. The tracks are good, but the vocal pieces in the beginning and end of the game are probably the best part of it.

One thing I will say about Transistor that I love and wish more games would do is it feels organic. You have, for example, several areas that are completely unnecessary, not story related, and which you can skip, but not skipping them builds the world and the characters, feeling like we get to know them through their actions and choices. Like ordering a pizza after trying to be murdered. I'm dead serious and it actually ends up being a nice quiet moment between heroine and sword. Also, Red can hum or flourish the sword, if for no other reason than because that's what the character would do, even if the gamer chooses not to. Feels very much alive. The world itself is very distinctive, even if it draws heavily from noir and cyberpunk.

Now, the bad. Like Bastion, it seems to go for an action RPG route where you can choose your moves in real time, with the option of a system freeze time, string together combos, and plan your battle more strategically. This is where the game starts to suffer. You cannot play one or the other. Largely, the game requires you to use this "turn" system and when you use it, you are left vulnerable for up 5 seconds while a bar recharges. You cannot attack and are slower than all the enemies and their projectiles, so the game is VERY frustrating at times in this regard. Also, your health drains at an insane rate, even on the easy setting, and when it drains to zero, you lose one of the four moves you can map to the face buttons until you die. At times, this will happen multiple amounts in battle and it takes several battles to recharge, as you can only recharge the lost abilities at specific points. So, you may not die, but the game is very unbalanced in terms of what you can do and how much damage you take compared to the enemies. It has an option to increase difficulty in exchange for more experience, like in Bastion, but honestly, the game feels not hard, but frustrating enough without it.

There is also an area like the Bastion which is meant to be a training/cooldown place, but...unlike the Bastion it feels kinda shoe horned in. There seem to be several features, like the added difficulty, thrown in because "hey, we did it in Bastion and people liked that." Standing on its own, without comparisons, it's...unnecessary, but inoffensive.

On the whole, I liked Transistor, despite the story not gripping me as much as the characters did and the gameplay being often very frustrating. I'd say play Bastion first, because Bastion is just a better game, but if you're looking to kill 4-6 hours and the issues I mentioned with gameplay can be overlooked, the experience is well worthwhile.

Transistor is flawed, but still a gem.
このレビューは参考になりましたか? はい いいえ
38 人中 34 人 (89%) がこのレビューが参考になったと投票しました
記録時間: 19.9 時間
投稿日: 10月30日
There is a legitimate argument to be made that Transistor is too short for its price. I beat it in about 11 hours, although I'm only about halfway through with Achieves. I think this is a bit of a silly metric, though. The more key question to me is "was it a good experience".

I'd say "absolutely". It's a deeply beautiful and atmospheric game, with a bittersweet story told through powerful narration and themes. It also effectively uses game mechanics to pull you 'into' the story and world. It has a 'hum' button. There are several scenes where the controls and gameplay shift to make the player 'feel' the scenes. Basically, it's one of the best examples I've played of a game avoiding ludnarrative dissonance.

Transistor left me with that same feeling of satisfaction I get after finishing a good book. I like that feeling. I liked Transistor. Definitely recommended.
このレビューは参考になりましたか? はい いいえ
38 人中 33 人 (87%) がこのレビューが参考になったと投票しました
記録時間: 12.4 時間
投稿日: 7月11日
Is it possible we've gotten to a point where indie games have begun to outshine those of AAA developers? Transistor stands at the precipice of this phenomenon, an unprecedented achievement in artistic vision and game design that I hesitate to review for fear of not doing it justice. Supergiant Games, creators of the outstanding Bastion, have not been resting on their laurels, returning after three years with an experience that has completely toppled any expectations I previously had for it, leaving me stunned and in awe at the scope of their vision and the skill in which they execute it. Transistor is, simply put, a masterpiece.

Transistor isn’t the story of a falling city; of the rebel group, Camerata, letting loose a viscous process to annihilate the city of Cloudbank to be rebuilt to their designs. It’s not the story of the many characters filling its voluminous backstory, fleshing out a fascinating futuristic dreamscape that is so similar yet different to our own world. No, it is the story of two people, or more accurately the relationship between a girl and her sword. The dynamic between Red, a singer who has had her voice stolen, and the Transistor, a talking sword now housing the soul of a deadman, is what drives the narrative. Despite Red’s inability to talk, the Transistor’s dialog creates a tangible connection between the two; an emotional tie that makes the continued suffering of Red, and the guilt expressed by the Transistor (who somehow feels responsible for what happened to Red), incredibly real and heartbreaking.

It would be too easy to write Transistor off as using its many narrative tricks to hide the fact that its plot is fairly straightforward, because it’s not about what happens throughout the story, but the relationship between its two leads that makes it so compelling. All too often games will try to force characters to depend on each other, whether through arbitrary mechanics or cliched victim roles, but Transistor sidesteps this issue by having the two characters literally rely on each other to survive. They need each other, and its for this that the narrative manages to create such an effective emotional connection with these characters; similarly causing you to despise those that have put them through so much distress. As simple as it may sound, the nuance of every line and its delivery is no small feat, and a true testament to the writers and voice actors behind them.

I could go on at end for how emotionally invested I became in the characters of Transistor, but it’s the finesse of its gameplay that truly astounded me. Aside from some mild exploration, the experience is entirely focused around its incredibly deep and rewarding combat system, which seems outwardly inaccessible but is shockingly intuitive once you get your hands on it.

Combat can be broken down most easily into two phases: real time and the planning stage. During the former, you can use any of your abilities at will, but enemies in turn can also move and attack, which becomes an issue with the long build up required for most attacks. This is when you transition to the second phase, which then turns the game into a sort of strategy RPG, freezing time and allowing you to plan out your moves (which will then be executed near instantly when you leave the phase) with the only restraint being the action bar which is used up with each move you make. It's not an entirely unique formula, but Supergiant Games has carved out an incredibly fine tuned and complex niche for itself, with the sheer number of different ways you can approach an encounter.

Every action you make is the result of a function you have slotted in, which in turn can then have additional functions slotted on top of themselves, as well as passive functions which give you boosts outside of individual moves. However, none of these are separated into classes or otherwise excluded from being assigned a specific role with the rest of your abilities. This creates an incredible amount of options for you to experiment with, with each function you unlock having three unique abilities onto itself (if not more when combined with other functions), and new functions being added regularly as you progress and level up.

Supergiant has also found a brilliant incentive to getting players to try out new combinations they might otherwise never use, by tying every bit of backstory to a specific function, which then needs to be used in all three slots (technique, enhancement, and passive) in order to unlock all of a character's biography. It’s a fantastic way to almost entirely fix a common problem of getting stuck in a routine of the using the same abilities the entire game, and had me constantly swapping different functions in which kept the combat fresh the entire game (even after having beaten it I haven’t used every combination there is, creating a ton of replay value on top of the already included new game plus mode).

Bastion was an undeniable artistic treat, but in comparison to Transistor it might as well be a rough prototype of a game. The art design of every single frame is unbelievably gorgeous, from amazing architecture and environmental designs, to characters and even the subtle yet beautiful sparks that spring forth from Red dragging the Transistor around. The dark color palette matches the somber mood of the narrative, but it does so without bringing you down with it, leaving enough brightness and pure beauty despite the events happening around you to make you feel like you’re on a vacation to a fantastical city in the sky. Darren Korb once again returns to deliver a soundtrack that surpasses what I even thought he was capable, with a layered and elaborate score that still feels as raw and personal as he's known for.

Transistor left me floored. What Supergiant Games has accomplished is hard to properly put into words, as even with all I’ve said I can’t help but think I’ve barely scratched the surface of the praise I wish to heap upon the game. It’s vision is remarkable, stunningly consistent and inspired in every aspect, achieving a level of excellence that exceeded my already high expectations. It’s undoubtedly one of the best games I’ve played this, or possibly any year, and is an experience that cannot be overstated or should in any way be passed up.

Brilliant; utterly and unbelievably brilliant!
このレビューは参考になりましたか? はい いいえ