
Developed/Published by: Supergiant Games
Released: 20/05/2014
Completed: 10/04/2025
Completion: Finished it.
It’s been a couple of years since I went through Bastion(!) so I thought I’d boot up another Supergiant game, and decided to just move forward chronologically when I checked and saw Transistor was pretty short–I just keep putting off anything that seems like it’s going to take ages to complete these days. Plus it’s always nice to see how a studio evolves.
Not knowing anything about it, I assumed–what with the isometric graphics, and the lady with the big sword–that Transistor was “more Bastion” in terms of being an action title with light RPG elements, but it’s actually something much weirder–an awkward meld between Bastion-style real-time mechanics with a turn-based battle system that’s similar to something X-COM, or more specifically like Valkyria Chronicles, with free movement and action-point system.

I’m so sincerely not a fan when promo screenshots hide all the UI–in Transistor’s case, they go as far as completely hiding the entire battle system (which looks like this.)
There’s also a bit of the deckbuilder to it. While the game doesn’t have a huge or ever-changing range of abilities, each time you level up you select new abilities and each is able to work as an action on its own, an upgrade to another action, or a passive ability, leading to a pretty wild amount of combinations which are meant to emphasise your chosen playstyle. So you can double and triple down on your favourite ability by adding upgrades and passives that support it, or you can try and make a “hand” of abilities that work in conjunction–maybe you want to tank damage; maybe you want to be a glass cannon, maybe you want to spawn helpers or play stealth. It’s all some amount of possible.
It sounds really good, and interesting, but I’m sad to say it doesn’t work, because the combination of real-time and turn-based combat is never comfortable. It’s not so much like eating a chocolate and peanut butter cup as trying to eat spoonfuls of peanut butter while chocolate pours from a faucet that you can’t turn off. The game seems to be balanced around using your turns in a tactical manner, but you have to wait for your action points to regenerate in real time. You are defenceless during that period (unless you upgrade one of your abilities to be used during recovery) so you’re stuck running around being attacked until you can get back into a turn.
This isn’t fun at all! The enemies are fast and the action frantic, so any time you’re not in a turn you feel like you’re barely keeping your head above water, soaking up damage. I’m sure there are mitigations, and it’s entirely possible if you’ve played this you created a hand of abilities that made the experience smooth, but Transistor really fails at explaining anything about how to play it.
It’s probably part of the game’s storytelling–it starts in media res and slowly reveals what’s going on–but it feels like there’s no help in getting comfortable with the mechanics. There’s a “backdoor” area that appears periodically where you can take part in “tests” that throw you in at the deep end so you can learn by trial and error what different abilities do and how to combine them, but I’ve finished this and I’ll say that I’m actively unsure if I ever played this game correctly. I ended with a build focused on long turns to allow me to debuff and do massive melee damage, which sounds really rewarding, but I still spent most of the time taking damage and running away, even with one attack set for use during recovery. If that’s intentional, I just don’t get it.

The upgrade system really probably does have too many options and is fussy to interact with.
It really feels like one of those designs that someone came up with because it sounded good, and then you get to this point in development where you have it all built but you can’t find a solution to a problem like “what do people actually do while waiting for turns to recover” because the core of the design, ultimately, just doesn’t meld. It seems likely they found people being able to use all their abilities in recovery (for example) made the turns either unimportant or overpowered and then couldn’t solve it so just powered ahead because it roughly works. I’ve watched a few playthroughs of Transistor and everyone else seems to have played it similarly to me–different abilities, but same tactics. It doesn’t really look any more satisfying a play experience than the one I had, which is a bit of a shame for a game that puts such effort into having an insanely modifiable range of abilities. You just never feel like you’re excelling, just surviving.
To speak positively, Transistor’s arms-length narrative did grow on me. I think largely down to the performance of Logan Cunningham as The Transistor; he sells the game’s noir-like setting while expressing deep pathos; he’s talking to someone he loves, and you can always hear it in his voice. You could argue it overpowers everything else in the game; the enemies have no character and the main antagonists are barely there. The central characters are the only ones you’ll care about–thankfully, they’re sensitive to that, and when the game ends, at least that feels satisfying.
Transistor really isn’t a game I could recommend, though, even as short as it is. It just doesn’t come together.
Will I ever play it again? I’m generally glad when a game includes a new game plus, and while I could unlock more abilities and so on, this is one of those stories that feels like such a nice closed loop, why ruin it by playing it again? Never mind that I didn’t actually really like how it played that much…
Final Thought: A thought you might have about Transistor is “why isn’t it just totally turn-based?” but it’s obvious once you’ve played it for a while that the overhaul required to make enemies work and balance it would be almost an entirely new game. Sometimes you just go down a path and there’s no going back.