This will be a series of short articles (or perhaps not) on various indie projects under the trivial title INDIE-INSPECTOR (abbr. IN-IN), which for one reason or another attracted my attention and I spent, if not several tens of hours in them, then at least familiarized myself with the fundamental parts of the gameplay, plot and mechanics.
Good day everyone! My name is Guardsman Peter and today I want to share with you my impressions of Transistor studios Supergiant games, which gave us the well-known rougelike project called Hades ! Previously, she captivated many gamers with her debut game Bastion and not so popular, but also worthy of mention Pyre .
"Hey Red. Looks like things are serious this time. "
tells us a talking sword called the Transistor, sticking out of the stranger’s chest with a mark on the number of kills in the amount of one unit. A torn dress of a red-haired beauty is carelessly lying nearby, as if hinting that nothing will be the same again. Feeling a musical orgasm from the first minutes, the ost was added to the lists of favorites. Perhaps I’m not too familiar with the rest of the company’s products (I’ve personally only played Hades ), but even comparing only these two projects the work of the composer can be traced Darren Korb and of course the unique graphic style inherent in all studio projects. Worth mentioning Ashley Barrett, who gave Transistor such inspiring compositions as "The Spine", "In Circles", "We All Become", "Signals", "Paper Boats". I have no complaints regarding the visual/audio component – it’s atmospheric, beautiful and with the help of these “assistants” the immersion in the game is excellent.
As is customary in good games with an interesting plot, at first it is clear only that nothing is clear. Sword chattering incessantly, singer Red whose voice and lifeless surrounding world were stolen in a retro futuristic style. We’re in a city called Cloudbank and we fight with certain machines under a common name CPU. If there are any guesses, they are superficial and groundless, but over time, when reading the descriptions of characters, skills and terminals, you understand that not everything is so simple and with every minute of passing through endless strategic battles you are drawn more and more into the game world. Atmospheric presentation and the opportunity to experience the experiences of the main characters is the calling card of the studio. But even in a barrel of honey there is a fly in the ointment, and perhaps several. If you thought about the understatement of the plot, then personally I don’t put this moment on the list of minuses. The ability to build theories and guesses about what is happening in the absence of exact facts is my favorite pastime. But because of this, some gamers never got to the ending and I understand perfectly why. I’ll tell you about my "spoons" a little later.
"There’s a mess brewing. Here we come."
Musical accompaniment and pleasant design are an https://the-vic-casino.uk/withdrawal/ important element for every game, but beautiful picture and audio accompaniment cannot hold a sophisticated gamer for a long time. Supergiant games - an example of how to conduct new experiments in the gaming industry. Although many players, including me, did not like some of them.
". 4 slots for skills, 2 upgrades for each of them and the ability to combine at your discretion – a total of 220 options, 2 slots for passives, a whole sea of colored functions (18pcs) – used to create these combinations, suitable for almost any style of play, as well as 10 different limiters, making it possible to complicate the passage at the request of the player for a bonus to the character level. Not that all this is categorically necessary in the game, but since we started adding innovations, we need to take things seriously and polish it all up with variable turn-based gameplay, the resurrection of each enemy due to your carelessness and a unique death mechanic that will make you regret that it exists."
(I can’t vouch for the correctness of the calculations, but the message doesn’t change)
Of course, all this whirlwind of possibilities will not fall on you in the first minutes of gameplay. Everything will be delivered bit by bit and on time, so as not to get confused in the options.
Basically, fights follow this scenario: you approach a certain area, enemies and fences appear, you press “space” and time freezes. Now you have unlimited time to think about winning tactics, your move is limited only by the action scale and each use of skills fills it. After the lightning attack, Process there is a chance of a retaliatory strike on our heroine’s bottom if the player did not take care of her safety (correct positioning behind cover, invisibility from skills and using a dash to move, etc.).d.). And after a few seconds our Transistor ready to fight again. If you suddenly fall under the onslaught of machines, in return you will only lose the ability to use one of your skills, but there will be fewer and fewer opportunities for resistance with each decrease in health to zero.
Now about mine"spoons". The mechanics seem to be interesting, there are a lot of possibilities for use, but the feeling of the unfinished puzzle of the gameplay still remains. I spent most of my time creating the perfect combination of skills and to be honest, I really enjoyed creating something unique and watching it be implemented in battle in a couple of seconds. However, the player will only need a few basic skills until the end of the storyline. The potential of such combat is not revealed quickly, and I had no desire to replay the game for the sake of challenges. At the last levels of the character, when all roads are open and the range of possibilities increases – variability is definitely a plus, but not everyone will get there and I also did not master this peak.
Transistor – definitely one of those games that has something to hook both game industry veterans hungry for innovation and those who like to spend several hours a week getting emotions transmitted along with audiovisual perception and the gradual revelation of characters, motives of heroes and the secrets of Cloudbank.
This is my first experience in creating an article, so I will be glad to any comments and criticism.
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