Post by Deleted on Aug 13, 2014 17:28:56 GMT
Aug 13, 2014 17:13:20 GMT @harpstempaccount said:
Aug 13, 2014 13:06:48 GMT @zyphon said:
Well, the story is completely different, so even if you didn't like the gameplay(I don't see how you couldn't), it's worth playing.You're actually the first person I've found who doesn't like the game. Honestly, I enjoyed it more than Bastion. I really liked the world, and all the effort put into it. One thing I particularly liked is how the story telling through mementos was kept... In a way. Well, not really, but story telling outside of the narrator. Each function can be used in three different ways, active, upgrade, or passive. Once you do a battle with a function in one of those forms, more of it's back story is revealed, because if you played the game for any length of time, you know that the functions are people. It's a wonderful way of delivering the lore.
And even though Red can't talk, her relationship with "Mr. Nobody" is one of the best parts of the game. Occasionally, she talks to him by typing into the terminals, but mostly, it's actions that speak louder than words.
I think part of why I liked the story better than Bastion, despite how vague it can be at times, is because we had a clear villain in this. In Bastion, we just had, near the end, Zulf, but we ended up saving him(or leaving him like a heartless bastard). In this, we very clearly have the Camarata, at least for a little while anyway. That's really only a small part of it. I liked the kind of fantasy/western world Bastion had, but Cloudbank was completely different, and just grabbed my attention in a different way.
Plus, the gameplay. What didn't you like about it? It was awesome. The idea that each function can be used in three different ways leads for hundreds of different strategies, each enemy was completely unique in how you had to handle them, the Turn( thing was especially cool, even more so if you had jaunt to another ability as an upgrade so that you can use that ability outside of waiting for Turn(. Or, if you didn't like using Turn(, you didn't have to, in which case, with all the different abilities and strategies, it's still much more complex than Bastion was. It was never too complex though, and was always very satisfying. For me anyway.
The enemies that you fight at the end are insane. They fire little homing missle, and each have their own passive effect. Some heal, some move and fire faster, some are ghosts until a few seconds before and after they fire. The thing is, every other one of that enemy has the same abilities. Say you have a normal one, stealth, and a healer. All three of them will heal and be stealthed. Everyone figures out how to deal with them on their own. I personally took out stealth first, then healers, then shooters. I almost always had jaunt as a dodge, so I could deal with the shooters. Those enemies really push you to your limit.
All in all, I had no problems with the game.... Except that it was short and will probably not be getting a sequel.
As for the clear villain thing, I don't think that's a good thing. It's not a bad thing, but it isn't a good thing. Bastion gave you a goal on the end of a stick, and it really helped reinforce this lonely atmosphere about the game. All you had to go on was a promise from the coolest voice in the universe. The world of Bastion also had a lot of depth, even if it doesn't seem so at first. It was all designed to make you feel alone. Then you find one or two people, and it launches you into another story about how the calamity came to be, and the true consequences of that answer. It's all well done, and it's all told through one vigilant voice, who knows your every move.
I'd type more, but I got shit to do. Setting up for meeting my friends. See ya.
In terms of the world building and story, I don't think either is clearly better, just different. Well, with the exception of how you found out the lore in Transistor was infinitely cooler than the mementos in Bastion. It gave you motivation to spice things up every once in a while. I also think how they handled "dying" was done very well. Most games just give you a certain number of tries, then start you over, taking away money or XP or something. In Transistor, I really liked the idea of functions "over heating" or whatever. It limited you for a while, but also forced you to try new strategies, maybe find a better one so you didn't die and lose your skills so much.
I loved the world of Bastion and Transistor, the characters, the story, everything abut both. They're both great, and honestly, I think it just comes down to preference. For me, Transistor definitely filled that void that I had from Bastion, and I actually liked it better.