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Supergiant’s time-stopping action RPG still looks and sounds better than almost anything since

Transistor review: Supergiant's talking sword, Red's stolen voice, and the Turn() combat system that stops time. It earns 8.5 of 10.

By mitch·7 min read
A singing blade glows amid a ruined city's wreckage.

Supergiant Games built Transistor around a sword that talks, a singer who cannot, and a combat system that stops time so you can plan the next four seconds of your life. It came out in May 2014 for Microsoft Windows and PlayStation 4, reached OS X and Linux that October, and landed on iOS in June 2015. By December 2015 it had sold over one million copies across all platforms. It earns an 8.5 of 10.

Trailer, via IGDBcom.

Red Kneels Over the Body in Cloudbank

The game opens with a death. Red, a popular singer in the city of Cloudbank, kneels by the body of a man killed with a glowing greatsword called the Transistor. The attack took her voice and sealed it inside the weapon. The sword also absorbed the man’s consciousness, and through it he speaks to Red, acting as her guide and the game’s narrator.

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That is the whole emotional engine, and Supergiant never wastes it. Red cannot talk. The man in the sword can, and does, constantly. Every line of narration is a dead man talking to the woman he stepped in front of a blade for. The setup is spare and it lands hard.

The attack came from the Camerata, a group of high-ranking officials. They had been integrating people of influence through the Transistor. Red was the target. The man stepped in front of the blow.

Turn() Stops the Clock and Drains the Bar

Transistor is an action role-playing game seen from an isometric point of view. Red travels through a series of locations and fights the Process, a robotic enemy force. Combat runs in real time or freezes into a planning mode called Turn(), which lets you queue actions and then watch them fire in a burst.

Turn() drains the action bar. The bar refills after a short delay. Until it is full again, Red cannot use Turn() or any other power, with a few exceptions. That delay is the entire tactical spine of the game. Spend everything at once and you stand there helpless while the Process closes in.

Red earns experience after each battle and collects new powers, called Functions, from fallen victims of the Process. Functions work in three ways. They can sit in one of four active skill slots. They can augment another equipped Function as an upgrade. Or they can go into a passive slot for a persistent effect during battle.

Spark() is the clean example. It can fire an explosive attack, split the effects of another Function, or passively spawn Red’s decoys. One power, three jobs, and the game never tells you which combination is correct.

Sixteen Functions and a Reason to Replay

There are 16 Functions total. That number is the reason Transistor holds up across multiple playthroughs. The combinations are wide enough that a second run does not feel like a repeat.

Red can also collect and activate Limiters, optional debuffs that make combat harder and increase the experience she gains. Functions and Limiters both reveal lore about the world after being used for a certain amount of time. That is a quiet, smart piece of design: the game pays you in story for experimenting.

The Loadout system does not punish a bad build, because a bad build is still a build. You learn the shape of a Function by misusing it first.

Sybil Reisz Falls at the Old Stage

The plot moves Red through Cloudbank in pursuit of the Camerata. She discovers citizens who have been “integrated” by the Process and absorbs their trace data into the Transistor, expanding what the weapon can do.

In the Goldwalk district she learns the Process is being controlled by the Camerata. They were the ones who attacked her. The murder attempt failed only because the man stepped in front of the blow.

At her former performance stage, Red confronts and defeats Sybil Reisz, a Camerata member in a corrupted Process-like form. She uses Sybil’s knowledge to locate the group’s leader, Grant Kendrell, one of Cloudbank’s administrators.

The Process Attacks Everything in Highrise

As Red enters the Highrise district, the Process turns more aggressive and attacks the entire city without discrimination. Asher Kendrell, another Camerata member, publicly reveals the group’s involvement and apologizes. It becomes clear the Camerata have lost control of the Process.

Red fights through Process enemies, including a massive creature called the “Spine,” and reaches the Camerata hideout in Bracket Towers. She finds that Grant and Asher have committed suicide.

That is where the story’s real argument sits. The Camerata wanted to shape Cloudbank by force, and their tool outgrew them. Transistor is not interested in which official was right. It is interested in what Red does next, and it makes you walk through the wreckage to find out.

A Sword That Narrates and a City That Sings

The Transistor is the best idea in the game. It is a weapon, a menu, a narrator and a grave. Red’s stolen voice sits inside it next to a dead man’s mind. Every upgrade you slot is a piece of someone the Process consumed.

Cloudbank itself is the other strong piece. It is a science-fiction cityscape, and the game presents it from an isometric camera that keeps the whole street in frame. The art direction gives the city a clean, flat, poster-like look that holds up years later.

Where Transistor is thinner is in its middle. The Process is a swarm, not a character. The Camerata are mostly names and files until Sybil Reisz shows up in person. The game tells you the city is worth saving more often than it shows you the people in it.

It becomes apparent that the Camerata have lost control of the Process.

What the One Million Copies Actually Mean

Transistor sold over one million copies across all platforms by December 2015. For a game developed and published independently by Supergiant, that is a real number, and it came from a title that never once explained its own combat system out loud.

The published critical score is 8.5 out of 10, drawn from an aggregate of 12 outlets. That matches what the game deserves. Transistor is not flawless. Its enemy design flattens out in the back half, and the Camerata’s collapse happens off-screen in a way that leaves the villains thinner than the setup promised.

But the parts that work are the parts nobody else was building in 2014. Turn() is not a pause button. It is a resource with a cost, and the cost is the tension. Sixteen Functions with three uses each is a customization system that respects the player enough to stay out of the way.

The Verdict on Transistor

Transistor earns its 8.5 of 10 on the strength of two things: the Transistor itself and the Turn() system. A talking sword that holds a dead man and a stolen voice is a premise most games would waste on a cutscene. Supergiant built an entire combat language on top of it instead.

The Camerata are the weak link. A conspiracy of officials who lose control of their own machine should be the most frightening thing in the story, and instead they are mostly documents. Sybil Reisz is the only one who gets a body and a fight, and she is gone too fast.

What matters here is that Transistor trusts the player. It hands over 16 Functions, four active slots, three ways to use each one, and optional Limiters that make the game harder in exchange for more experience and more lore. It never explains the best combination because there is no best combination.

That is why the one million copies are not a surprise. Transistor is a game about a woman who lost her voice and a man who lost everything else, and it turns that into a system you want to keep pulling apart. Play it for the sword. Stay for the Turn().

KEY FACTS

  • Release: May 2014 (Microsoft Windows, PlayStation 4); October 2014 (OS X, Linux); June 2015 (iOS)
  • Developer and publisher: Supergiant Games
  • Platforms: PlayStation 4, Microsoft Windows, OS X, Linux, iOS, Nintendo Switch
  • Genre: Action role-playing, turn-based strategy, indie
  • Mode: Single player
  • Perspective: Isometric
  • Functions: 16 total
  • Active skill slots: 4
  • Copies sold: over one million across all platforms by December 2015
  • Published critical score: 8.5/10 (IGDB critic aggregate, 12 outlets)
  • Clay Tribune score: 8.5 of 10
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