One of our main goals for the moment-to-moment play experience of Transistor is to capture the thoughtfulness and drama of some of our favorite turn-based games but in an action-oriented context. Will there be any new or surprising mechanics to tinker with as well? “Games are capable of being much more than just fun to play.”Īfter watching every bit of footage we could get our hands on, it’s evident that there’s a fair bit of interesting combat in the game. We were interested in exploring the relationship between these two characters as part of the story. You’ll notice immediately when you start playing that there’s a voice coming from the Transistor, this weapon Red is carrying around. You’ve then got a whole game ahead of you during which you’ll be able to piece everything together. That’s the basic setup! We like to throw players in at the deep end rather than giving a ton of plot and exposition up front, so that way you can just start playing and get into the game in a more natural way. Its former owners are desperate to retrieve it, so Red finds herself fighting across the city of Cloudbank in search of answers. You play as this character called Red, who happens on this mysterious weapon of extraordinary power. We couldn’t be happier with the response to Bastion’s story, and it’s fair to say that the story of Transistor is just as important this time around. Our first game Bastion is very much an expression of our values as a studio, as we really believe that games are capable of creating great stories through the play experience, and that games are capable of being much more than just fun to play. Is this something we can expect to see in Transistor - and if so, is there anything you can tell us about the story? “We wanted to create a romanticized setting - classic rather than utopian.”īastion was a very theme-heavy game, and featured a fantastic story involving its world. It took us a while to get to the look you see in the game, so it’s good to hear you like what you see of it! Our main goal there is to create a distinct-feeling sense of place with its own identity. That said, from an art standpoint Jen took inspiration from any number of sources ranging from games to classical artists so it’s hard to pin it down to any one thing. We wanted to create a romanticized setting - classic rather than utopian. We were interested in combining these vintage types of elements with ideas for what a futuristic city could be like. Jen Zee our art director drew inspiration from the art nouveau movement from the turn of the 20th century, characterized by lots of gilded and natural patterns, as well as elongated and classical-looking forms. At the same time we think cyberpunk has been done really well in a lot of movies and games so we wanted to find our own angle on it. We were particularly interested in the cyberpunk aesthetic as a starting point, with its massive futuristic cities and its grounding in contemporary times, as opposed to a distant future with spaceships and laser guns. One of the ideas that got us excited early on was making a game in an original science-fiction setting of some sort. Was there any particular sci-fi-themed inspiration behind the stylistic visuals? The artwork in Transistor is breathtaking - something of a living painting. While the surface is all we’ve managed to explore thus far, Greg Kasavin, Creative Director at Supergiant Games - as well as the key writer behind both Bastion and Transistor - has answered a few of our questions before returning to the lab. The cyberpunk backdrop, intricate design and astounding attention to detail is nothing short of stunning. Sure, a Bastion sequel would have been just dandy, but all it takes is a glance at the world of Transistor to realize that it’s a clear evolution of its predecessor. It’s about a young singer named Red, a mysterious weapon, and a strange narrator. Transistor - followup to the indie sensation, Bastion - is a sci-fi themed action RPG with a thick coating of strategy. Have you heard about Transistor? Of course you have, but just in case I’ll refresh your memory. Instead, Supergiant decided to take the riskier route the more inventive approach. And we would have been happy about it, as well, because it’s not everyday that a game like Bastion comes along. It would have been easy enough for the folks behind the hit to simply churn out a sequel, reuse some gorgeous artwork, and tweak the already excellent mechanics. It received plenty of awards, and each one well deserved. Supergiant Games is best known for Bastion, an insanely creative isometric RPG with layers, upon layers of imagination.
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