It would be boring for me to simply say that Supergiant Games’ Transistor is a gorgeous-looking, wonderfully designed, mechanically fun, and brilliantly soundtracked title, even though all of that is true. It would be slightly less boring for me to defend Transistor‘s much-maligned brevity in the same spirit as I have defended other cheap, brief indie campaigns, even though I clearly would be willing to defend it. But the least boring thing for me to do, I feel, is to discuss the one area of the game that I am inclined to critique: Transistor‘s presentation of its plot.
Supergiant Games has an attraction to endings. And not just to the ending of games, but to the ending of worlds. Each of their wildly successful indie titles, Bastion and Transistor, has presented a vividly imagined world right around the moment of its ultimate demise (the world of Pyre had better watch its back). And I’ve loved this aesthetic decision in both cases. But in both cases the series of events leading up to the end of the world (and so leading up to the start of the game) is not easily discerned—which, in the oft-dense RPG genre, is saying something.