The lights are on
I am a big fan of Supergiant Games’ latest game, Transistor. However, wrapping your head around the game’s complex skill and upgrade system can take some time. At this point, there’s obviously no one more versed in the art of mixing and matching functions than the team that created the game, so we asked them to share their favorite builds, and how each can best be used. The following suggestions and descriptions come directly from the development team. Each build works great as a full setup later in the game, but even early on in the game you can begin to add in functions as they become available and begin to see the powerful combinations in action. Transistor is all about experimentation, but these suggestions are a great place to start.
The Transistor is the powerful weapon you'll use throughout the game and can be configured in thousands of different ways for many viable tactics. Some configurations favor use of Turn(), the game's strategic planning mode, while others are optimized for real-time combat -- and everything in between! We polled the dev team for some of their favorite function combinations. Some of these builds are suited for high-level play, with all the difficulty-modifying Limiters activated, so try them out for the ultimate challenge.
"The Efficiency Expert"
Active Functions Installed:Crash()Breach()Cull()Jaunt() upgraded with Spark()
Passive Functions Installed:Load()Ping()
This reliable build is all about getting the most out of a single use of Turn()!
The Load() Passive is often the bread and butter of the build, as it autogenerates explosive Packets every few seconds. This lets you focus on staying alive when playing with full Limiters. When you see targets nearby a free Packet, that's the time to hit Turn() and move in. The Ping() passive then provides a way to let you move into the proper position without using up energy for your attacks.
In planning, Crash() serves as an opening move, as it both increases the damage output of your subsequent attacks as well as leaving the target stunned, allowing you to escape safely.
Breach() is another Function that can be very efficient. Move into position and manually aim to line up as many targets as possible for some of the highest damage-output-per-energy-use in the game. Also allows you to snipe Load() Packets from far away when you see the perfect opportunity.
Cull() is a heavy-hitting function that's a reliable follow-up. A subtle technique here is that, as long as you have any amount of Turn() planning energy remaining, you can always plan one final attack. Be careful, though, as this affects the recovery time!
Finally, Jaunt() upgraded with Spark() is the perfect way to escape during recovery, finish off enemies that may have survived with only a little health left, detonate Packets that have appeared while recovering, and remove the shields from Cells, all in one!
This is a very reliable build for when you're playing at the maximum difficulty with all Limiters on!
"The Old Standby"
Active Functions Installed:Crash() upgraded with Bounce() and Load()Breach() upgraded with Mask() and Cull()Spark()Jaunt() upgraded with Get()
Passive Functions Installed:Help()
This build revolves around using enhanced versions of the first few Functions you unlock!
When upgraded, Crash() becomes very effective in real time for stunning and damaging groups of targets. Meanwhile, upgraded Breach() makes for a deadly follow-up especially if you strike from behind. Spark() is a good reliable function in real-time, while upgraded Jaunt() is perfect for escaping from foes while driving them back.
Finally, Help() as a passive lets you become the powerful SuperUser, which can be a lifesaver when you're down to one last function!
[Next page: One of the most damaging builds in the game]
Email the author Matt Miller, or follow on Game Informer.