Posts Tagged ‘SuperGiant Games’

A Game And A Chat: Transistor

By Nathan Grayson on May 23rd, 2014.

Transistor has hit these mean cyberpunk streets, and I’ve beaten it up, down, and sideways. Or just, you know, the normal way. I thought it was pretty good, but I also came away ever so slightly disappointed. The world was gorgeous, the story was nuanced in surprising ways, and the combat was better than it had any right to be, but all three came so tantalizingly close to touching the sun that my heart sank when they fell. What brought us here, though? What went wrong? What went right? How do SuperGiant’s games always integrate gameplay and music so incredibly well?

Today I’m playing Transistor and chatting with creative director Greg Kasavin and audio director/music man Darren Korb. We’re getting started at 11 AM PT/7 PM RPS time. Transistor, Bastion, beards of lordly caliber – it will probably all be discussed. Tune in below!

Update: We’re done! And it turns out my camera/mic was not working through the whole thing, so it was kind of a disaster. Welp.

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Wot I Think: Transistor

By Nathan Grayson on May 20th, 2014.

Transistor is a phenomenal thing in places. Just tremendous. Sometimes overwhelming in its cleverness and subtlety. It had me on the verge of tears from both laughter and a creeping, ever-constricting stranglehold on my heart, and a talking sword (given life by the sultry tones of Bastion narrator Logan Cunningham) was responsible for most of it. This is a very different story from Bastion, arguably a much more personal one. It is, however, also a more natural progression from the latter’s painterly walk on sunshine than its dusky cyberpunk setting might suggest.

All that said, Transistor is a strong tale and a very good game. But it could’ve been much better. Here’s wot I think.

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You May Play: Transistor’s Out Next Month

By Craig Pearson on April 10th, 2014.

Transistor, Supergiant’s second game and follow-up to the chatty Cathy that was Bastion, is almost upon us. I don’t mean that in a stalkery murderous way, but in a release datey way. The strategic sci-fi RPG has already tickled Nathan to the point of hyperventilation, and the rest of us can join in the wheezing and gasping on May 20th. Can someone get Nathan a paper bag?

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Talk Swordy To Me: 18 Mins Of Supergiant’s Transistor

By Nathan Grayson on June 20th, 2013.

Yep OK I would like this very much now please yes OK thank you

Oh goodness gracious me oh my oh tickle me red and green and black and gold and all the colors of the cyberpunk noir rainbow, Bastion developer Supergiant’s Transistor is looking magnificent. Sure, at first glance it doesn’t seem to have fallen far from the narration-prone, hack-’n'-slash-heavy tree, but there’s no denying that this place feels just as uniquely alluring as Bastion’s pastel paradise. Plus, other bright spots – for instance, the entire combat system – crackle with intrigue, making this one to watch by any measure. And watch it you can, right this very moment. 18 whole minutes, in fact, just after the break.

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Supergiant’s Transistor Will (Sorta) Have Multiplayer

By Nathan Grayson on April 1st, 2013.

It's good to see that the City of Rapture is still finding work these days.

Bastion was absolutely marvelous, and Transistor – aka, Bastion 2: Cyberpunk Boogaloo – very much looks to be following in its pathway summoning footsteps. But while surface-level similarities (a Logan-Cunningham-voiced narrator-type, bleak yet beautiful environments, a silent main character, isometric perspective, etc) might suggest a familiar experience, Supergiant definitely isn’t sticking to Bastion’s straight-and-narrow. Case in point: Transistor isn’t entirely a solo affair. As part of a gigantic interview/preview session (the full results of which you’ll see very soon), creative director Greg Kasavin explained to RPS that the action/turn-based tactics RPG hybrid will include a fairly novel form of multiplayer functionality.

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Voice Of The Voiceless: 15 Minutes Of Transistor

By Adam Smith on March 25th, 2013.

The first footage of Supergiant’s Transistor suggested that the game would not be entirely dissimilar to the studio’s splendid isometric smash ‘em up, Bastion, although it did lack one of its predecessor’s most distinctive features – the superb narration of Logan Cunningham. Total Biscuit captured fifteen minutes of the game at PAX East and has uploaded a version without commentary, so that another voice can be heard and, by gum, it’s Logan again. He’s a sort of sidekick rather than a narrator this time around, a voice trapped inside the protagonist’s sword. She doesn’t have a voice of her own – the baddies have robbed it! – but it sounds like Mr Cunningham will be doing enough talking for two.

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Basti-Onward: Supergiant’s Next Game Is Transistor

By Adam Smith on March 19th, 2013.

Supergiant made me happy and sad with Bastion, but the only thing that would truly make me sad is if their next game failed to arrive on my PC, your PC and everybody else’s PC. We now know that the game is called Transistor and there’s a trailer below but the release platforms haven’t been confirmed yet. It’ll be playable at PAX East and here’s how the story begins:

…players assume the role of a young woman who gains control of a powerful weapon after a mysterious group of assailants nearly kills her with it.

Studio co-founder Amir Rao recently said that the team felt they could ‘do anything’ and judging by the trailer, they’re doing something not a million miles removed from Bastion, which is no bad thing.

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Beyond Bastion: Supergiant Feels It Can Do ‘Anything’

By Nathan Grayson on February 22nd, 2013.

When I say “Supergiant,” what do you think of? No, no, after an image of a particularly muscular giant wearing a cape. OK, no, but before the word loses all meaning and deconstructs into “Superg Iant,” which… what? Yes, correct, you think of Bastion. And that’s perfectly fair. After all, it is, so far, the only game that’s found the magically materializing path out of the little colossus that could’s lair. So naturally, SG’s “the Bastion company” in the eyes of most. It does twangy Western-flavored tales and narrators with voices made of gravel-bedazzled silk. But, while there are certainly far worse ways to be pigeonholed, co-founder Amir Rao isn’t interested in confining his company to a nigh-inescapable box.

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The Wailing Wall: Bastion’s Music Live

By Adam Smith on January 6th, 2012.

Musical Squares

The headline doesn’t refer to an extravagant orchestral rendition that you’d have to pay money to see, but rather a short video containing two of Bastion’s most glorious audio treats. I’ll never find these songs as powerful as I did when they first drifted in, just as the structure of the world and the melancholy of the situation slotted into place around my gun-toting kid, but I still get shivers up my spine when that vocal starts. An intimate performance by audio director Darren Korb and vocalist Ashley Barrett, this is a lovely way to start a Friday, or any other day. Pretty good way to end one too. Listen down yonder.

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Bastion To Get “The Stranger’s Dream” DLC

By Jim Rossignol on December 10th, 2011.


Supergiant are apparently fully aware that when talking about Bastion over the summer, they say they designed the original game to be complete, and therefore not really requiring of DLC. Needless to say, that stance has changed a little, as they explain: “HOWEVER! In the weeks following the release of the game, we decided to put a little something together for the holidays as a show of thanks to our fans. So, on December 14, we’ll be pleased to bring you the Stranger’s Dream DLC for Bastion, which should give you some good reasons to come back to the game while preserving the core experience just as we intended.” The Stranger’s Dream will be “a new fully narrated Who Knows Where sequence, bigger and more challenging than the others”, and there are two other new game modes, too.

The Stranger’s Dream is out Dec 14th. It’ll be free, too.

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Making Me Steamy: Bastion Half Price

By Jim Rossignol on November 2nd, 2011.


Beautiful, beautiful hack and slash dungeon-crawler (if a shattered archipelago of floating islands in the sky can be said to be a dungeon) Bastion is now half-price on the Steam digital computer game distribution pipe. I would use this opportunity to direct you to John’s review, where he implores you to buy the game. But you don’t need to believe his big lying face, because there’s also a demo you can play to try it out.

Then, once you have fallen in love with it, you can read this interview to learn a bit more about the making of this lovely thing. Hooray!

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Be Heartening: A Bastion Interview

By Jim Rossignol on October 5th, 2011.

Never knowingly unpretty.
Artful dungeon-crawler Bastion charmed us with its strange world, solid combat mechanics, and elegant narration. John loved it. It even inspired Alec to a big old cleverthink. I decided to have a chat with Greg Kasavin, creative director and writer on the project, to find out a bit more about how Bastion came to be, and what the future holds.
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True Grit: Back To Bastion

By Alec Meer on September 14th, 2011.

I'm sorry. I'm doing this for us all.

Supergiant’s sombre action-RPG Bastion was released on PC a few weeks back; John has already told you what he thinks of it, but in the last few days I’ve been exploring its shattered world for myself. It’s put me in a funny place. Spoilers of a sort await, so don’t read this unless you’ve played the game, don’t intend to, or don’t give a toss about narrative events in a hack and slash game.

I was sad when it ended. Forlorn, even. For me, that isn’t a regular state of affairs. Even with games I love, I’m oddly grateful when they wrap up – there’s a sense of accomplishment to it, and a relief that they didn’t string things out too long or defeat my sense of goodwill with a BioShock-boss or one too many achingly earnest cutscenes. Bastion, though: a true wave of sadness hit me as the credits rolled.
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