Simulated City: Supergiant’s Transistor at 10

Sometimes the past is more cyberpunk than the future. 10 years ago we all still used DVDs and I had my parents’ CDs on an iPod Classic. Need for Speed came out, and the second to last Hunger Games movie. Some weekend in May 10 years ago I downloaded the second game from the independent studio Supergiant, whose promo art combined the art nouveau of the roaring ‘20s with holographic screens and USB swords, and all I knew about it was it was called Transistor.
Supergiant’s Amir Rao called Transistor “a sci-fi love story with more tactical pleasures.” Its story is impossible to describe without spoilers and hard to explain even with them. You play as Red, a singer whose voice has been stolen and whose bodyguard / boyfriend has been stabbed with a sword-like device called the Transistor. He merges with the sword and his voice accompanies you as you hack through synthetic robot enemies to try and stop those responsible. As it turns out, you’re also trying to stop the Process, the thing generating those robots and also absorbing the city of Cloudbank.
The combat involves going into turn-based mode and lining up different abilities you then push a button to execute. Each ability can go in active, passive, or supportive slots, changing the nature of the other abilities around it. As I’ve argued before, when you go back to older Supergiant games you can see the afterimage of Hades haunting everything. But you can really see it in Transistor’s combat, where instead of getting randomly generated abilities that map to different buttons, you assign them yourself and make one of three thousand possible combos.
But neither story nor combat are the heart of Transistor. Just as each Supergiant game iterates on the previous, each one has a different purpose for returning players. I replay Hades for the dopamine of unlocks; I replay Pyre for the story and Bastion for its ending. Transistor’s strength is its atmosphere. Cloudbank feels more like a city than a real city—like a dream. Your trials inside it are as much about Red’s relationship to the city as they are about the romance that displaces it.
Cloudbank is the stage on which Red sings and the arena where she fights. Battles take place in the overworld, on the same architecture you walk on. Designers faced the problem that large buildings block the player’s view of Red and so all the buildings in the foreground needed to be half height. This has the side effect of making one of the most visible parts of the architecture the floors. And honestly, I could write a whole article just about the different floor textures. The materials—green bricks, circular blue glass, and smooth gold and black tile—become the stage you walk and fight on, and the Transistor drags behind you on them, kicking up sparks.
Throughout the game, all the architecture gets eaten up by the white Process, turning all the half-buildings into Brutalist shapes. The game’s last villain calls this a “blank canvas,” meaning that Red has the chance to remake it with the paintbrush that is the Transistor. But she’ll have to do it alone; the Process, and every living thing it ate, is gone.
The fate of the beautiful architecture you weave in and out of to traverse levels contrasts Red’s eventual absorption into the Transistor. The Process incorporates everything into itself, resulting in the loss of identity as you turn into the white mass (literally, into the reconstituted city). The sword leaves the physical body behind in Cloudbank, but leaves the mind safe (or trapped) inside the Transistor forever. Throughout the game, you have to put people through the second to avoid the first. Ultimately, uninfluenced by the player, Red chooses the latter for herself, too.
In contrast to Red, the Transistor’s story is less about decisive choices and more about coming to terms with his fate separated from a physical body and trapped in a sword. Do you think anyone else is in here, besides me? he asks while you’re descending a red-lit staircase that, up until tonight, probably supported the steps of young partiers and businessmen walking between upscale bars. In the city, the player is asking themself the same question. Each time you come across a person, they’re almost dead. You absorb them into the Transistor, gaining their power and (it turns out) their soul. There are only four characters talking face-to-face in the whole game: Red, the Transistor, and two of the Camerata, all of whom are in the sword by the end. Everyone else is either a voice recording or a text description in your story files. Most of the characters, in other words, are environment.