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Lets(Play()) // Transistor

Back to Let's Play < 1 2 >
  #31  
Old 09-19-2014, 02:41 PM
Epithet Epithet is offline
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Quote:
Originally Posted by BEAT View Post
420 SMOKE WEEDS ERRY DAY.
WEED WORKIN OVERTIME
  #32  
Old 09-27-2014, 01:20 AM
Dawnswalker Dawnswalker is offline
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Aside from everything that Sybil says in-game, aside from the fact that the Transistor is not particularly fond of her (we should already have a pretty good idea of what is going on between Red and the Transistor), and aside from her dossier, which flat-out tells the player that Sybil interfered with the plan to kill Red, we can read a lot into the Backdoor itself.

FACT: The Backdoor is Sybil's secret oasis.
FACT: The light entertainment in the Backdoor is a music player, which only plays Red's songs.
FACT: Sybil's function manifests itself in the Backdoor as Red's pet.

As for functions... How about Crash(Mask) for a while?
  #33  
Old 09-27-2014, 08:37 AM
Karzac Karzac is offline
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How did I never know that Mask can be used outside of Turn?
  #34  
Old 10-06-2014, 06:58 PM
Kalir Kalir is offline
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No guest commentators this time. Boo.



Quote:
Originally Posted by Background
Error: Subject background data corrupted during integration. Reason: Unknown.
Quote:
Originally Posted by Exceptions
Recovered data indicates Subject had no Selections on record. There is a remote possibility (less than 5%) that this information is inaccurate due to data corruption. In the more likely event that the information is valid, Subject by definition cannot be matched with the census data of Cloudbank, and it is difficult to imagine someone who would willingly choose nonselection.
Quote:
Originally Posted by Disappearance
Timestamp on Subject's integration coincides with timestamp of previous authenticated User relinquishing access and control. Although Subject's trace data was corrupted during integration, nontheless such data has it's uses, and consequently derived a suitable Function. Subject's trace data remains disjointed and cannot be recovered.
Breach() is affiliated with the voice in the Transistor, but due to plot, this is all we can learn about him from his Function. It raises a lot of questions about who exactly he is, and the nature of his relationship with Red and the rest of Cloudbank, but those questions lack answers.



As a Function, Breach() is about range. The active Function is a slow-but-potent laser blast, which pierces through enemies and obstacles alike. It fires fast, does plenty of damage and knocks targets back, but it's exceptionally slow to charge and recover from. This Function is great for usage during Turn(), since you can position yourself away from the action and line up perfect shots that destroy tons of enemies in one go.

The upgrade slot Breach() Function gives long-range capabilities to whatever Function you apply it to, which offsets the weaknesses of many powerful Functions (Crash(), Load() and Cull() come to mind) quite nicely. If the Function would launch a projectile, those projectiles also fly faster, so it doesn't alter the total time of the Function() any, and enemies will have less opportunity to get out of the way.

If range isn't your game, how about Turn()? Breach() gives you an extra bit of planning potential during Turn() as a passive Function. It'll give you a bit more breathing room when executing your crazy field-clearing or giantslaying combos, and I'm not 100% sure, but I think it'd also make your Turn() recharge slightly faster.



Limiters! We've got three right now. The first one was Resilience, keyed to BadCell Processes. With this active, cells gain a shield, which must be broken before the Cell can be collected. Any attack, regardless of strength, can break a shield, which makes functions like Spark() and Ping() excellent at circumventing this limiter. Of course, if you spend all your time in Turn(), you'll be devoting valuable time in Turn() to just breaking shields.

Abundance, displayed with the YoungLady here, is what makes my performance in this video so abysmal. Occasionally, the Process spawns twin cells when terminated, which means that you have to collect both or risk duplicating the Process you worked so hard to bring down. Thankfully, anything you did beforehand to collect cells is just as effective here, so provided you take the time and effort to go about collecting cells diligently, it's no big deal. Abundance is at its most threatening when you can't collect cells because of everything else.

Initiative is our third Limiter, keyed to Weeds, and it is here that it's important to note that limiters all stack, and many of them apply to Transistor's more unique mechanics. With Initiative, cells respawn in much less time, such that you may not have time to collect them all if you kill off many enemies in a single Turn(). So if we enable all three, enemies defeated drop shielded cells, sometimes in pairs, and if we don't break those shields even faster than usual, the cells respawn. Fun! Personally, I leave Resilience off, but the other two are fair game for me. Will probably turn Resilience off next video.

Code:
Changelog
-Breach() executed.
Task Scheduler
3: Cull()   // expensive, high-power melee attack that launches
3: Ping()   // rapid-fire short range attack
2: Help()   // summons allied process, can be controlled directly
2: Load()   // creates packet, explodes violently when damaged
2: Spark()  // area attack, initial projectile splits into smaller ones
2: Get()    // pulls process to user, does more damage from longer range
1: Void()   // does not damage directly, but weakens process offense/defense
1: Switch() // changes process allegiance to assist user
1: Purge()  // parasitic attack that slows and deals damage over time
1: Tap()    // close range area attack that drains life
1: Flood()  // creates sphere that travels slowly but attacks continually
And now the game's kicking into high gear. Get your game face on, boys and girls.

Next Time: Buffer()
  #35  
Old 10-08-2014, 07:43 PM
Dawnswalker Dawnswalker is offline
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Well, that's a very stylish Game Over screen. :P
  #36  
Old 11-06-2014, 12:43 PM
Kalir Kalir is offline
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No guest commentators this time either. Oh well!



Quote:
Originally Posted by Background
How many cases must one crack to become the most highly decorated detective in the 18th Precinct? Even this, Officer Henter Jallaford knew ahead of time, although he never acted prideful about it. Of course Officer Jallaford was no mere detective -- he was a forecaster. This was one of the rarest and least understood professions in Cloudbank, though the results spoke for themselves. Officer Jallaford possessed an almost uncanny ability to solve any mystery that blew into town. So it was that he became very interested in the reasons why Central Administration quietly decided to take down the northwestern edge of the Goldwalk district until further notice.
Quote:
Originally Posted by Investigation
Officially speaking, Officer Jallaford could only do so much until the administration provided sufficient clearance, for his own safety. But, one of the side effects of Officer Jallaford's talents as a forecaster was his insatiable desire to confirm his hypotheses. So he decided to move forward with his investigation, sensing significant trouble and not wanting to sit idly by rather than do his job. What he discovered in Goldwalk shook Officer Jallaford to his core. He has never seen anything like it and his hands shook as he prepared his report on the spot. But he ceased transcription when several individuals approached him. He did not expect them either.
Quote:
Originally Posted by Disappearance
The Camerata knew Officer Jallaford posed a significant threat, as he was one of the only detectives stubborn or determined enough to refuse to accept the administration's non committal answers about what was going on in Goldwalk. After considering several ideas that might draw the Officer out, the Camerata realized they needed only to be patient with him. After all, a forecaster could only predict what was already planned. After Officer Jallaford vanished, the 18th Prescient fabricated a palatable explanation for the public (the Officer was approaching retirement age), and together they agreed to name a quarter of his home district in his honor.
Ping() is, bar none, the fastest Function Transistor has to offer. It's not very powerful, but if you need speed in your dealings with the Process, you turn to Ping().



Active Function Ping() seems underwhelming at first glance. It does a meager 15 damage per hit and doesn't travel very far at all. The strength of Ping() comes from the speed at which it attacks. As my video shows, enemies that are hit are temporarily disrupted. With most Functions, this isn't enough to matter, but Ping() fires so quickly that it can keep weaker Processes pinned down with ease. It also excels at dispatching BadCells and Cell shields that you'd otherwise have to dedicate a lot of time to. Unfortunately, Turn() costs for Ping() can't really ever get low enough to merit its usage. If you're using Ping(), save Turn() for other Functions.

Most people will probably prefer to use Ping() as an upgrade. When used as such, it just generally makes Functions faster, both in and out of Turn(). Since a lot of Functions have heavy activation times setting them back, Ping() can make them into reliable options that keep the user safe under pressure. The low MEM cost makes this an even more attractive option.

Passive Ping() decreases the cost of movement during Turn() significantly. This is generally useful, but for most players, not really super important. That said, there's two Functions that benefit from passive Ping(). One of these is Mask(), especially when used as an upgrade, as it becomes far easier to set up backstabs when you're spending less Turn() on moving around. The other... well, we'll find that out soon, eh?

Code:
Changelog
-Ping() executed.
Task Scheduler
3: Cull()   // expensive, high-power melee attack that launches
2: Help()   // summons allied process, can be controlled directly
2: Load()   // creates packet, explodes violently when damaged
2: Spark()  // area attack, initial projectile splits into smaller ones
2: Get()    // pulls process to user, does more damage from longer range
1: Void()   // does not damage directly, but weakens process offense/defense
1: Switch() // changes process allegiance to assist user
1: Purge()  // parasitic attack that slows and deals damage over time
1: Tap()    // close range area attack that drains life
1: Flood()  // creates sphere that travels slowly but attacks continually
Who's ready to slay a lagdragon?

Next Time: Spine()
  #37  
Old 11-06-2014, 10:50 PM
Torzelbaum Torzelbaum is offline
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Quote:
Originally Posted by Kalir View Post
Who's ready to slay a lagdragon?

Next Time: Spine()
One, two! One, two! And through and through
The Transistor went snicker-snack!
Red left it dead, and with its head
She went galumphing back.

"And, has thou slain the Laggerwock?"
  #38  
Old 11-12-2014, 12:35 AM
Kalir Kalir is offline
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BEAT returns. Millions weep. My hair is getting in my eyes constantly and I think I need a haircut.



Quote:
Originally Posted by Background
Ms. Bailey Gilande was never one to follow the pack. Due to a variety of social challenges she experienced early on, she grew to care much more about the past than about the future. While this preoccupation at first made her reclusive as a person, in time it flourished as an invaluable skill, which put her at the forefront of a movement to fundamentally rework the city's outdated and incomplete archival system. Then one day, Ms. Gilande received a message from her local admin branch, extending her a preapproved opportunity to be head of the city archives. She accepted on the spot.
Quote:
Originally Posted by Consultation
Ms. Gilande's propensity to look at and find truth in historic fact patterns made her excel at evaluating possible decisions about the future. She was well regarded for her objectivity and fairness. Any time a new civic initiative was proposed, Ms. Gilande could cite relevant historical data that put the initiative into context, and ultimately let those involved move forward with confidence. She became one of the administration's top consultants. So, in spite of her demeanor, she was not surprised when she received an invitation to a private banquet in honor of individuals who gave the most to Cloudbank.
Quote:
Originally Posted by Disappearance
Ms. Gilande's surprise came later when she arrived at the site of the banquet to discover the event was only in her honor, and that it was not a banquet at all. The Camerata identified Ms. Gilande as having a wealth of knowledge about the city's inner workings and 'an agreeable non-confrontational attitude', which gave her success in her professional interactions. Ms. Gilande led a very private life and had no significant interests outside of work. So, when she failed to show up for her duties one day, her colleagues were very troubled, but found no leads to her whereabouts. She never told anyone of the banquet.
As mentioned in the video, Bailey here has a listed gender of X. This is the one and only time the game makes any kind of mention about her gender, which puts Transistor far and away ahead of the pack in terms of LGBT representation. Kind of disappointing for games as a whole, but eh.



The Get() Function is, like Spark() and Ping(), one best suited for usage outside of Turn() than in. It basically fires a beam that, upon hitting a Process or Cell, draws them towards Red and deals constant damage as long as they're moving. Unsurprisingly, this makes it deal more damage the further away the target is. Unlike Breach(), which is completely viable as an attack on its own, Get() works best when combined with a close-range Function, such as Crash() or Cull(), to follow up, ideally launching the target far enough away that Get() can see more use. That said, using Get() during Turn() can spoil a lot of your plans, as the game won't account for the new position of the enemies it hits until after Turn() activates.

Get() doesn't see much use as an upgrade. It usually either makes the Function draw things in, or increases damage relative to distance. Which utility Get() serves best depends entirely on what exactly you're trying to do with the rest of your build. Given my preference for setting up packets everywhere via Load(), I've experimented with applying Get() as an upgrade to Load() to facilitate chain reactions from drawing in one Packet after another, but I haven't seen excellent results from it (possibly because I am doing it wrong).

When used as a passive Function, Get() increases the radius Red draws Cells in from, similar to Fetching Fizz from Bastion. If you're having problems with enemies spawning lots of Cells in areas you can't easily reach, but don't want to dedicate one of your active Function slots to Get(), this isn't a bad idea for it.

Code:
Changelog
-Get() acquired and executed.
-Void() connected, priority increased to 2 from 1.
Task Scheduler
3: Cull()   // expensive, high-power melee attack that launches
2: Help()   // summons allied process, can be controlled directly
2: Load()   // creates packet, explodes violently when damaged
2: Spark()  // area attack, initial projectile splits into smaller ones
2: Void()   // does not damage directly, but weakens process offense/defense
1: Switch() // changes process allegiance to assist user
1: Purge()  // parasitic attack that slows and deals damage over time
1: Tap()    // close range area attack that drains life
1: Flood()  // creates sphere that travels slowly but attacks continually
Hey, maybe if we're lucky, we'll get to meet the Camerata next episode. And if not, oh well, I'm sure I'll have fun just ambling about causing explosions and such.

Next Time: Rest()
  #39  
Old 11-15-2014, 11:24 AM
Karzac Karzac is offline
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The main combo I used for a lot of the game was putting Get() as an upgrade on Jaunt(), which draws Process toward where you Jaunted from. Then I would set up a Load() packet and hit it with Ping() to make it blow up. It was pretty dang fun.
  #40  
Old 11-19-2014, 02:42 PM
Kalir Kalir is offline
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On my own again, I can't wait to get on .road again.



Quote:
Originally Posted by Background
Very few are so well cut out for professional athletics as Olmarq, who famously corrected reporters anytime they addressed him using honorifics. As a rookie playing for the Highrise Hammers, Olmarq was a second-string quarterfielder, until a chance injury put the team's star out of commission, giving Olmarq his chance to shine. Any skepticism surrounding his qualifications quickly dissolved as he proceeded to lead the Hammers to a crushing 17-2 season. But the following season proved an even greater surprise.
Quote:
Originally Posted by Cursed
Olmarq gained a reputation for his dramatic yet reckless plays. He was very strong especially from someone of his age and stature, which not only led to significant victories but also to many injuries on the field. Rival fans started calling him the 'cursed QF', for he inflicted some sort of injury to opposing team members in almost every match. This spurred controversy as to whether Olmarq was acting with intent or without control, and both possibilities were troubling. Moreover, the league sought new safety regulations affecting the pace and spirit of the sport, for which Olmarq felt personally responsible. When after one grueling match, a reporter asked what he made of his notoriety, Olmarq admitted he was considering retirement. Soon after an administrator he met after a high-profile win offered to help him make a comfortable arrangement.
Quote:
Originally Posted by Disappearance
To the Camerata, Olmarq was a way of 'hedging the portfolio', in the sense that his talents and selections differed significantly from others they sought. At the same time, he was by every means unique as an individual, and his physical conditioning provided a useful data point. The Camerata reasoned that for Olmarq to go away would ultimately be for his own good. Indeed, following his reported retirement, his career was celebrated, his transgressions quickly overlooked or forgotten.
We don't actually have the Function that represents Olmarq here yet. But since it's clearly very popular, and I believe in my game I'm about ready to unlock it, I'll go ahead and discuss it now. Honestly, I probably could have had it by now if I was willing to enable all the Limiters.



Cull() is second only to Load() for raw damage. As an active Function, it's a close-range uppercut with the Transistor that both hits for lots of damage and launches the target far off. Due to the slow firing speed and launch effect, Cull() is built for usage almost exclusively in Turn(), where users can set up combos to maximize the damage of a punishing finishing strike. For this reason, it works best supplemented with Crash(), Mask(), and Void().

As an upgrade, Cull() does a few things. On offensive Functions, it usually adds a significant power increase as well as a launching effect, which is less useful in Transistor than in Bastion, as there are no ledges to instakill enemies with and launching can disrupt Turn() positioning easily. That said, launching enemies on faster Functions is a great way to temporarily deal with them. For Functions that don't directly attack, like Mask() or Switch(), Cull() tends to improve the duration of their effects.

Passive Cull() is hilarious. Applying Cull() as a passive Function grants Red a subfunction called Check() that is only usable in Turn(). Whenever Red moves into a Process, she automatically executes Check(), which is functionally a mini-version of Cull(). The practical upshot of all of this is that passive Cull() lets you tackle enemies. This is a great way to clear paths, but it loses effectiveness when facing crowds. For best results, combine it with passive Ping().

Code:
Changelog
-Cull() executed. Warning: Function library unavailable.
Task Scheduler
2: Help()   // summons allied process, can be controlled directly
2: Load()   // creates packet, explodes violently when damaged
2: Spark()  // area attack, initial projectile splits into smaller ones
2: Void()   // does not damage directly, but weakens process offense/defense
1: Switch() // changes process allegiance to assist user
1: Purge()  // parasitic attack that slows and deals damage over time
1: Tap()    // close range area attack that drains life
1: Flood()  // creates sphere that travels slowly but attacks continually
For real though, let's go meet the Camerata.

Next Time: Kendrell()
  #41  
Old 11-20-2014, 09:21 PM
Karzac Karzac is offline
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Hmm, I never thought about the hilarity that passive Ping() and Cull() together could cause.
  #42  
Old 11-21-2014, 02:03 PM
Kalir Kalir is offline
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Whoops I accidentally went and played the game for half an hour. Shame on me for liking it so much.



Quote:
Originally Posted by Background
Known in elite social circles throughout Cloudbank, Ms. Sybil Reisz organized many of the city's popular public events, from ground-breaking ceremonies to contemporary festivals. She was everywhere, and yet somehow she made time to lead a second, hidden life. As one of the Camerata, Ms. Reisz was responsible for gathering information about potential high-value targets, people who could contribute to their cause. She did this job to perfection, drawing no notice, though one target in particular caused her much frustration.
Quote:
Originally Posted by Meeting Red
Ms. Reisz met Red while putting together a small program for up-and-coming artists, and became infatuated first with Red's music then with her. According to diary entries there was something inscrutable and confident about Red that Ms. Reisz could not explain. However, Ms. Reisz was frustrated to find that Red grew distant. Through all this, Ms. Reisz observed the aloofness of one of Red's companions, and decided he must have been insinuating Red against her. Ms. Reisz thought through various ways to rectify this.
Quote:
Originally Posted by Recommendations
One night Ms. Reisz nominated Red as a target for her Camerata colleagues, citing Red's surging popularity in the city and her unusual set of selections. Red could substantially advance the Camerata's agenda, and was not yet so ubiquitous that her sudden disappearance couldn't be sufficiently disguised. Ms. Reisz promised that the Camerata could get to Red at a time when she would be completely alone. Trace data reveals an 85% chance she falsified this claim.
Hey look, it's that Camerata lady we fought early on.

Sybil is one of the four members of the Camerata, and she's got the closest connection to Red out of the four. We still don't know exactly what the Camerata's endgame was, save that it involved going after "valuable" people and it involved commanding the Process via the Transistor.

That's all secondary for Sybil, though. In the end, she's here for Red and no one else. Her data from the Help() Function all but states in dictionary terms that she was into Red and wanted to be with her in any definition you'd care to name. Given that she's already spoken for, there was no way that was going to end well, but despite Sybil's love being spelled out here a fair bit more heavily than either the Kendrells' relationship or the similar issue of Ms. Gilande's gender, the game doesn't exactly beat you over the head with it.

Still, if you know what to look for, you can find evidence of it, and there is a lot to look for. Most of it is in the Sandbox, which we still haven't fully explored, but we have seen the two biggest points there: the record player that holds nothing but Red's music (and adds more as you clear Tests) and Luna, a representation of Sybil herself...



...as demonstrated by her Function, Help(). Help() varies sharply depending on how you apply it. The active variant, unique among Functions in that it can ONLY be used out of Turn(), summons a friendly Fetch, which Red's friend names Luna. While Luna can Bark() and recover cells independent of Red, and has her own (invisible) health bar, you can manually control Luna via Turn(). During Turn, Luna gets a vast amount of movement speed, but her Bark() function costs a large portion of the Turn() meter. Help() thus works best if you need to setup precision attacks, regardless of range from Red. Summoning Luna takes a while, and you can't use Help() for ten seconds after using it initially, so don't rely overmuch on it.

Upgrade Help() gives almost every Function its applied to a 50% chance of preventing Cells from spawning from terminated Processes. This... well, it's not bad per se, but Help() is a 4 MEM Function. If I'm going to be spending that much MEM, I don't want it to be for a thing that only happens on termination, and even then not always. Still, if you're the sort to run a lot of Limiters, this can bypass the threat of most of them entirely. Shielded speedy double Cells are only scary if they bother to spawn, after all.

Passive Help() gives Red a 25% chance of entering SuperUser mode when going into Turn(). (Yes, there are safeguards against popping in and out repeatedly to attempt to trigger it.) SuperUser mode disables all active Functions, but adds one new Function called Kill(), which consumes the entire Turn() meter to execute but deals 500 damage (as much as two unbuffed Packets) to everything in range. Like most of Help(), it's not something that can really be the core of your strategy, but when it's there, it's really helpful.



Oh, and while we're at it, we got the Responsibility limiter. This Limiter, when enabled, occupies a set amount of our MEM that scales up as we obtain more. I can see the aim of it, forcing creativity over just jamming Functions into any slot we can reach... but honestly I'd rather go without this one. If I want a tougher game, I'd rather have it by enemies becoming more dangerous rather than locking myself out of options.

The associated Process for Responsibility is the Cheerleader, the second major support Process. Cheerleaders possess no offensive capabilities, direct or otherwise, and lack the durability to take more than a few hits. Instead, they can project an invincibility field around any other Process they find, favoring directly offensive ones. Later versions of Cheerleader also amplify the attack power of their supported Process and can generate temporary self-shielding. Attacking them first by any means necessary is, obviously, the thing to do. However, if you happen to have the Switch() Function on hand, you can get that fancy field projected around yourself...

Code:
Changelog
-Cull() acquired.
-Help() executed.
-Tap() connected, priority increased to 2 from 1.
Task Scheduler
2: Load()   // creates packet, explodes violently when damaged
2: Spark()  // area attack, initial projectile splits into smaller ones
2: Tap()    // close range area attack that drains life
2: Void()   // does not damage directly, but weakens process offense/defense
1: Switch() // changes process allegiance to assist user
1: Purge()  // parasitic attack that slows and deals damage over time
1: Flood()  // creates sphere that travels slowly but attacks continually
Anyway, the Camerata is largely dead, the Process is completely out of control, we're presumed dead, and we're backtracking across town in a desperate gamble to find a way to salvage the situation. WHEEEEEEEEEEEEEEEEE!

Next Time: Reset()
  #43  
Old 11-21-2014, 05:25 PM
Karzac Karzac is offline
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I learned in the final Endurance test that using Switch() on Cheerleaders is incredibly useful.
  #44  
Old 12-30-2014, 10:56 PM
Kalir Kalir is offline
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Nobody else in here with me this time. Max sad.



Quote:
Originally Posted by Background
Most children learn to stop asking 'why', but Mr. Asher Kendrell never outgrew it. His hunger for knowledge and his eagerness to spread it made him a prolific writer, who enjoyed a career as a culture-and-current-events editor for OVC. When Mr. Kendrell wasn't busy reporting, he occupied himself studying the history of his city. But the deeper he delved, the more frustrated he became with all the dead ends and contradictions. The facts simply did not add up, so he started piecing together the unwritten history of Cloudbank. He conducted interviews with venerable members of society, those who willingly worked past retirement age or could speak first-hand about the past. The most remarkable among them was an administrator.
Quote:
Originally Posted by Secrets
Mr. Kendrell was struck by the administrator's wisdom and depth of experience, and the two shared a passion for seeking the truth of things, and for much more, as it turned out. One day the administrator took Mr. Kendrell aside to a place unlike any he'd seen before, and revealed to him something he never could have imagined. With it, the administrator said, together they could learn so much -- about the past, and about the future -- as long as Mr. Kendrell was willing to keep it a secret. Mr. Kendrell accepted without a second thought. The administrator was much more to him than just a source at this point.
Quote:
Originally Posted by Goals
Mr. Kendrell continued writing for OVC, now with an ulterior motive, having joined the administrator's inner circle. The administrator needed someone like Asher to help keep a low profile, someone who could speak directly to the hearts and minds of the population, and truly understand their needs. That way, they could conduct their work in service of the people. Cloudbank would enter a new era.
Second of the four members of the Camerata, Asher is also one of the few people in the game with a (comprehensible) speaking role. You all heard (or read) him during the last few episodes, so you already have an idea of what to expect: cares deeply about Grant, cares deeply about Cloudbank, basically responsible for all the problems Red and her pal have had to contend with.



Asher's Function, Void(), is probably my least favorite in the game. Lots of people love it, though, and for good reason, as it's one of the rare few ways to improve your damage outright. As an Active Function, Void() hits all enemies in a fairly wide area in front of you, but rather than doing damage, it impedes them, lowering their damage output and increasing the damage they take. Since this can stack up to 3 times per enemy, Void() makes for one of the best ways in the game to ramp up to higher levels of damage. The video showcased how high you can really get the damage using Void(), it's kind of nuts. Of course, doing so comes at a cost of a valuable active Function slot.

As an upgrade, Void() is much more straightforward, improving the damage that a function deals, or its general effect if it doesn't rely on damage, to roughly 150%. Since damage increases are rare, this is the way to go if you like a Function but just want it to hit harder. The big problem here, as with most usages of Void(), is that increasing the damage costs 4 MEM, and I'd really rather spend that on something that gives me more utility, rather than just better numbers.

Void() serves much the same purpose as a Passive Function. Rather than buffing one Function by 150%, it increases the damage dealt by all Functions by about 125%. If you're running a setup that relies on one Function to do the bulk of your work, the upgrade form is more useful, but if you have a bunch of attacks you like to switch between to suit the situation at hand, Void() works better as a passive.

Code:
Changelog
-Void() acquired and executed.
Task Scheduler
2: Load()   // creates packet, explodes violently when damaged
2: Spark()  // area attack, initial projectile splits into smaller ones
2: Tap()    // close range area attack that drains life
1: Switch() // changes process allegiance to assist user
1: Purge()  // parasitic attack that slows and deals damage over time
1: Flood()  // creates sphere that travels slowly but attacks continually
Whoa, I'm actually running out of Functions to talk about. Weird.

Next Time: Sudo()

Last edited by Kalir; 02-06-2015 at 10:54 AM.
  #45  
Old 02-08-2015, 01:05 PM
Kalir Kalir is offline
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Quote:
Originally Posted by Background
Mr. Wave Tennegan traded the quiet life of a sanctuary vicar to become one of Cloudbank's biggest alternative broadcast personalities for his distinct blend of good-natured mannerisms and incisive social commentary. Straddling the generational boundry between the old guard and the new, Mr. Tennegan offered a canny perspective on the many factors influencing the city's evolution. But during one of his many meet-and-greet events with his listeners, he met a group of individuals who would forever change the course of his life.
Quote:
Originally Posted by Arrangements
That evening, after his event drew to a close, Mr. Tennegan met members of the group calling themselves the Camerata. They invited Mr. Tennegan to come see what was really going on in his city, as long as Mr. Tennegan promised not to disclose any facts concerning the existence of the group. Mr. Tennegan outwardly accepted, for his curiosity could not be quenched. But he inwardly refused for his commitment to his listeners precluded the keeping of any such secrets. First, he would meet the Camerata on their terms.
Quote:
Originally Posted by Disappearance
As far as anyone knew, Mr. Tennegan took some personal time as one day his broadcasts simply stopped. He has never missed a day of broadcasting in his life and so his listeners, while disappointed, where very understanding and both happy and concerned for him. A significant majority believed Mr. Tennegan finally took a break as he often promised he would one day. Since then, Mr. Tennegan's young producer inherited his show, though listenership steadily declined to bottom out at just 22% of Mr. Tennegan's average.
Considering how much I keep coming back to this function, it's high time I actually discussed what it does in detail.



Load() is a bit tricky to work with as a primary Function. When used, it places a Packet, which is effectively an exploding barrel. The Packet can be attacked by either side and only has 10 health, and when defeated, it violently explodes, dealing heavy damage (more even than Cull()) to all Processes in the vicinity. Like Get(), Load() is a bit unpredictable to use in Turn() on account of the fact that it takes some time to explode, and various attacks can push it from location to location. Timing-dependent Processes, like Cheerleaders and cloaking Fetches, are also a bit tricky. For clearing out crowds, though, you're hard pressed to find better.

The most straightforward usage of Load() is as an upgrade, in which instance it adds a blast radius to the attack in question. Again, this is most useful in clearing crowds, but it doesn't really add a lot to most Functions in this way. In a few instances, Load() also brings a damage increase in addition to the blast effect, which is enough to make it considerable.

Having Load() as a passive Function makes the user generate unupgraded Packets every so often. While less reliable than the active variant, this one works best if you just want to have the constant option of being able to explode things without spending time in your busy Turn() schedule to actively set them up.

Code:
Changelog
-Load() executed.
Task Scheduler
2: Spark()  // area attack, initial projectile splits into smaller ones
2: Tap()    // close range area attack that drains life
1: Switch() // changes process allegiance to assist user
1: Purge()  // parasitic attack that slows and deals damage over time
1: Flood()  // creates sphere that travels slowly but attacks continually
Think that's almost all the Functions we actually have.

Next Time: Proxy()
  #46  
Old 03-18-2015, 04:19 PM
Kalir Kalir is offline
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Quote:
Originally Posted by Background
One of the preeminent scientific minds in Cloudbank, Ms. Lillian Platt was the youngest-ever individual to be elected as Chairwoman of the OVC Board. Under her leadership the number of OVC Terminals in Cloudbank more than doubled, and the quality of the broadcast strengthened more than fourfold. However, she then became the youngest-ever individual to leave the post, as she tendered a resignation in less than two years to pursue extracurricular interests. In private conversations, several of her former colleagues indicated that Ms. Platt left following the sudden disappearance of a close personal friend, Mr. Maximilias Darzi, who according to official OVC transcripts decided one day to move to the Country.
Quote:
Originally Posted by Arrangements
Personal records show Ms. Platt was preoccupied with certain rumors and urban legends concerning an unusual phenomenon sighted in the northwestern corner of the city, and possible connections between this and the rash disappearances during the past 12 months. For undisclosed reasons she did not wish to involve the authorities. Her access to privileged OVC information may have contributed to her decision. Other records show she engaged in clandestine discussions with individuals claiming to have knowledge of the circumstances surrounding her friend's disappearance. She arranged to meet with them one night at an unmarked port near Goldwalk Bay.
Quote:
Originally Posted by Disappearance
Ms. Platt never learned the truth about her vanished friend, although in a brief moment she did learn the truth about the unusual phenomenon. To the Camerata, Ms. Platt was more of a meddler than an opportunity, one of a scarce few who held some knowledge of their movements. When the time came, they made sure that they were nowhere near her last known location. According to OVC, Ms. Platt has been missing for more than two weeks, and the trail has gone cold. Incidents of foul play have occurred less than once a year on average for the last 10 years, but the authorities have not yet ruled it out in this case.
Knowing what we now know about the nature of the Transistor and the traces, we have a lot more information about Lillian Platt, the woman whose trace was the first one we obtained. Darzi is represented by another function we can obtain, but have not yet.



Spark() is, as an active Function, primarily dedicated to area attacks. It doesn't do much damage, but it is faster than Crash(), which would otherwise be the fastest Function players would have early on. Spark() works as a two-part attack, first launching a fairly short-range projectile, and upon impact, that projectile scatters a series of smaller, weaker projectiles. Later on, Spark() functions best as a Function for spamming, trading some of Ping()'s speed for the ability to hit a wide area. This lets it excel at handling BadCells and breaking cell shields.

Upgrade Spark() is a bit different from Load(), which more accurately conveys the area effect one would expect to be tied to Spark(). Instead, adding Spark() to a Function generally causes each usage to splinter into three shots in a cone. While these shots are individually weaker than a non-Spark() Function would be, the ability to hit multiple targets, or to focus fire on a single target at close range, make up for the effect, letting you create shotgun effects.

This splitting effect is visited on the User when applied as a passive Function. Spark() causes the user to, upon being hit, leave a double behind. This double only has 20 health, but it draws the attention of Processes much as an ordinary User would, enabling you to make somewhat safer getaways. Not really my style, but it could be useful if, say, you're being attacked by multiple enemies and don't have Jaunt() ready to dash away.



Our newest Limiter, Priority, changes how our Functions overload. Ordinarily, only your Active Function that consumes the most MEM overloads, and it usually is render inoperable for only an access point or two. With Priority, any Functions used to upgrade the Active Function are also overloaded. What's more, you'll only recover roughly one Function PER Access Point. Obviously, if you never overload, this means nothing, but having Priority constantly on means you have to adapt to situations and create new combos with what tools remain. I like what it's going for, even if the execution is sort of clunky in practice.

The associated Process is the Creep, one of the first ones we encountered in the game. Creeps are, as you'd expect, fairly straightforward, firing a focused laser at Red when they're in range, and walking to better firing positions when they're not. Version 2.0 adds a third laser, which amplifies the repelling effect of the lasers noticeably and makes them much more deadly in melee, while 3.0 changes them to pull the target in, which also makes them much more deadly in melee. The best way to deal with Creeps is to simply never give them a chance to fire at you in the first place, relying on Turn() to get close and backstab them (they're very susceptible to this), or Functions like Breach(), Purge(), or Bounce() to attack from behind cover.

Code:
Changelog
-Spark() executed.
-Switch() acquired, priority increased to 2 from 1.
Task Scheduler
2: Tap()    // close range area attack that drains life
2: Switch() // changes process allegiance to assist user
1: Purge()  // parasitic attack that slows and deals damage over time
1: Flood()  // creates sphere that travels slowly but attacks continually
So hey, we met Royce! And he wants to help us, right? Maybe things won't go wildly horribly wrong!

...More so than they already have, anyway.

Next Time: Read()
  #47  
Old 04-16-2015, 02:42 PM
Jikkuryuu Jikkuryuu is offline
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Having finally played and beaten Transistor just a few days ago, I can now read this LP without spoiling myself. After the Bastion LP I knew I'd have to actually play Transistor for myself and I'm so glad I did.
Thank you for doing this, it's pretty great so far! I'm not sure if it's alright to talk about function combos and my own experiences here when you're relatively near to the end of the game and this thread is kind of devoid of discussion. (Hopefully because everyone else is also trying to avoid spoiling themselves on this excellent game)
As such I'll just comment on a couple things, one of which you've already mentioned in a video. No story spoilers here, a little bit of Switch() spoiling though.
I feel like it must be a bug that Mask() uncloaks immediately when upgraded by certain functions, but I found a silly combo that relies on this behavior. Mask()+Load+Spark is a glorious player-centered explosion with an annoying 10 second cooldown. I have no idea what parts of it apply the unmask damage boost, if any, but I like the absurdity of turning a stealth function into a big old neon sign.

Switch() is not my favourite function. Everything about it just takes too long or does too little. My view is probably coloured by getting both Mask() and Switch() quite early and just not having a lot of damage to work with. The duration feels too short and being unable to damage the enemy ruins a lot of potential uses as an upgrade. Then in this last stretch of the game I tried Switch()+Purge+Cloud and it just does everything I had wanted it to from the start.

I'm a little excited to hear about Tap(), it's one of the functions I haven't had a lot of gametime to fool around with. (Thanks ObamaPriority!)
Although it's kind of criminal to have saddled you with so many 4 MEM functions and deprive you of the incredibly useful and versatile 2 MEM Purge().
  #48  
Old 04-16-2015, 03:03 PM
Kalir Kalir is offline
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By all means talk about the game! I'm glad you enjoyed it, that's what this LP is for. The more people experiencing this game, the better.
  #49  
Old 06-05-2015, 12:28 PM
Kalir Kalir is offline
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Quote:
Originally Posted by Background
She was Cloudbank's first-ever skypainter, someone who took the everyday occasian of the ever-changing sky and made an art of it. She worked for the pleasure of thousands, who remembered they once took the sky for granted. Ms. Yon-Dale gained a significant following as she transformed the skies around the city, and as her skill and popularity grew side by side, she started taking requests. One such request came from her heart: She was drawn to the district of Goldwalk, where her suitor lived, and there she would change the horizon to shimmering sapphire for the solstice, and for their and everyone's sake. This was when her art became a liability.
Quote:
Originally Posted by Solstice
Administrative restrictions over the northwestern part of Goldwalk conflicted with the breadth of the sky that needed painting. Because of her physiological state, however, Ms. Yon-Dale disregarded the restrictions and painted away. The result was stunning, as the majority of onlookers failed to find words to describe it. But because Ms. Yon-Dale wantonly ignored a front page directive from administration, she was banned from skypainting for a term 2.5 times longer than she found acceptable. She petitioned for reprieve, and came in contact with an administrator who suggested there were ways the term could be lightened. She was eager to learn how.
Quote:
Originally Posted by Disappearance
Ms. Yon-Dale's gifted command over a dimension of the city's physical and natural beauty caused the Camerata to seek her out. While aspects of the city evolved at a constant rate, the particular way in which Ms. Yon-Dale approached her craft -- with a strong, discerning, intuitive sense but with an eye for the wishes of her followers -- created a particular disposition that appealed to the Camerata. After she vanished, close the 70% of Ms. Yon-Dale's connections decided she must have fled the district to escape sentencing, and that somewhere out there the skies still sparkle with the patterns of her choosing.
So, as we oh-so-gracefully never really pointed out, the video has basically all but stated that the people represented by the Transistor's functions (barring early anomalies like Platt and Moyle) were actual people in Cloudbank, usually very valuable in their selections, but at the same time often flawed to a degree. We also know that Royce, at the very least, knew that integrating their traces was functionally identical to "sending them to the Country". That said, Grant in particular was considerate about his choices: almost everyone chosen is remembered fondly by the people of Cloudbank, their past flaws disregarded in favor of remembering their contributions.

That was why they were added to the Transistor, after all. Without going into too much detail, think of the Transistor as a paintbrush, which can create all kinds of art in the city, and all the Functions/traces/people within are just pigments on a palette. Since we need to face the Process, we've been turning these functions to an offensive end, but it's not unreasonable to expect it to direct the Process in more controlled ways. In effect, they'd preserve the whole reason those people were valuable to Cloudbank while negating their drawbacks.

As nice as that sounds, the list Royce drafted up early on is essentially the alpha version of a hit list. And as you can see, it's not exactly a pleasant thing to be integrated into the Transistor unless you're already Process food. Red was only partially integrated, which is why she can't use her voice: that's stuck in the Transistor now. And if it's not properly done (because the prior user logged out mid-integration, for example) you get problems like Mr. Nobody has had.



But enough plot rumination. Switch() is an excellent function that we are at exactly the wrong point in the game to showcase. The active Function does no damage, but fires a pink beam at the target that converts it into an ally of Red. Any Process thus switched performs to the best of its ability to aid her, which makes it useful for offense, defense, or support depending on the target. For example, converting a Cheerleader will cause it to buff her, while converting a Jerk will basically force the other Processes to deal with it rather than her.

Using Switch() as an upgrade lets you apply this conversion ability to other Functions, in the same way Crash() can pass on its stun. However, this is less useful here, as Switched enemies can't be targeted by any of your other offensive moves, and a second Switch() effect will revert them right back to hostility.

As a passive Function, you can convert the cells you pick up into allied BadCells. Not that BadCells are that great, mind you, but having a few allies here or there, especially allies with an on-death explosion, can come in pretty handy. But honestly, if you want allies, I'd really just say to use Switch() in its other capacities.

Code:
Changelog
-Switch() executed.
-Tap() priority increased to 3 from 2.
-Purge() priority increased to 2 from 1.
Task Scheduler
3: Tap()    // close range area attack that drains life
2: Purge()  // parasitic attack that slows and deals damage over time
1: Flood()  // creates sphere that travels slowly but attacks continually
Anyway, next up is the final encounter in a normal playthrough. But this isn't gonna end there, we still have functions (and more importantly, Backdoor tests) to discuss. Endgame: shenanigans!

Next Time: Bracket()
  #50  
Old 06-05-2015, 01:42 PM
BEAT BEAT is offline
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Default I SWEAR TO GOD I THOUGHT THE RECORDING HAD ALREADY ENDED.

"if we need to do that again I'm just gonna rap the entire time and you all have to sit there and listen".

BEST ENDING.

Last edited by BEAT; 06-05-2015 at 01:43 PM. Reason: I AM OVERJOYED BY THIS TURN OF EVENTS.
  #51  
Old 06-19-2015, 12:02 PM
Patrick Patrick is offline
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Hey, I just beat this game! Hey, I just read this LP! I enjoyed both of those things!

Discussion:
Combos I ended up using a lot:
Cull (Purge, Load) - Huge attack, large AOE, continues to do damage after hitting. I used this to kill the last boss and pretty much any big enemies.
Mask (Switch) - Cheap, and allows you to escape danger while also converting enemies in an AOE to your side. This is a great get out of jail free card.
Ping (Spark) - Reasonably cheap and you can do a lot of damage fast.
Help (Spark) - If you're spending time to create a dog, may as well create two.
Breach (Purge, Jaunt) - Stunlock an enemy from anywhere, anytime
Flood (Load, sometimes Breach) - Spamming this can do a lot of damage to a small group of enemies.

It has been really interesting to read about your tactics because a lot of the time they use strategies that I never tried out. I'm looking forward to watching your videos and starting up a NG+ run to get the rest of the functions and limiters.

I actually forgot about limiters for most of the game and left on the ones that put shields on cells and doubled cells for way too long. The game got a lot easier when I started changing those up again.
  #52  
Old 02-06-2016, 09:52 PM
Falselogic Falselogic is offline
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