I don't understand either;1337mokro said:How is it hard to grasp the starting concept of "Someone close to you was murdered, fucked up the city and stole your voice. Find out who."
I love Transistor, but not just for it's story; I find it to be one of the most solidly designed games in recent memory (say, since Bastion) for what it is. I do feel that since it's combat system was gradually upgraded through levels, you didn't solidly learn how all of the distinct slot types worked together until later in the game(Particularly the passive slot).
But that's about the only valid complaint I can see with the game. I struggle to see the game as significantly 'confusing' or 'vague'. It takes effort, but every game requires this, so I can't think people are divided on this notion. The story isn't vague, it just decidedly doesn't explicitly tell you preceding details. I thought we liked 'show, don't tell' conception in games? (and yes, this game is an example of it; by progressing 'in media res', you learn the context/preceding events/cause of conflict by progressing through its effects).
Also considering the focus on the city itself and the lack of flesh-and-blood people around, I got the message that you can never fully acknowledge the full details of a story; there are too many facets to imagine/consider when you follow a typical story arc, so the game doesn't even bother trying. Instead, it chooses to tell what the gameplay leads you through; the Process and two people struggling through danger and catastrophic change to figure out why.