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More Impressions: Slay the Spire 2, pt 2
My original Impressions post for Slay the Spire 2 was about a month ago. At the time, I was merely whelmed with the experience. Since then, my time /played has reached 80 hours and I now have all five characters up to Ascension 10 (the highest) while playing on the beta branch. Suffice it to say, my overall impression on the game has improved quite a bit.
Incidentally, many people apparently agree. There are reports that Slay the Spire 2 has sold over 5 million copies while still posting some respectable concurrent Steam numbers:

So, what changed from my perspective? Well… my perspective.
There is the obvious point that this is an early access release of a game in which even minor balance changes can make or break the experience. Some things were indeed over-tuned and have since been nerfed and the gameplay feels better for it. But the real change for me was internal: I needed to “unlearn” habits and inclinations from the first game. Many of the cards and characters were seemingly ported over wholesale from the original, but that did not mean they could/should be played the same. Once I let go of the baggage and muscle memory, I was free to enjoy all the nuances that this series such a genre titan.
Ironically, one of the biggest personal shifts came about from Reddit memes. Meet Snakebite.

Explaining a meme kinda takes all the fun out of it, but the short-ish version is that everyone was absolutely clowning on Snakebite as a F-tier card. I also felt it was absolutely terrible, especially considering Deadly Poison is a card that costs 1 less and almost grants the same amount. Then, one of the most famous Slay the Spire streamers, Jorbs, started posting videos about how Snakebite is actually a good card. The memes intensified. At some point during a random Silent run, I was offered Snakebite as a card reward and I was like “fuck it, let’s see how bad it is.” And, well… it wasn’t, actually.
It’s not an earth-shattering revelation that the community sometimes gets it wrong. It is also not uncommon for specific cards/abilities in games to be overlooked or work better in specific situations or with certain combos. In Snakebite’s case though, I legitimately felt dumb for how wrong I was about the card. To be clear, I’m not like excited to see a Snakebite being offered. But now I have a better understanding on why some cards are built the way that they are, and the niches that they occupy.
[Edit]: Briefly, what makes Snakebite much better than it appears is the “Retain” keyword. Retain means it stays in your hand instead of being discarded at the end of each turn. So, at a basic level, Snakebite helps improve the consistency of your turns by being available any time you happen to draw mostly defensive cards when the enemy isn’t attacking. Would two Strikes dealing 12 damage right away be better? Okay, play those Strikes then. Snakebite is for when you only draw one Strike, or the enemy has Thorns, or if you can leverage the full value of Poison (28 damage over 7 turns).

In any case, if you like deck-building roguelikes at all, Slay the Spire 2 is your endgame, even in Early Access. It will only get better from here.
Impressions: Slay the Spire 2
For something that only happened due to a coin flip, I’d say the folks at Mega Crit have scored another, ahem, mega crit with Slay the Spire 2. And this is with it being Early Access!

As a veteran of slain spires myself though – 235 hours in Steam, likely 4x on mobile, A20 clears on all characters – my first impressions over eight hours in the sequel has been… weird. Strange, even.
Perhaps I should say: whelmed. I am very, very whelmed.
For starters, three of the original classes have made a return, along with the majority of their original cards. On the one hand, this is good. Why mess with success, especially when the theming and power fantasies were such a hit the first time around? On the other hand, as an OG fan, a lot of the novelty is already pre-digested. There are certainly new cards, and some of the original cards have been tweaked in different ways. But things don’t quite hit the same walking into your first Silent run knowing that you’re going to see Shivs, Poison, and Discard as primary synergies.
The other off-putting things at the moment is balance. Now, this is literally the first few days of an Early Access launch, and there will likely be (bi)weekly balance passes for the next year or longer before StS2 hits 1.0. My concern at this stage though, is that things certainly feel tuned to the level of infinite and/or bomb combos. It was always fun to stumbled into good combos in the original game, but it never felt completely necessary outside of an A20 Heart run; you could still feel reasonably confident heading into most encounters with merely a pile of mostly-good cards. Here in the sequel though, the average (non-Ascension!) encounter will be ready to deal like 35 damage to you right off the bat.

Again, we can imagine a world in which the devs tone down the overall enemy damage and player damage in tandem. But are they going to leave in the bombs? Look at Thrash+ in the picture above. By default, it will deal 6 + 6 damage, and then exhausts an Attack in hand. If that Attack was a standard Strike, not only is it doing you a favor by (temporarily) removing a bad card from your deck, the next time you draw Thrash+ you will be dealing 12 + 12 damage. Imagine instead it removed one that normally dealt 32 damage. How do you tone that down? Make Thrash deal 1 + 1 damage by default? Only add half the attack’s damage? It’s still a run-defining card.
…and maybe that’s OK? Getting the ole Corruption + Dead Branch was a (hilariously fun) run-defining combo in the original as well. All I’m saying is that I’ve scrubbed out on the first boss – and sometimes before then! – on some characters at zero Ascension by virtue of not seeing any bombs/combos. I’m just hoping that once things are tuned appropriately, the game doesn’t still feel so swingy.

Aside from all that, the rest of the game looks very impressive. Some of the card art, in particular, is amazing. Unlocks are governed by an “Epoch” system which are basically achievements plus some worldbuilding elements. Speaking of worldbuilding… well… yeah. Less is more, and more is less. Some elements felt cool to read about (Silent taking back a piece of the Heart) and other bits kind of made the world feel less cool. I didn’t need to know the world is named Preon and is “that which tells stories,” for example. This could be placeholder text too, who knows.
Anyway, I suppose a lot has changed in the last eight years. Would Slay the Spire 2 have blown me away in 2018? Of course. Is it blowing me away right now? Ehh. I’ll do a few more runs with the characters that haven’t beaten Act 3 yet, and give the devs some more time to cook.
Time Deletion
Guys… I’m up to 77 hours in Mewgenics. It hasn’t even been two full weeks yet.
That’s not even the worst/best part: Slay the Spire 2 is hitting Early Access on March 5th. It has one of the best trailers I’ve ever seen for a roguelike deckbuilder:
Granted, I don’t really know of many other roguelike deckbuilding trailers.
In any case, yeah, pour one out for my gaming backlog. And frontlog, for that matter. I certainly haven’t been spending any time thinking about Expedition 33 (etc) in the last two weeks. Too busy drinking from the firehose. Perhaps I can circle back in April… no, let’s say May. End of Q2, for sure.
(Heh, I didn’t say of which year)