Balatro Review - One More Blind

Balatro Review – One More Blind

Poker has endured as a popular and immensely enjoyable card game because of how malleable it is. The purest form of poker is predominantly played in your hand, with you deciding on cards to discard and redraw in the hopes of creating a better hand than your opponents. Texas Hold’Em, by far the most popular variation on poker, eschews these rules by giving all players five shared cards on the table, and two cards in their hand to try and outwit other players with. A small change like this has a dramatic impact on how the game ultimately plays out, inviting the assumption that other small tweaks might have similar effects. Balatro operates directly in this space. It creates distinct scenarios through both deck building and randomization that force you to think about poker hands differently during short, captivating runs in its roguelite structure. It injects new life into the fundamental rules of poker without requiring any previous knowledge of the game, feeling deftly balanced for both newcomers and experts of the card game alike.

Balatro is deceptively straightforward. Each round you play features a blind, which here is a total score you need to beat in order to progress. Each card has its own chip value, while different poker hands add on multipliers to the total score you hand tallies to. Play better hands with better cards, and you’ll progress from the small blind to the big blind and ultimately a boss blind before the ante is raised and you’re challenged to repeat the process with more challenging totals to topple. You’re limited to a certain number of hands you can play during each round, as well as a limited amount of discard opportunities that let you toss away cards you don’t want to use. A handy glossary makes the action approachable even if you’re unfamiliar with the basics of poker, and the means to progress through each round aren’t fundamentally rooted in a deep understanding of the odd differences between each hand.

Knowing the odds of different poker hands and why you might want to pursue simple straights and flushes over the combination of the two will probably help initially in earlier rounds, but as you go on, Balatro exposes its random roguelite elements to great effect. Joker cards are Balatro’s big modifiers, offering a suite of effects that can quickly define a build that will ultimately influence the theme of your run. The combination of a joker that adds multipliers for playing Club cards with another that rewards the use of only face cards (Kings, Queens, and Jacks) can turn otherwise simple flushes or straights into incredibly high-scoring hands–a strategy you may need to progress through more challenging blinds. Other jokers can be delightfully chaotic, like one that randomizes its multiplier each time you play a hand or another that consumes other joker cards and adds their value to its overall multiplier. The game quickly starts encouraging you to strategize around the jokers that you’re given access to (each new one you purchase gets added to the pool of potential reappearances) and adjusting the hands you play around them in order to progress, making each run feel distinct in spite of the simple mechanics underpinning them.

A shop that’s available between rounds stocks jokers for you to purchase with money you earn based on your performance during each blind. In addition to jokers, there are a variety of different card types that can have an equally important impact on your run. Arcana cards are consumables that you can use for a variety of effects, many of which alter the nature of cards in your deck. Some might swap the house that a card belongs to or promote a card up a rank. Others can turn cards into different materials entirely. Glass cards provide higher multipliers when played but have a chance to shatter permanently, while steel cards have their rank and suit stripped but provide chip and multiplier bonuses. These are just a handful of examples, and knowing when to use certain Arcana cards is as important as knowing which to discard depending on the balance you’ve formed with your inventory of jokers.

Planet cards provide more holistic changes, increasing the rank of particular poker hands which provide more chip and multiplier bonuses when you play them. Like Arcana cards, Spectral cards are consumable, but have much greater effects on your deck, sometimes altering numerous cards at a time at the expense of one, as an example. The combination of Arcana and Spectral cards, coupled with the effect of Planet cards, provides a deck-building element to Balatro that is engaging to interact with. It’s far less involved than many other deckbuilder roguelites, especially when you consider that all deck construction is determined by randomization throughout each run, so it’s more a system to complement your growing collection of potential joker pulls rather than the fundamental strategic element throughout each run.

Each ante consists of three rounds: a small blind, a big blind, and a boss blind. The boss blind is the only one where the rules can be twisted and changed, with the modifier exposed at the start of each ante. This gives you the chance to acknowledge and prepare for the boss ahead, but the two blinds and their associated shops sometimes don’t offer the tools for you to adequately change your build if you foresee a big challenge. Some bosses nerf entire suits, which can quickly end runs that depend on that for big scores. One particularly nasty one limits you to just playing a single hand, which has been the death of many of my own runs when appearing in early antes. You can opt to skip blinds (including the cash you might earn and a trip to the shop) in exchange for tokens that can, in some cases, completely change the boss modifier before you reach it) but given that this and, seemingly, the modifiers that bosses are assigned are completely random, it can be frustrating to have an otherwise great run ruined by what seems like rotten luck.

But as much as any roguelite is rooted in random (but carefully calculated) luck, you can have runs where you feel virtually unstoppable. Each element, from jokers to Planet cards, has a substantial impact on both how you approach each new round and the scores you’re able to obtain with single hands. They also force you to vary the way to play each run, as simply sticking to the same traditional poker hands will very quickly prevent you from reaching higher antes. A run where you focused on transforming all your cards into hearts and using jokers that rewarded the use of them could be followed by one where the emphasis is instead on playing just three cards with each hand, with a joker and Planet card both synergizing with that. Throw in a joker that allows you to complete straights with just four cards and another that lets you skip missing cards to create one and you’ve got a whole other avenue to try and beat the game’s finale, the eighth ante. It is immensely satisfying to watch your score soar upwards as multiplier upon multiplier is added to each of your hands, with the scoreboard being set ablaze when you’ve conjured up a particularly gigantic one. But ultimately the variety keeps each of Balatro’s runs surprisingly fresh given the simplicity of its underlying mechanics, urging you to take on another run immediately after you’ve completed one.

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Overall progression doesn’t end once you’ve beaten the game’s eighth ante either. Instead, you can continue onwards through an endless run and see just how far you can get, with each new ante getting exponentially more challenging to pass. As you unlock jokers, pass certain milestones, and use particular cards, you’ll unlock additional decks that provide new starting parameters to experiment with. Some might be as simple as increasing the number of hands of discards at your disposal, while others activate abilities at the start of each run to help you predetermine what direction you can take it. Once you’ve completed Balatro with five different decks, a challenge tab unlocks that provides even more reasons to continue running through it. All of this is to say that Balatro provides enough reasons to stick with it for hours on end even after clearing it, making it a great game to both be continuously engaged with and one that you can return to periodically for a long time to come.

Balatro ticks all the boxes for a roguelite that creates a feedback loop that’s difficult to draw yourself away from. Its fundamentals are incredibly easy to understand, even if you’re unfamiliar with poker, but the ways in which it works within the game’s boundaries (and often breaks free from them) injects a level of depth to each hand to play that’s both challenging and rewarding to continually engage with. It’s a game that will melt away time as you hit play on one run after the next, with each defeat never stinging long enough to dissuade the possibility of victory on the next. While a handful of boss antes annoyingly end runs prematurely, they’re nowhere near detrimental enough to take away from the immensely satisfying balance that Balatro strikes in every other aspect.

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Sand Land Review – Tanks A Lot

The main character in this open-world action-RPG adaptation of the late Akira Toriyama’s Sand Land is arguably its egg-shaped tank. Developer ICLA has crafted a game with a heavy emphasis on vehicular combat and traversal, which is a fitting design choice considering Toriyama’s love and passion for anything with a motor. You only have to glance at the number of vehicles featured in the Dragon Ball series to appreciate the legendary artist’s vehicular love affair. As iconic and instantly recognizable as Toriyama’s character designs are, his unique vehicle designs are just as evocative and essential to his signature world-building. Whether it’s a car, scooter, hovercraft, or airship, Toriyama’s anomalous designs are a delight, and Sand Land’s bulbous tank is one of his best, mixing his characteristics with historical influences to create a memorable piece of machinery. ICLA’s Sand Land might lack substance beneath its oozing style, but sitting behind the cockpit of some of Toriyama’s intricately designed vehicles is a near-constant treat, even if it falters elsewhere.

The first half of the game’s story is a faithful retelling of the original 14-chapter one-shot manga released in 2000. Set in the titular wasteland, Sand Land centers on a desert world suffering from an extreme water shortage, where sci-fi, fantasy, action, and comedy intertwine. You play as the rambunctious pink-skinned demon prince, Beelzebub, a video game-obsessed fiend who’s as good as gold despite his protestations otherwise. Alongside the stern-faced Sheriff Rao and your wise old pal, Thief, you embark on a quest to uncover a rumored water source that will hopefully restore Sand Land to life. The second half of the game’s narrative covers the brand-new events featured in the recently released anime adaptation. While the first six episodes of the show rehash the familiar ground of the manga, the last seven episodes function as a sequel to the original story, with Toriyama conceptualizing a fresh tale that sees Beelzebub, Rao, and Thief embroiled in a lopsided war after venturing into the neighboring Forest Land.

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Now Playing: SAND LAND – Official Story Trailer

Sand Land might not be as popular as Toriyama’s other works, such as Dragon Ball and Dr. Slump, but despite its niche nature, its recent resurgence isn’t without merit. The characters and world-building found in Sand Land are its greatest strength, and these elements are seamlessly translated into the game. The relationship between Beelzebub, Rao, and Thief is just as charming as it was on the page, while the game’s open world gives their conversations and banter space to breathe as you travel between locations. These moments excel when pulling lines straight from the manga, but pockets of incidental dialogue have a habit of repeating over and over again, which quickly becomes grating to the point where I wish I could’ve muted it completely.

Fortunately, the story itself is well told, meshing a whimsical child-like wonder with more profound explorations of prejudice, trauma, corporate greed, and the ecologism that exists in a world ravaged by humans. One of Sand Land’s main themes is a self-reflective notion not to judge a book by its cover, and Rao’s backstory focuses on the horrors of war and genocide and how they can still impact people decades after the fact. The entire core cast of characters is also well-layered, informed by their past lives while learning and growing as they unearth more information about the world and each other. The plethora of optional side quests tend to be verbose, even when their contents aren’t particularly interesting or original. Some of these tales do at least expand on Toriyama’s world-building, though, showing how regular people live and survive in the harshness of Sand Land’s vast desert landscape.

Aside from its narrative, another area where the game captures one of the manga’s core aspects is its focus on imaginative vehicles. You have access to various two- and four-wheeled machines that can be swapped on the fly as you traverse Sand Land’s open world. The iconic tank is the star of the show, sputtering fumes from its exhaust pipes as its undulating treadwheels glide over the sand; it’s surprisingly nimble despite its bulky frame, lending combat a sense of fluidity as you dodge incoming fire and pepper enemy tanks with your own booming cannon. You also have access to a secondary weapon–typically something automatic like a Gatling gun–that can be used to dispatch foot soldiers and some of the smaller beasts you’ll encounter. This creates a satisfying flow to combat as you swap between weapons while one is reloading and outmaneuver your enemies using the tank’s speed boost and inherent agility.

Customization is a significant part of the experience, allowing you to swap out either of the tank’s weapons with new and upgraded parts. There isn’t much variety in how these weapons handle, however–one cannon might fire slightly faster than another or inflict burning damage, but they still feel very much the same. Crafting new parts is also overly cumbersome, as the game doesn’t let you compare what you’re building with what you currently have equipped. Enemies scale to your level, too, so there isn’t a tangible sense of progression, even as you install new parts with higher damage output. This is disappointing and takes away from the customization’s potential. Even so, Sand Land’s tank-based action is still fun, with rewarding shooting, despite a lack of evolution. Additional cooldown-based abilities–of which you can equip one–add another element to combat. These can be focused on defense, granting you extra armor or an interception system that shoots down incoming missiles, or they can be more offensive abilities like an explosive laser or an outrigger that locks the tank in place, allowing you to rapidly fire the main cannon while stationary.

Additional vehicles include a motorbike, hovercar, dirt buggy, and jump-bot, among others. Each has its own set of weapons for use in a pinch, but these vehicles are primarily focused on traversal. The motorbike, for instance, is the fastest way to get around Sand Land’s open world, to the point where it can cross quicksand without sinking. The jump-bot, meanwhile, is a lumbering two-legged machine that lets you leap great heights to navigate the game’s various platforming sections. You might try the motorbike’s shotgun or the car’s guided-missile system in combat, but considering you can just swap to the tank at any time, the other vehicles feel superfluous once bullets start flying. The Battle Armor you unlock towards the end of the game is the only exception, mainly because it lets you uppercut enemy tanks into the air.

When you’re not piloting one of these vehicles, Sand Land takes a notable dip in quality. Being a demon prince, Beelzebub is no slouch when fighting hand-to-hand. There’s a typical mix of light and heavy attacks, plus a dodge, and you can unlock both passive and active abilities for Rao and Thief, including a personal tank Rao will pilot to help you out. Not that you’ll need much assistance. Sand Land’s melee combat is simplistic, with a string of light attacks all that’s required to defeat most enemies. Sometimes you’ll need to dodge incoming attacks–telegraphed by your opponent glowing red–and Beelzebub has a few unlockable abilities for dealing extra damage to more formidable enemies. Fighting multiple threats at once is its greatest challenge, only because there’s no way to swap between targets when locked on, resulting in an awkward back and forth. It doesn’t take long for this ponderous dance to grow stale, with the only saving grace being that melee combat isn’t too frequent.

The same can be said for Sand Land’s rudimentary stealth sections. Trial and error is the name of the game here, with an instant fail state present whenever you’re spotted. Fortunately, these clandestine moments are straightforward enough to navigate without attracting prying eyes. The main issue is that your crouched movement is slow and monotonous, offering a change of pace that wasn’t desired. Stealth also tends to occur in samey military bases, which is also an issue elsewhere. You’re forced to traverse the innards of near-identical crashed ships multiple times throughout the game, which only adds to the inane repetition of its stealth and melee combat.

The abundance of side quests are similarly bland, often tasking you with killing a certain number of enemies to either save someone or acquire crafting materials. Sometimes, you might have to search ancient ruins for a specific item or win one of the desert races, but you’re mostly just repeating the same tasks for different reasons. Most of these quests revolve around the town of Spino and your efforts to make it somewhere people would want to live. You’ll complete quests for the likes of traders and farmers that lead to them joining the town and gradually growing it throughout the game. The quests themselves might be dull, but watching the town’s progress is rewarding, especially when it comes with the convenience of putting everything you need in a single hub. It’s just a shame the process behind the town’s resurgence isn’t more engaging.

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The story behind Sand Land’s creation is funny but also sad in a way. Toriyama initially made Sand Land for his own personal enjoyment, devising a short story about an old man and his tank. However, the tank proved more challenging to draw than expected, and since Toriyama stubbornly insisted on drawing everything himself, he came to regret the idea. He persevered anyway, eventually releasing the manga for public consumption, and his pain was certainly our gain. Toriyama’s love of vehicles shines through in Sand Land and is where its most enjoyable moments reside. It’s disappointing that it flounders in other areas, particularly when it comes to stealth and melee combat, but ICLA has still managed to capture the heart and spirit of the original manga through its story, characters, and vehicular combat and traversal. Sand Land is bittersweet in many ways, but it’ss a testament to Toriyama’s talents as both an artist and storyteller that, despite its numerous flaws, it’s still worth playing.

Stellar Blade Review – Nier As It Can Get

What we let inspire us and what we pay homage to says a lot about the creations we make. Stellar Blade’s influences come from the last two generations of character action games and it wields them proudly, channeling not just ideas but themes, designs, and even stylistic flourishes from games like Bayonetta and Nier Automata. It is only through understanding where Stellar Blade comes from that one can begin to discern what it improves upon and where it falls short of the giants that developer Shift Up’s title wishes to stand on the shoulders of.

Stellar Blade puts you in control of Eve, a human arriving at a far-flung future Earth riddled with monsters known as Naytibas. EVE possesses superhuman powers, having been raised on a space colony and trained specifically to free what few survivors remain on the planet from the oppression of this omnipresent and existential threat. Along the way, the story takes a few twists and turns but largely stays in the realm of pulp science-fiction that is sometimes undermined by its own need to one-up itself. Characters change motives in service of plot twists at the drop of a hat and then resume their previous mindset without acknowledgement or comment. There are times that I wished the writing showed a bit more self-restraint rather than feel like the first season of a TV show throwing a hail-mary for a second.

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Now Playing: Stellar Blade – Beta Skills Gameplay Trailer | PS5 Games

The weight of the inconsistent quality of the writing tilts heavier towards Stellar Blade’s disadvantage, as occasional head-scratching side quests are followed up by decidedly compelling ones, though not as often as it should. Just when you feel fatigued with following waypoints, the game serves a side quest with unique content and boss fights or a narrative beyond looking for someone who it turned out already died. The main story grazes the surface of subject matter like transhumanism and moral relativity, but it does little with them. Stilted and stiff voice acting also does little to help you take the story seriously and often brings you out of it. Historically, the quality of a character action game’s story has scarcely mattered to the overall package, but those expecting something above the genre average should readjust expectations.

Where Stellar Blade does shine is in its moment-to-moment gameplay. The act of doing things, be they running full speed down the slope of a desert dune or fighting a cockroach monster that leaps out at EVE from behind a box, is genuinely quite fun. EVE is generally given a mission that involves her, a fair amount of dynamic set pieces, and a large number of monsters, and that formula is successful more often than not. There are a handful of missteps among these moments–jumping sections, occasional puzzles that task EVE with playing an arcade-like pipe-connecting game, a keypad variation on Simon Says, or a long Sonic-like tunnel surfing segment–that either do not synchronize with the game’s inherent floatiness or feel like diversions that never end, but it understands its own strengths most of the time.

Gameplay is bolstered by an interesting and exciting combat system that leans heavily on parries and dodges as its core foundation. Far from a combofest, Stellar Blade puts meat on the bones by feeding all your actions in battle into ultra-powerful special moves. Surviving through an enemy onslaught by deflecting attacks or dodging out of the way does more than keep your life bar intact, as it cranks up the dial of the moves you use to respond when you’re finally given that frame of opportunity. Defeat at the hands of an enemy can rarely be attributed to a surprise attack or a pattern that defies reaction time, but rather a lesson in understanding how it moves and how to employ your myriad options in response. Most of EVE’s deaths in combat suggests an invitation to come back armed with knowledge you did not possess the last time you crossed that threshold.

The larger issue, and what keeps Stellar Blade from surpassing its well-known muses, is that Shift Up’s title does not demonstrate a particularly learned display of pacing. This is not to say that Stellar Blade is too short; for the genre, it sits on the higher end of hour-counts. The problem is that individual sections of the game are entirely too long. Nearly every door you need to go through is locked or unpowered, leading to a detour to find the key or press the switch that opens the door you hoped to go through ages ago, making it a rarified occasion when you do simply walk through the path you expected. Things that should feel like set pieces you are meant to tear through start to feel overlong in their execution when tasked with fighting 30 enemies before you can get to the anti-air turret you’re meant to destroy while being fully aware that it is one of nine that need to be sought out before the level can end. Sections like this needed a hammer, not a scalpel.

In that sense, it is often like Stellar Blade wants to have its pacing both ways. On one hand, the game is constantly pushing you in a direction that feels like progression from a top-down perspective. On the other hand, a fair proportion of the game’s enemies feel like genuine threats that can destroy EVE in one strong combo and, by contrast, they take a fair number of special moves and attacks to finally rout. But by putting so many of them between you and the objective, those little moment-to-moment instances of fun begin to feel unwieldy and slightly tedious when stacked on top of each other. When the only real punishment for death is retreading the same combat-filled path once again, at some point that feels punitive enough.

The game’s structure sometimes allows for you to make your own pacing by completing missions largely centered in the game’s open fields. While large, these areas mostly funnel you down existing paths regardless of whether or not you can imagine a more creative trail. Most frustratingly, there are only two of these zones and both are themed after deserts–one subtropical, one semi-arid–meaning a prime opportunity for variety is wasted. A minimap desperately needed to be included for these more open areas rather than a separate and ill-used map screen. Moreover, the cutoff for side quests is surprisingly early into the game and explicitly warned to you, meaning you have to pack a lot of these missions in when they would feel better spread out over a longer period of time.

A mitigating factor for that occasional tiresomeness is the game’s soundtrack, which consists of banger after banger. Cruising through the desert doing sub-missions for hours feels almost zen-like when accompanied by the soft interjections of a vocalist’s crooning. Boss fights run the gamut from heavy metal to pop, all making appropriate aural partners to the sound of steel clashing against steel.

Similarly, Stellar Blade can often impress graphically, between giant set pieces that dazzle to rather stunning character models. The NPCs were clearly prioritized in different categories, with some looking like living plastic dolls and others reusing bits and pieces of other less-prominent characters, but the main cast generally impresses in both fidelity and animation.

While Stellar Blade’s non-linear areas offer little in the way of environmental variety, the main story stretches itself a little bit further. The game as a whole, barring a last-minute jaunt into a visually exciting new frontier, tends to take place in the ruined buildings and the tunnels beneath them. The post-apocalyptic setting allowed Shift Up to create any combination of elements and ambiance they wanted, so it is disappointing to delve into samey tunnels so often. A globetrotting adventure in the middle of a sci-fi world should inspire awe, but Stellar Blade only manages this with its environments in rare instances.

While exploring, you will also find mountains of loot from both treasure chests and enemy drops, but it never gets overwhelming. The vast majority of collectable items are resources given to various shopkeeps, with the occasional equipment drop hoping to fit your playstyle. Each equippable spine or gear can slightly alter the way EVE plays, but nothing makes such a dramatic difference that stats are completely unignorable. If you wish not to bother with them and only care about bigger numbers, Stellar Blade is happy to oblige.

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As for the game’s controversial sexiness, I found it to largely be nothing notable as either a pro or a con. The only time it became anything more than window dressing for me was a twinge of annoyance when quests or exploration yielded naught but another dress that gives no stat benefits. I would have preferred something that makes me stronger rather than yet another skintight suit, as if I did not already possess an inventory full of them. That EVE has breasts was immaterial to the rest of the game beyond her character model and only really novel in its opening hours.

Stellar Blade has a dreamlike quality in a way, which shouldn’t be misinterpreted as saying everything about it is fantastic. Rather, it is like one of those half-remembered dreams that sticks in the back of your mind the entire day. You recall vague details–a collapsing train yard, a ruined opera house, an Asian garden–and forget the blips in between. I came away from Stellar Blade having enjoyed the game quite a bit despite its foibles on the back of its incredibly strong systems. That its biggest weakness is that its tribulations can go on too long is perhaps praise from another perspective not my own.

There is a nagging question, though, that sticks in the back of my mind: Does this game rise to the heights its inspirers achieved? The conclusion I came to is no, but that it attempts so without falling on its face is remarkable enough. That it manages to be a great game in that pursuit is a true testament to the power of being galvanized by those that came before.