

Enemies will dazzle you with AOE attacks, or dash into your sacred side of the grid to surprise with a slash to the face. You’ll stare befuddled at your deck icons in the heat of battle-wait, is this the Ice Blast I’m holding, or the Frost Bolt?-before activating several poorly-chosen cards in a row. Yes, you will make progress, until you encounter a clutch of staggering, lightning-quick enemies. You just select one of several characters and immediately kick off your journey, fighting enemies, optionally growing your deck after each encounter, leveling up, picking up artifacts, and selecting the next node to enter on a game map.Ĭhances are that the first hour will be disheartening. Interestingly, the game is all-combat, with no exploratory interludes to interrupt the action, though individual bosses do inject some flavor text (more on them, later). Upgrading the grid to a 4-by-8 playing field is merely one of many elements the game takes and expands upon from the Capcom ARPG. Something of a cult fanbase grew around the series, a member (notably, developer Thomas Moon Kang) of whom is unquestionably responsible for One Step From Eden. Rather than simply firing projectiles, players cultivated a kind of card deck, a set of “chips” which offered offensive and defensive options, creating an addictive mix of deckbuilding with action-based movement. Combat was handled in real-time, with navigation between each square happening almost instantaneously, with players dodging enemy attacks while returning their own. Mega Man Battle Network was an action RPG split between exploration and combat, the latter of which took place upon a grid of 3-by-6 squares, with enemies on the right half and the hero on the left. Related: Persona 5 Royal Review - A Masterpiece Worthy Of A Museum However, Slay’s pedigree was also widely acknowledged and understood in terms of its collectible card game DNA, and One Step From Eden’s most significant inspiration is inarguably more obscure, especially in the west. Small touches of character and charm were certainly there, but it wasn’t the reason to pick it up in the first place. Readers of our review know our outlook: Slay the Spire is an ingeniously designed experience, built brick by brick as the kind of endless combat puzzle whose roguelike tendencies never fail to rejuvenate each consecutive randomized run. It’s a strange callout, because Slay the Spire was definitely not the type of experience anyone signed up for if they were desperate for a dense narrative.
