This game didn’t deserve the critic & consumer panning.

I had a fantastic time with this game. I never finished the main storyline, however I logged approximately 80 hours slowly working my way through every single quest I could.

The world enveloped me for a solid month, and I could simply not put it down. The world was immersive, the gunplay, items & customization satisfying, and the minute-to-minute gameplay a fun mix of shooting dudes in the face or utilizing skills.

will properly review after Red Dead Redemption 2.

master chief is the best because he doesn't afraid of anything

very important game at a very important time in my life.

the groundbreaking remake of Game Freak's prototypical hit, released in 2004, engrossed kids & adults alike. Record-setting preorder sales proved that whether it was to relive the original adventure with updated music & graphics, or to serve as an introduction to the Game Boy Advance - Fire Red would not disappoint.

Designed from the get-go to be an accessible adventure for new Trainers, Game Freak took what had made Pokemon Red & Pokemon Ruby successful and reduced it to it's most essential.

Plain and simple fun - Pokémon FireRed is Pokémon at it's purest.

my first pokemon game. blew my 7yr old mind, and probably began my video game passion.

team grass starter!

After moving I had no (reliable) internet connection. This was a relatively small download & was impossible to resist after seeing it in my Xbox Game Pass.

A good way to kill time.

Brought back memories starting it up again!

'Grove Street. Home. At least it was before I fucked everything up.'

this game will be my next attempt at a review (:
i have a ton to say about this game... ive tried before, i think i even have some word docs saved that i can use as drafts.

I'm not afraid to admit that I have problems...

I am incredibly grateful for the ability to continue living it and learning from it.

After all, how can we plan for a better future if we do not accurately examine the past?

Within the cacophony of mistakes, accidents & bad decisions that punctuate my life lies a handful of key moments. Both unintentional and unknown to me at the time, these moments would influence my life - my entire personality - forever. Not all of these incidents are negative.
When love is found, the doe-eyed bliss that makes life worth living.
When love is lost, all-consuming sorrow & heartbreak crushing your chest...
Love changes us.

One of the more exciting (and taboo) of those love memories was the first time I prepared a dose of heroin for intravenous use. It was love at first sight...
Actually, scratch that. More accurately, it was love at first shoot...
Actually, scratch that - it was addiction at first high ;)

The other love is ever-evolving. It's complicated, and we fight a lot. I have a fond memory of our first time together... But I also hate it for what it did to me. I haven't touched heroin for nearly two years. Instead, I found my gateway to a much worse lifestyle....

I am addicted to playing rogue-like deck builders. I'm a slave to customising cards & dungeon-runs.

Slay the Spire is a rogue-like that, at it's surface, will be relatively recognisable to those aware of the genre. Crawling through monster-infested room after room in a dungeon (or in this case, a spire. read: vertical dungeon) until the random assortment of trials, tribulations & most importantly; choices, eventually kill you.

(sorry. you probably have been well aware of the definition for some time now. did i just do the gaming equivalent of 'every movie with an EMP blast explains to the audience what an EMP blast is')

Developers of Slay the Spire & founders of the 'Mega Crit' indie studio are duo Anthony Giovannetti and Casey Yano. Spelunky and FTL mark the first iteration of mainstream financial success + critical praise for the dungeon/rogue genre fusion as we recognise it today - and IMO the 2017 initial release of Slay the Spire marks iteration #2 of this tried-and-true formula.

Anthony, a lover of physical card games, recognised the strong mechanical pairing that the addition of deck-building would bring. The inherent risk of instant death heightens the excitement & deepens the strategy required to make a successful 'climb' (see: dungeon run) through the Spire.

The satisfaction after living through a difficult turn. Realising the unique mechanics of your class, then utilising your reward choices to craft a powerful deck - tailor-made and planned-for the uncertainties ahead.

Taking inspiration from the success of FTL - also developed by an indie team - Mega Crit set the standard for splicing instant death adventure fun with risk/reward stratagem & frustration that would make even the RNG gods proud.

The Holy Trinity - RNG Jesus, neckbeards, nerd-mecca¹


¹Magic: The Gathering