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Slay the Spire 2 Early Access Review So Far

On its Early Access launch day, before I'd unlocked anything, I was struck by how much Slay the Spire 2 felt more like a remake of the original Slay the Spire than a sequel. The tutorial didn't tell me – someone with over 1,000 hours in the original – anything I didn't already know. The map where you choose your path and whether to aim for riskier battles with higher rewards or potentially lower-stakes encounters (which can still turn wild on you) is exactly the same, and the turn-based combat follows basically all the old rules of how you spend your allotted energy points to play cards that build up your armor and hack away at the enemy's defenses and health until one side or the other is dead.

That's not a bad thing when your starting point is one of the all-time greats – just a few months ago I lavished praise on another deckbuilding roguelike sequel, Monster Train 2, for a similar approach. And as I've progressed and unlocked some of the new content over the first eight or so hours of runs, this follow-up has come more into its own: Two entirely new characters – the Regent and the Necrobinder – join three revamped ones, and loads of new enemies, bosses, artifacts, and random events make Slay the Spire 2 feel worthy of being called a sequel, even if it's extremely familiar in its opening hours. It also has a new art style that's very quickly won me over with its larger characters and less subtle animations (including more elaborate enemy deaths) that make it a bit more lively even though everybody's holding still most of the time.

Since we're still so early, I've been concentrating my progression efforts on my old favorite character, the Defect. This faulty robot is a lot chunkier-looking this time, but his orb-summoning and evoking mechanic is carried over almost unchanged. However, balance is different enough that as someone who routinely blasts through Daily Climbs in the original, I've only managed to win a couple of runs thus far – my first, as the Ironclad (which is probably kinda rigged to make us feel powerful), and one more since as the Defect. Part of that is that there are quite a lot of new cards to unlock that will certainly make things a bit easier than when I'm working with just the basics, and part of it is me cockily charging head-first into battles with elites and bosses I've never seen before and getting my butt handed to me as a learning experience. But it's not like I go into a roguelike of any type expecting to win runs early on – losing and then improving is a big part of the fun.

One area developer Mega Crit has definitely gotten a little more inventive is with special events, some of which can give you a sort of quest that can span across acts (think a more formal version of the first game’s Red Mask interaction). I've gotten a map in Act 1 that led me to a huge treasure pile in Act 2, and a key in one act that opens a chest in the next. There's also a bird egg that must be hatched at a rest site (so it comes at the opportunity cost of not healing yourself or upgrading a card). Those are represented by unplayable cards until their quest is resolved, so there's at least a minor consequence to carrying them with you because they take up space in your deck and hand that could've gone to something useful in the moment.

I've also seen a bit more willingness to let us tweak how cards work beyond simply upgrading them. A few new modifiers like letting you re-use a card, making defense cards exhaust but gain +1 after use, giving you an extra energy the first time you play a card, making a card retainable, etc. – these all have the potential to make builds a lot more flexible than in the original.

The big feature that truly sets Slay the Spire 2 apart is the up-to-four-player co-op mode, and in the couple of runs I've done with others, it's been more than a little chaotic. Within each turn of combat, it's a real-time free-for-all where everybody plays their cards at once, so if you're not coordinating your attacks over voice chat it gets crazy extremely quickly as the cards stack up and wait their turns for their animations to play out. If you plan on getting anywhere as a team you'll definitely want to make sure you're working together, because Slay the Spire 2 balances out the presence of multiple players by dramatically increasing enemy hitpoints (and their attacks hit everybody at once), so you'll need to focus fire to take out priority targets quickly. Given there's no matchmaking to find random people to play with, though, it's safe to say you'll be in some form of communication with your teammates.

So far the new co-op mode has been more than a little chaotic.

Things are made a little more forgiving in co-op in that downed players are automatically revived to 1HP after a battle and you can use your rest site action to heal a teammate instead of yourself. You also get the same number of random artifacts as you have players each time they're handed out, which lets you choose the best fit for each of your builds (with any disputes settled randomly). I can see that giving you a major leg up over simply taking whatever pops out of a chest. I've also gotten a few co-op-specific cards that allow me to boost my teammates, such as giving them a random card to play in combat.

Of course, I expect that the difficulty will ramp up pretty dramatically as well, and require even more planning of your order of operations than you have to do alone. It's deliberately designed to make you and your teammates hash things out in conversation: You can't see a teammate's entire hand, but they can mouse over one card at a time and it'll be displayed over their character's head so you can see what they're talking about. I also love how you can draw on the map now, plotting out where you're going or just doodling. (That works in single-player as well, if you want to leave yourself a note.)

I will say that it would be great if Mega Crit could find a better solution for what happens when someone in your party has to bail mid-run, because right now that person's character just stops and you have to abandon your game with nothing to show for it. To be fair, a typical run isn't going to go more than an hour and everybody should know what they're getting into before setting out on a group adventure, but things happen.

After just one day of playing there's certainly a lot more here to cover, especially since it at least appears to be largely "complete" in terms of how much content is here (though who knows how much bigger Mega Crit plans to make it before 1.0). Outside of the balance changes we've been told to expect, the only real indication that this is an early access game is the goofy MS Paint-style placeholder art you'll see on a handful of cards and in the progression tree that serves up bite-sized bits of lore as you unlock new cards, potions, and artifacts.

So how long will it take me to wrap up this review? Hard to say: this isn't really the kind of game that you ever fully "beat," and if the first one is any indication I'll likely still be doing the randomized Daily Climbs in Slay the Spire 2 well into the 2030s. But I expect I'll be able to form some coherent thoughts about its new ideas within the next week or so of bashing my head against its various bosses and figuring out how to generate the star currency the Regent uses to cast his spells and how to manage the Necrobinder's pet skeleton hand. So check back next week for more impressions, and tell us how your early runs have been going so far in the comments.

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WWE 2K26 Review

If it’s Wrestlemania season, that means it’s also time for a new WWE 2K game. Over the last few years, this series has been on its most impressive run to date, and WWE 2K26 is a solid enough next chapter in that story. I don’t regret the time I've spent running the ropes in this year’s ring, but with another milquetoast Showcase mode and the growing tendrils of monetization wrapping itself around the experience like an anaconda vise, it’s starting to feel like the golden age for 2K wrestling games might be coming to an end.

2K26 hasn’t learned many new moves since last year, mostly just tweaking existing base mechanics. The biggest slam to the system is an adjustment to stamina, adding a condition called “winded” to superstars who run out. While winded, your stamina wheel turns from yellow to purple, and you can no longer run or use reversals until it empties and goes back to normal. This adds more risk-reward to all of the offensive and defensive actions you do in the ring that cost stamina.

It also creates a solution to the 2K series issue of how powerful the reversal system is (you are basically unstoppable if you’ve become the Tribal Chief of pressing one button on time, every time) by making it cost stamina to do and penalizing you for running your stamina into the red. However, it doesn’t address the problem of how the reversal prompts are unintuitive and sometimes at unpredictable points during a move’s animation, making picking the system up feel impossible without hours of ring time and muscle memory development. It also creates a new issue that penalizes players for getting good at the janky system in the first place. To play around this, you might opt to go for pins or submissions you normally wouldn't attempt in order to wait the debuff out. That is an interesting way to make matches mimic the real life pace of TV wrestling, but does feel like a violation of the aggressive spirit of a wrestling game. You win some, you lose some, I guess.

Other adjustments are nice to have but don’t change the flow or feel of matches significantly. Harkening back to the series’ pre-Visual Concepts days, collision physics have been changed slightly, so throws and bumps are less trapped in canned animation sequences and interact with objects around them. A body suplexed into the ropes will actually bounce off in a more appropriately reactive way instead of attempting to clip through them. Throw an opponent onto the ring stairs, and they’ll properly crunch around their hulking metal block. This doesn’t have any obvious mechanical advantages, you don’t do noticeably more damage to opponents if you drop them on a chair vs the mat. But it is entertaining and enhances the slapstick nature already inherent in any given match to sometimes Looney Tunes levels.

Some adjustments are nice, but don’t change the flow of matches significantly.

Another blast from the past are the additional match types added in 2K26: I Quit, Dumpster, Inferno, and Three Stages of Hell. That last one is essentially a gauntlet where you choose three different match stipulations and wrestle through them, two-out-of-three falls style. The Dumpster match is functionally no different than the Casket or Ambulance matches, where you have to weaken opponents enough to shove them in a box they don't want to be in. The Inferno match returns from the Smackdown vs Raw series with a more straight forward play path: Doing moves increases the temperature gauge, and once it's at max, you must expose the enemy to the flames to win. This was cool, but also isn’t that special once the new car smell has burned away.

I Quit is arguably the best of these new options, basically elaborating on the submission match, but instead of the normal mashing minigame, players that are being forced to say I Quit must pass a series of checks hitting the right spots on a gauge enough times to continue on. These spots get smaller as you take more damage, and opponents can add blockers to make the task that much harder, which they can earn the same way they earn finishers. This is a really clever idea, just complex enough to be engaging and tactical without being too much to deal with.

This year’s Showcase, themed around the highlights and lowlights of CM Punk’s two-pronged WWE career, was a disappointment. It suffers from most of the same problems that these modes always have, like the gaping holes in history that it has to ignore for corporate reasons, or the awkward ways it tries and fails to recreate major moments in real matches as gameplay moments. The former is a problem not just because of wrestler contract woes – Bryan Danielson won’t be on the playlist since he’s with a rival company these days – but also its wholesale refusal to engage at all with why CM Punk left WWE for over a decade. I'm sure it's a legal minefield and also a bit of a bummer to discuss some of those details for all parties involved, but they make no real attempt to address it at all, and it feels a little insulting to the intelligence after a while. There's also no mention of CM Punk’s most infamous/influential moment, when he went off script during the now legendary “Pipe Bomb” promo, which seems like the kind of oversight that’s punishable by going one on one with The Undertaker.

The 10+ year gap he’s had in his career is already a spectre that really haunts this mode, as it makes the pickings for memorable moments to relive slim. They try to address this with a little kayfabe, Punk engaging in a metanarrative between matches to use the “Slingshot Technology” that Showcase employs to meld matches and real footage as a sort of time machine. That allows him to both undo some losses in his own career, embody Bret Hart to prevent the Montreal Screwjob, and indulge himself in a bunch of “what if” dream matches. These make up half of the Showcase and definitely feel more like busy work than cool experiences, even though they are right in line with the toybox nature of wrestling games to begin with.

Showcase suffers from most of the same problems these modes always have.

This year’s MyRise follows The Archetype, a former top star returning from a long layoff to try to get their groove back. It’s an more streamlined story overall, with fewer big beats across its six chapters but some more consequential decisions to make in each, usually to change your alignment from heroic fan favorite to callous villain (and possibly back again). The plot of The Archetype’s journey has the kinds of twists and turns you might expect from a main character on any given stretch of episodes of the TV shows, filled with overcoming impossible odds, having victory snatched from you though dastardly betrayals, and so on. The writing and voice acting throughout is consistent for the series, which is to say largely mediocre but not offensively so.

Though it’s shorter than past MyRise’s, grinding largely meaningless matches to get from plot point to plot point still feels like wasted time. The process is more transparent than last year, now instead of just doing a bunch of matches until they say you can move on, you have a goal to earn 12 stars in however many matches it takes you to do so (you can earn up to five per match). These help build your attribute points to make your superstar stronger, but no good story-based attempt is made to make these matches feel like anything other than homework. Speaking of story, the adherence to the regular WWE storytelling formula is nice but I really missed the weird and silly stuff I often associated with this mode. Last year's game featured resident wrestling jester R-Truth unlocking the secrets of traveling the multiverse. In games passed, your wrestler might have a whole side quest based around finding a cursed amulet that gave you wrestling demon powers.

These sorts of things seem relegated to The Island, the weird, Street Fighter World Tour-esque multiplayer hub world that lets players create their own wrestlers and participate in open world RPG-style quests while also competing with each other on leaderboards, which is at least a more coherent game mode out of the gate this time. It embraces and builds on the fantastical nature of last year’s version, leaning into mysterious powers of The Island of Relevancy, now being divided up by three different factions all fighting to gain its magical powers. This sort of pro wrestling RPG nonsense is something that I would be all over on paper, but the original Island’s poor writing and janky pacing put me off.

This year makes an attempt to address that. Having a better map to navigate and being fully voiced are steps in the right direction, but the stories being told are just as bad and boring. Your characters start with minimal cosmetic options and way more stats to manage than in any other mode, all because of the profit incentive inherent in this mode, which requires you to spend a lot of time grinding in-game experience to unlock options or level up while also enticing you to tap out and just buy yourself a shortcut with real money. You could ignore the cosmetics, sure, but if you want to get anywhere on the multiplayer leaderboards without spending hours grinding, I don’t see how it's possible without opening your wallet. This dawned on me pretty early, and I haven’t been back since.

Battle Passes make their debut in 2K26, and they leave a lot to be desired. There is a lot to earn split between free and premium pass tracks. Many of the free rewards are arenas, superstars, championships, and cosmetics you would have usually bought from an in-game store with free currency in previous games (or would have just been available out of the gate), while the premium track features a lot of MyFaction related goodies and a handful of extra wrestlers, with this first season themed around the stars of AAA. These replace the wrestler DLC drops of old, and I can see them being a frustrating replacement – not simply because it means you’ll need to grind matches in order to unlock things you’d just buy previously, but also because unlocking new tiers seems to take a lot of work. I spent around 25 hours between random exhibition matches, finishing Showcase mode, one full playthrough of MyRise, and a couple of hours on The Island, and I’ve only made it to tier 14 of 40. At the end of the track are unlockables, like what would have been the late Bray Wyatt’s last costume and a really cool move that I would have loved to give to a custom wrestler, but I fear I simply don’t have the endurance for that grind, or the patience to accept that I even have to.

Some of the more niche modes like Universe and MyGm are still good, with small improvements that don’t shake things up too dramatically but are certainly nice to have. You can now draft rosters against a computer controlled GM in Universe mode, and can do so really whenever you want, adding a dynamic way to shake up your rosters if things are starting to get stale. MyGM expands seasons to 50 weeks (and adds more PLEs to compensate), more match types, etc. The key change I found really spiced all this up the most was that you could book intergender matches and feuds, as well as book wrestlers in matches and promos on the same card. That means nothing to people who don’t care about this, but GM heads know that it opens up a lot of new options for promoting matches and maximizing your potential for fan and money gains from week to week. Great little shining additions to modes that are hiding away in corners.

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