KingOverdose
2007
2020
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.
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.
2019
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
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
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!
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!