Bio

Nothing here!

Personal Ratings
1★
5★

Badges


1 Years of Service

Being part of the Backloggd community for 1 year

Noticed

Gained 3+ followers

GOTY '23

Participated in the 2023 Game of the Year Event

Liked

Gained 10+ total review likes

Roadtrip

Voted for at least 3 features on the roadmap

Elite Gamer

Played 500+ games

Gamer

Played 250+ games

N00b

Played 100+ games

Favorite Games

Outer Wilds
Outer Wilds
Metal Gear Solid
Metal Gear Solid
Death Stranding
Death Stranding
F.E.A.R.
F.E.A.R.
Hypnospace Outlaw
Hypnospace Outlaw

792

Total Games Played

000

Played in 2024

216

Games Backloggd


Recently Played See More

Far Cry 4
Far Cry 4

Jan 30

Recently Reviewed See More

fabulous game conceptually. makes resource management a constant scramble of choices and trade-offs to stave off the unknown, lots of replayability and variability between runs.

EDIT: leaving my original review below because i think some of the perspective and analysis still stands, but after at least 50 hours i've landed firmly in the pro-balatro camp for a number of reasons.

i was initially dismissive of the game due to what i still perceive as a fairly low skill ceiling to "winning" a run. that's still sort of true, insofar as finding a combination of jokers that'll let you make 100,000 chips on white stake is not a difficult job. once you move beyond that, to hunting higher stakes, antes, or challenge runs, balatro begins to shine impeccably. this game is so finely tuned, back to front, in terms of letting the player make interesting, intelligent choices. every action, even those as simple as a discard, comes with a cost-benefit analysis. every additional hand played means losing a dollar, every dollar spent means losing out on potential interest. every joker used for a supplementary benefit takes up a valuable spot that could strengthen every hand, and every joker needs to be considered not solely on it's own merits, but how it fits into a wider strategy. a friend asks me for advice, which jokers or tarot cards are best, and I find it difficult to give a real answer, because everything is so contextually dependent, everything needs to be learned by doing, all while having each individual card and action be completely intuitive. it's accessible, with a low skill floor and a high skill ceiling, and an extremely reasonable learning curve.

there will be a lot of balatro-likes in the next few years, i've already seen one or two pop up in early access, once for roguelike mahjong, one for roguelike roulette, but many of these games will struggle in hitting the near-perfect balance of elements that this game achieves.

original review:
still actively playing this one but i'm a little hot and cold on it despite the hype.

for a card game, the actual playing of card can matter very little compared to cash and joker management, which inevitably become the core of the run every time. most of the runs i've won, i've won by finding the right three or four jokers that blast my multiplier into the stratosphere. i won my last run playing a pair of twos that could've nearly beat the final boss blind by themselves, and not because of any particularly involved decisions beyond identifying some good joker synergies half a run ago.

ironically, my most fun run yet was one that i lost, cheesing myself into like a hundred tarot cards and having half my deck made of enhanced cards, which was cool, but couldn't overcome the lack of a sufficiently broken joker to boost up my mult. lot's of decision making, timing, involved card/hand selections, and the impact was minimal compared to getting a big big multiplier every hand like in my other runs.

it's fun, for sure. cards and mechanics click together clearly and comprehensibly, there's a lot of well-made content and variety, but it feels like the skill ceiling is pretty drastically low, once you've identified how to make the number big. it almost has more resemblance to an idle game than any other card game i've played, which doesn't necessarily make it a bad game, but might not make for a great card game.

half of a really good star trek game, puts a lot of attention and detail into making the granular aspects of ship-to-ship combat feel trek-accurate. a valiant effort, but unfortunately that gameplay focus leaves very little room for good or interesting storytelling in the campaign, with a plot that's mostly "go here, blow up ships, go here, blow up ships". definitely a product of this being made during the Nemesis era, where action focus becomes unavoidable, as it has remained forever. if i wanted to make a truly great Trek game, I'd start from here.