Reviving the roguelike discourse I started months ago:
Balatro isn't that good.
These things being what they are, I have to list my credentials to qualify my opinion, so here you go: As of the time of writing, I have a little over 40 hours on
Balatro. I've completed the Gold Stake on one deck, the Red Deck, and I have White Stake on every other deck. At this point, I think that my thoughts on it are pretty well solidified.
My experience with
Balatro was largely a downward spiral. For the first few hours, I had a ton of fun with the game. It does an excellent job of making it satisfying to play a massive hand with the audiovisual effects it deploys (particularly the fire when your hand beats the blind by itself), and the initial period of finding new Jokers and discovering rudimentary builds is engaging. Unfortunately, as I settled into the game and began playing more, that honeymoon wore off very quickly, and many of the usual roguelike frustrations began to emerge, plus some new ones for good measure:
- Especially with the lack of any element of mechanical skill, it's very common to lose with not even a theoretical chance of overcoming the poor roll, which I find immensely frustrating.
- As I map out the contours of the game and develop a deeper understanding of what does and doesn't work, I gain less and less new understanding from each subsequent loss, which compounds the frustration.
- At higher difficulties, it feels less like my skills are being more greatly tested and more like the game is just asking me to bash my head against the proverbial wall for longer before it'll relent.
- When I do chance upon a winning setup, most of the run is just iterating on the same process with minor alterations. The game does a good job of making it as enjoyable as possible to perform that iteration, but there really isn't much to it most of the time.
- There are way too many boss blinds in this game that seem designed to fuck one kind of build in particular. Consequently, almost all of the bosses either have no impact whatsoever or immediately kill the run with no counterplay.
- A related complaint: Fuck Violet Vessel.
When I finally got the Gold Stake, I just felt relief. I was glad to be done with it. I had been persisting for many hours by that point in the vain hope that, once I had fully reached the end of the journey, my experience would loop back around to being good again. It didn't. It's a shame because this game clearly had a lot of love and attention put into it. The art is excellent, as is the music; and the UI elements that the player can fiddle with are fun. Unfortunately, I just don't find it very fun to play. So it goes.