Games What I Played May 2k26
What's up chat, it's the end of another month. Somehow. I don't know why, but it also tends to sneak up on me. Anyway, I've played a few games, as is usual. Less than normal though; after finish Cold Steel 4, I decided slash was bulled into taking a break. So I decided to read a couple books, touch some grass, the works. It was good. So surely this month will be shorter than normal, right? Right? Ha. Haha.
Oh also, I didn't take a bunch of screenshots for some games, and I took a lot of screenshots for one in particular, so I've dropped a couple of those bonus screenshots in with other games because I have so many. I hope they don't stand out too much, I just wanted to make sure that people wouldn't be confused when Slay the Spire suddenly has a gun, making it 1000% better.
2025 End of Year Entries: GOTY, Epilogue
2026 Entries: January, February, March, April
2026 Demos: Spring (Part 1, Part 2);
Old Games
Slay the Spire
I hate Slay the Spire. I want to be very clear. I hate this game. It doesnāt click with me at all, and I didnāt expect it to. āSo then whyād you play it?ā Thanks, reasonable person I made up just now, thatās a good question. I canāt think of any indie game that continues to be as influential as it isĀ Which is to say, maybe the most influential indie game? Even though I hadnāt played this before, I knew that this is probably where the pick-three structure of basically every modern roguelike comes from, where you get to pick one of three cards as a reward for each match. The level select option is brilliant, and while pretty clearly based on something like FTLās level structure, has itself been stolen by other roguelikes. Itās foundational in a way that I think is weird, and Iāve always kind of had it in the back of my head that āHey, I should check this out, huh.ā And then Slay the Spire 2 came out, and Iāll be damned if I donāt get even the tiniest bit of fomo. So now, seven years after it first came out, I can finally give my thoughts.
And I hate it. I dislike playing it. I beat a run with each of the characters, where beat means I beat the third floor boss; I did not beat the heart, or anything that would come after. (Though I donāt think anything actually comes after?) Some of the characters were a cakewalk; I think the Ironclad and the Silent still have a number of unlocks they could get, and I canāt say I didnāt have fun. This automatically puts it above, say, Demonschool, a game that I hate because I think it is foundationally broken. (Though thereās been a new patch that added a bunch of stuff, maybe itās gotten better. Who knows. I wonāt.) No, I hate Slay the Spire because it does what it intends to do very well, and it makes me feel dumb because I cannot wrap my brain around it.
Slay the Spire is a deckbuilder. Slay the Spire is maybe the best, most pure deck builder that exists outside of like, Dominion. Your character enters the tower with ten cards, some attack, some defense, some with other effects, and you have to beat monsters and climb the titular spire because a whale told you to. Along the way, youāre presented the option of picking up cards. Now, you could pick up cards, and in other deck building games Iāll be talking about later in this very post you may be well suited to pick those cards up. But Slay the Spire doesnāt want you to do that, and will punish you later if your deck is bloated and inefficient.
When this works, it works beautifully. Part of the reason I continued playing through with each character was because the sheer amount of joy I got with my Shiv Silent and Lightning Orb Defect was astounding. I had a level of power in a card game that you donāt really see in card builders. But, those ideal builds were few and far between, and built off lucky streaks where the stars aligned and my card offerings were good. Which is where my issues lie.
If I had played another 10, 20 hours in Slay the Spire, and really knuckled down, I could probably have the necessary skill and knowledge to be able to ameliorate any bad luck, or be able to identify the different effective builds I could go for with whatever card is available. Thatās a problem with me, because I have so many other games I want to play that I canāt really allow myself to get too bogged down in something Iām not *really* enjoying.Ā
But a bigger issue is that I just donāt understand deck building at a fundamental level. I can recognize when a deck is doing what something cool, but I have trouble figuring out whatās worth going for, what can be safely cut without losing too much power, when it should be cut, when a run isnāt going to work, etc. I have this issue with Magic: The Gathering and other TCG games as well. I know this also stems from a lack of knowledge, and I could solve that by netdecking, at least, but that seems to take a lot of the fun out of it.Ā
Ultimately, I hate Slay the Spire. Itās a good game, a really good game, and I can see how itās gotten where it is. I may give Slay the Spire 2 a try later on, even, though Iād imagine my issues will never be addressed. But boy am I glad that this doesnāt click with me.
Picayune Dreams
Iāve previously talked about how much I like Vampy Survivy. I love that game, but more importantly, I love the genre it spawned. Iām always willing to try out a new one, so when I saw a streamer bounce off Picayune basically immediately, I had to give it a try.
And I can wholly tell why. This game is one of the most intentionally opaque games Iāve ever played. The character and enemy sprites are jarring and absurdist, the field gets littered with numbers (instead of some other experience indicator) leading to a busy looking game screen, and all the weapon effects are displayed to you in code during a run, so fuck you if you canāt read code or donāt know what the weapon does. All this coalesces into a game thatās so much visual noise.
It took a bit, but I did get used to it, and I found a pretty good Vampy Survivy in there. Itās maybe the hardest Iāve played, and it leans more into bullet hell-style encounters than most of itās contemporaries, with boss patterns that wouldnāt feel terribly out of place for an early-game Touhou enemy. Iāve had a lot of fun poking at it and trying out various combinations, and every win feels like a triumph, unlike modern-day Vampy Survivy. Itās good, and itās got a plot thatās fine and told in an interesting enough way. Iāll probably never see the true end (due to being awful at bullet hell), but Iāll certainly continue to try.Ā
New
Forbidden Solitaire
I was really excited for this, so youād best believe I picked it up on launch and sat down and played it immediately. And then I stood up five hours later after beating it. Prognosis: Itās good! Itās fun. Itās a good solitaire with a neat wrapper.
I had higher hopes; I think (one of) the teamās previous game, Home Safety Hotline, was more interesting and had better hooks. But I havenāt played an honest to god solitaire game in a while, and it was kind of refreshing. The wrapper story is cute and evocative of both a certain era of games (that I have nostalgia for) and like decade old creepypasta stories (which I also have nostalgia for, but more in that theyāre bad). Itās neat, recommended.Ā
A Planet Full of Cats
Speaking of games that were cute, Iāve been tangentially aware of the X Full of Cats series for a while, because Steam advertises them at me for some reason. Theyāre essentially cute Whereās Waldo games where you have to find cats (and other things) in a large illustration. Theyāre simple, cute, and do not appeal to me. But then I saw this one was advertised as a Metroidvania, and I had to figure out how it was a Metroidvania.
And the answer is not really. Thereās āupgradesā you find that allow you to access new areas, which is basically the definition of a Metroidvania I guess, but thatās where the similarities end. That and the game map basically takes place on cat Brinstar. The game is still Whereās Waldo, but thereās a few more steps, and the map is slightly more complicated. I enjoyed my time; very much the āSensible Chuckleā of the month.
Vampire Crawlers: The Turbo Wildcard from Vampire Survivors
As previously stated, I fucking love Vampy Survivy. Sure, I adore the genre it created, and frankly I still think it feels the best to play of any of the rest that have followed to date. But I also love the aesthetics, and how theyāve moved from blatantly ripping off Castlevania sprites to slightly-less-blatantly ripping off Castlevania sprites. Itās great. Bayonetta is still basically on the title screen! So I was intrigued when they announced Vampire Crawlers as the first spin-off, I was intrigued. Maybe a little dismayed too. I knew how addictive Vampy Survivy was to me, and I knew how addictive Slay the Spire was to others, so a combination of the two seemed like black tar heroin.
Having played it nowā¦. Itās ok. Itās fine. It plays basically the same as Slay the Spire, though thereās more emphasis on playing with a larger deck. Each card has a mana cost, and you have limited amounts of mana. The trick is, though, that if you play cards in a run (that is to say, sequentially), the later cards in the combo will have more power, which means more damage or more mana or armor gain or stat buffs. Itās a simple change, but I think it lends itself more to a large deck that youāre trying to shuffle through or, in the ideal, draw all at once and have 30+ cards in your hand to play with.
I donāt think this is as elegant as Slay the Spire. I think Slay the Spire is a better designed game with better deckbuilding. But I like Vampire Crawlers more; itās ethos is way more suited for how I play games and the collecting I want to do. And more than that, I think this emulates the way Vampy Survivy feels in a slower paced, less actiony environment. Itās kind of a miracle? One that Iām fine with. I really enjoyed my time, and Iāve now gotten every cheevo. Thereās one last thing I will probably do, but may be putting down until some kind of content update. And thereās room for more content here, so Iāll be super interested to see how it evolves in the future.
Marathon
I hate this game, because now I have to offer a revision to what I said back in⦠February, jesus. I wasnāt fully wrong, in that review of the demo, thatās a lot of what Marathon is. Marathon is an extraction shooter with short time to kill, and extraction games are games made for perverts. The thing is, I was wrong about whether this was a genre for me. It is. I just need the Bully.
The match that really convinced me I was wrong, I loaded in with a free loadout, which the game provides if youāre poor and need a handout, and the loadout included the Bully SMG. I donāt know that itās the best gun in the game. I do know that itās my favorite. The speed, accuracy, and audiovisual feedback of shooting the gun triggered every good brain feel that an FPS can give me. So I knew that I was fully grabbed. But on top of that, I think I finally understood Marathon. Marathon is a game thatās made of two halves, and which half youāre playing depends on if youāre with anyone else. When youāre solo, youāre in a stealth horror game. The best way to play is move slowly, scoping out zones before running in, and keeping a mental note of the environment around you and how you can escape if violence suddenly explodes around you. And encounters have a way of exploding. Itās great, itās tense, and every escape feels like a victory. Itās reminiscent of the best stealth games, another genre I love. Aces.
The second half is just as good, but much more madcap. Whenever youāve got friends with you, congratulations, youāre playing a game with friends. Itās automatically a good time, because youāre hanging out with people you like. And here, you get to act like a fireteam who have each otherās backs. You can move faster, because youāve got automatic support, and you still have to pay attention, but at least youāre (hopefully) close enough.
Everything else about Marathon is as impeccably designed. The maps are sprawling, and each of the areas has interesting map design that lead to good fire fights. Map design is a science, and god damn if Bungie doesnāt have it down. The aesthetics are on-point. Iāve got so many screenshots from this game, because the sky boxes are brilliant sci-fi paintings, and the world design is an intentional weird, plastic look because everything is 3D silk-spit printed. The codex is fascinating to read, has great audio logs, and is a good callback to the terminals in Marathon Classic. It all coalesces.
Itās not perfect, itās very much not for everyone, and if Iām being honest, I think itās kind of doomed. Sony bought Bungie for (frankly) too much at the time, and Bungie was, and maybe still is, extremely mismanaged, which led to Destiny 2 falling off and then dying. I donāt know how long Bungie has left, and I donāt know how a niche genre is going to thrive in an era where Sony is realizing that GaaS games donāt print money, especially games as niche as Marathon. But until then, Iāll enjoy what we have, for we have already lost it.Ā
Real Media
The River Has Roots
I donāt talk a lot about the alternative media I experience. A part of that is because I have trouble finding time to sit down and actually watch or read stuff. Itās not impossible; yāall have read my games musing for a year and a half or so at this point, I clearly have the time. I just have trouble being the mindspace for a new show or book.
Luckily, Iāve been able to force myself to read for fun a bit more than usual, and one of the books Iāve had in my TBR forā¦. A year? A half year? has been The River Has Roots by Amal El-Mohtar. El-Mohtar has been running in SFF circles for a while, primarily as a short form author and reviewer. Iāve read a few of her short stories, I believe, not a lot of her poetry. I think itās safe to say that she became more widely known as one of the two authors on This is How You Lose the Time War, particularly after noted Twitter reviewer bigolas dickolas wolfwood gave a glowing review. If I can be a bit of a hipster for a second, I was always in on This is How You Lose the Time War, mostly because I was aware, and a fan, of Max Gladstoneās other works. Three Parts Dead was so good that I threw it against the wall more than a few times out of jealousy. Hate it, highly recommended.
Anyway, pulling it back, only to immediately go on another tangent; I love reading romaence novels. I will never discuss them with people, and I donāt really critically consume them. As much as itās a genre I enjoy, I donāt really have a broad enough experience with it to really critically approach it, and I donāt really feel like discussing it with people at large. But, one of the reasons I enjoy it is the adherence to a formula. Itās mentally satisfying, like a procedural show, to have a framework for understanding whatās going to happen. And then the genre is entirely about two people coming to a mutual understanding. Itās great.
All of that to say, The River Has Roots is a romaence novel. Of sorts. Itās also a faerie tale. Of sorts. But the reason Iām discussing it here is that itās more than that; itās maybe one of the most beautiful love letters to the idea of language as a whole.
This story is about a pair of sisters whose job is to sing to willows, because in singing they impart some kind of magic to them. Their home is on a river, which is downstream of some fae nonsense, and fae nonsense is suffused throughout the story. Itās a love story, a lot of love stories. A love story between sisters, between lovers, and most of all with language. Itās beautiful, and worth the effort to work through, especially for how short it is.
















