The Early Access release is a little too nostalgic.

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Slay the Spire 2 has some big shoes to fill. The original was a truly foundational game, setting so much of the template of the modern roguelike and spawning an army of deckbuilder imitators in its wake. The question is, can its long-awaited sequel live up to that legacy? Hmm. You know what, it might be living up to it a little too much.

Loading up the Early Access release for the first time, the wave of nostalgia is potent. Though the first game has never really left my hard drive for any length of time, it's been years now since I last played it regularly. Seeing the Ironclad, the Silent, and the Defect again is like hanging out with old friends.

But during my first run, that nostalgia starts to give way to a feeling more like déjà vu. The three returning characters (of five total) begin play with the same starting decks and relics as they ever did, with their card pools largely familiar as well. Progressing across a familiar map, I find myself picking up more and more cards I recognise, supplemented by returning relics and potions.

Before I know it, I've beaten Slay the Spire 2 on my first run… using a deck and build pretty much exactly like one I used to beat the first game eight years ago.

Then I did it again, and again, and again, dredging all the old archetypes out of my brain and finding them hardly touched by time. Shiv Silent, Powers Defect, Self-Damage Ironclad, and more. A new card here, a new relic there, and new bosses to beat them with, but they're just little riffs on strategies practically etched into my soul by hundreds of hours in the first game.

Don't get me wrong, I'm having fun—the core formula of Slay the Spire remains great, a whip-smart deckbuilder that demands both precision play and the will to create combos so abominable they practically break the game. There's a reason it's still number 38 in our list of the Top 100 PC games we recommend readers play today.

But a lot has happened in the time since Slay the Spire first launched back in 2017. The genre has rapidly evolved and changed. Hades reimagined how storytelling could be woven into a roguelike. Balatro found a totally fresh take on the quest for ever-growing numbers. Just this year, Mewgenics embraced emergent storytelling and systems-driven chaos to a whole new degree.

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