Top 100 Games of All-Time: #25

Super Mario World 2: Yoshi’s Island

Release Date: October 4, 1995

Platform Played On: SNES

2018 Placement: #22 (-3)

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What It Is:

A sequel to Super Mario World that nobody, absolutely nobody, expected. Instead of yet another platformer where Mario and Luigi are the stars and you jump around collecting Fire Flower and Star power-ups, you get to play as Yoshis escorting a Baby Mario to safety. You turn into trains and helicopters, you shoot eggs at bad guys, and your health is measured in the seconds Baby Mario is knocked off your back every time you get hit. Also, it’s art design is a very unique, child-like hand drawn style that makes it visually distinct from all the previous Mario games (and most of the ones since, too).

The general gameplay is the same – go through individual levels in bigger worlds, and each world has a mini-boss and final boss. Yoshi plays the same way they did in Super Mario World, but their swallowing enemies whole schtick converts them into eggs for throwing at other enemies! Some levels have cool gimmicks, some levels have annoying gimmicks, but the game as a whole is a surprising masterpiece that, once you get used to the different art style, is an amazing spin on the Mario platformer formula.

Why It’s Important To Me:

I think this was the first game that taught me to not judge a book by its cover or a game by its graphics. I remember, as a ten year old snob, getting absolutely annoyed at the child-like drawing style of this game. I loved Super Mario World and the sprite work of Nintendo and Super Nintendo games, what was this weird kiddie crayon shit? I was flabbergasted at the choice and nearly wrote the entire game off simply because of the art direction.

But I didn’t and I’m so glad that I didn’t let myself fall down the art snobbery rabbit hole. The bosses in this game are some of my favorites across all games. Something I’ve never told anyone, but in my head I designed a sci-fi action movie script that has absolutely nothing to do with Yoshi’s Island, but the action sequences themselves are all based off of bosses from Yoshi’s Island. This game has inspired me to no end in terms of creativity due to how creative all the levels and enemy encounters are.

My Strongest Memory:

The final boss. Oh my god, it is absolutely my favorite Mario-related final boss and probably one of my top 5 favorite final bosses of all-time. It starts out with Baby Bowser (NOT Bowser Jr.) throwing a temper tantrum and kicking Kamek to the curb, then getting jealous of Baby Mario riding Yoshi and trying to jump on Yoshi’s back to take his place. (When he’s successful, he has the best shit-eating grin you’ve ever seen.) It’s a great first stage of a boss, especially because how you fight back against him is a context clue given by what happens when Baby Bowser misses his attacks. It’s so good.

But then. BUT THEN. When the first stage is over, Kamek comes back in and pulls a Rita Repulsa (which is what Kamek does for all the bosses in the game) and makes Baby Bowser grow. And the second stage of the fight is against fucking Kaiju Baby Bowser with the most epic Mario final boss theme in existence. Seeing giant-ass Baby Bowser slowly rise out of the background to the intro is a fucking moment, let me tell you. Goddamn I think that could have been the hypest video game moment a ten year old could ask for and it still gives me chills. If you don’t believe me: just watch this. God, it’s SO GOOD.

Why It’s #25:

Look, Mario is a staple in most gamers’ lives. Even if you were a Sega kid growing up, you knew who Mario was and probably played some game that Mario was in. There’s a reason these games became platformer classics. And I don’t care what anybody else says, Super Mario World 2 is the pinnacle of the 2D Mario platformers. It has substance AND style that makes it stand out from all the rest. Thanks Yoshi, you rock.

Top 100 Games of All-Time: #26

Hades

Release Date: September 17, 2020

Platform Played On: Switch

2018 Placement: Unranked

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What It Is:

Supergiant’s foray into the roguelike genre, Hades is an action brawler where you play as Zagreus and try to escape your father, the lord of Hell. Supergiant’s art style is very distinctive and it makes Hades into a beautiful game where you fight against all sorts of mythical monsters and demons as you try to escape to the overworld. You have a choice between six different legendary weapons and you’re gifted boons by the gods on Olympus that change your play style significantly, so every run you make towards the top will go a bit differently.

What Hades adds to the roguelike genre is meaningful story. The repetition of live, die, go again in roguelikes is not often accompanied by much plot or explanation as to why you’re just doing it over and over again. Zagreus “dying” and respawning in the central location of Hades is weaved into the actual narrative. Each time you return to the base of operations, you can have new conversations with the characters hanging about. But they’re not always there, giving the world of Hades a living, breathing feeling like they aren’t just NPCs waiting around to spout out the next bit of dialogue for you. And every time you die you get just a bit stronger and gain a bit more knowledge of how to progress further, which adds more characters to the roster of interesting people to talk to.

Why It’s Important To Me:

I love roguelikes, but I don’t complete non-deck building roguelikes a lot. I’ve beaten Dead Cells once, Binding of Isaac two or three times, I’ve gotten to the final level of Enter the Gungeon, and others like Rogue Legacy I didn’t even get that far. But Hades was a game that just grabbed me and didn’t let go. I think I’ve said it before during this countdown, but I’m a huge mythology nerd and Greek mythology is one of my favorites. So hearing dialogue from Poseidon and Aphrodite, seeing Zagreus interact with Orpheus and Eurydice, getting to pet Cerberus as much as I wanted; all of it was just a straight shot of happy chemicals into my brain.

The setting was what hooked me, and the gameplay was the line and sinker. Every time I finished a run in Hades, my immediate thought was (and still is) “just one more time.” Grabbing a different weapon and hoping for a new, cooler boon combination was always a dangling carrot to get me to start another run immediately. Every time I unlocked a cool new play style and began to rip through my foes was pure serotonin. I’ve beaten this game 26 times (out of a total of 87 escape attempts) on my Switch, and I’ve already put in 10+ attempts on the PS5 now as I work my way up to being strong enough to smack daddy Hades around again. It’s so compelling and scratches an itch all other action-based roguelikes almost scratched, but not quite.

My Strongest Memory:

The first time beating Hades, of course. There’s a moment in the battle when the TRUE final boss theme kicks in (and all players who have gotten this far know what I’m talking about) and by GOD that was such a cool, musical moment. It literally sent chills down my spine and adrenaline coursing through my veins. I don’t think I’ve had anywhere close to a “okay, HERE WE GO THIS IS IT LET’S DO THIS” moment in any video game since.

Then there’s the time you get the “final” ending and the song that plays during the credits sequence and how beautiful it is.

Of course there’s also the first time I got to the Hydra and Zagreus called her “Lernie” and the name changed on her health bar, which made me die laughing.

There’s the absolute bro-ness of Asterius and the absolute dipshittery of Theseus.

Every moment in this game is so well-crafted that I could talk about them all, honestly.

Why It’s #26:

The third game in the trilogy of “not sure if recency bias” in the lower 20s, I can once again assure you that it was not recency bias in the slightest. Picking up the game last week for my PS5 and jumping back in again (from the beginning with a fresh start) was like coming home. Yeah, I’m experiencing the same story beats a second time, but the beauty of the roguelike genre is that every run still feels good even if you’re seeing the story for a second time. There’s no boring 3-hour tutorial I have to wade through. It’s just back to boons and kicking ass and being a little horny for all the characters. What, you’d think I’d make it through an entire entry on Hades and not mention how hot all the gods are? Psh. Who do you think I am?

Top 100 Games of All-Time: #27

Mega Man X

Release Date: January 1994

Platform Played On: SNES

2018 Placement: #73 (+46)

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What It Is:

The SNES update to the Mega Man series – while the NES adventures followed Rock and Roll and Dr. Light, Mega Man X takes place in an even more future-y future. Dr. Light has passed away and his research into an even better robot named X is uncovered by a Dr. Cain. X ends up leading the Maverick Hunters, who hunt Mavericks led by the evil robot Sigma (who later becomes like a demigod virus or something, MMX lore gets weird.)

In terms of gameplay it’s pretty much the same as the standard Mega Man – 8 bosses you have to take out one by one, and you get their weapons and use them to defeat other bosses. New enhancements and upgrades are available to make movement easier though – wall jumping and a dash are the most important in making X control and feel stronger than your basic Mega Man. It’s one of those console generational upgrades that really sticks out as distinct and making a better experience for the player.

Why It’s Important To Me:

Look, as a mega stan of Mega Man, Mega Man X is up there in the pantheon of games that are just -good.- While the video is a decade old, Arin Hanson/Egoraptor’s video essay on Mega Man X is still one of my favorite videos explaining why Mega Man X is designed so well from a gameplay standpoint (especially the intro stage).

But as for why it’s specifically important to me, well, I was thinking about it. And when I tried to do a top 100 in 2018 I had X2 as my favorite of the X games and up here in the 20s, while Mega Man X was lower. And this time around that just didn’t feel right. I love both games, but Mega Man X is just such a powerhouse in terms of both my memories and what I think about when I think of X. Storm Eagle’s stage theme. Beating Chill Penguin first and freezing Flame Mammoth’s stage over. Spark Mandrill’s stage theme. The absolute badassness of Zero as a deuteragonist and Vile as a sub-villain. I don’t remember if this was the very first Super Nintendo game I ever played, but I’m pretty sure it was the first one that really stuck with me, due to my love for Mega Man and just how impactful this was in advancing the franchise.

My Strongest Memory:

Beating the final Sigma was one of the greatest hurdles of my childhood. I could always make it to the last boss, but that final one-two-three punch of Sigma’s dog, Sigma, and then Sigma Beast Robot Evil Thing was almost always too much for me. It took me a long time to actually beat it, but when I did – god, that felt like a true accomplishment. In fact, getting to the end of any Mega Man game and beating the final, final boss has always been a triumph for me.

And then, of course, finding out about the secret Hadoken upgrade and getting to use that in game was just a cherry on top.

Why It’s #27:

As I said, I really sat down and thought about which X game I truly loved more – X2 has a rad soundtrack, interesting side villains, and the amazing X vs. Zero showdown. But X is the one that started it all. It has just as much of a baller soundtrack, introduces Zero in the first place, and paved the way for an iconic upgrade to Mega Man’s play style. It’s a near perfect game and deserves its spot near the top of the list.

Top 100 Games of All-Time: #28

Disco Elysium

Release Date: October 15, 2019

Platform Played On: PC

2018 Placement: Unranked

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What It Is:

Imagine a role-playing game where your main party members were the emotions inside your head. Instead of a full party of adventuring heroes, you’ve got a full party in your brain. And boy is it a rager. In Disco Elysium, you’re a detective who partied so hard he gave himself complete amnesia in the middle of solving a case. The decisions you make in this RPG influence what this cop becomes – you can be a hobo cop or a communist or a complete asshole, it’s all up to how you respond to conversations.

The game plays out a lot like a tabletop RPG where there is constant background dice rolls based on the stats/emotions you’ve invested in. If you pass a check, you’ll hear a voice or get some sort of success. If you fail a check, 80% of the time the game won’t even tell you there was a check to pass. There’s also barely any combat in the game, and combat scenarios don’t play out as actual action mechanics – they go by the same rolls as everything else. It’s very much a reading and thinking game that has amazing story and lore that grips you from the beginning.

Why It’s Important To Me:

I wrote an entire review on why I enjoyed Disco Elysium so much, and I still think it’s one of my best pieces of game writing so you should probably just read that instead of me trying to repeat myself. It’s very good, I love it very much.

My Strongest Memory:

I talk about my favorite memory in my review – a very non-descript side case where you talk a spouse through their partner’s accidental death. It was poignant and emotional in all the right ways.

But the other highlight for me was towards the conclusion of the main case. There is a climax at the end of one of the days where you end up in a standoff between several people that are all armed. And it’s a climax in the true sense of the word – everything you’ve accomplished since the beginning of the game weighs in on how the interaction goes. It can go well or it can go poorly. And because it’s a culmination of decisions and actions (or inaction) you’ve taken throughout the game, it’s not a “save scum and restart” kind of moment if things go sideways. Yes you might be able to redo and get a lucky roll, but some of the rolls will fail no matter what if your stats/emotions haven’t been lifted high enough. It adds tension and meaning to a climactic confrontation that is a lot of times missing in other video games and plays out so well.

Why It’s #28:

Another game that I worried had recency bias, and yet I still think about it nearly two years later. I’m excited to play it again and feel confident I will actually complete it a second time (something that doesn’t happen as often with more recent games due to them getting longer and longer) because it’s just that good and unique. If you’re a fan of RPGs in any way and like reading novels, Disco Elysium is a game for you.

FFXIV: A Realm Reborn Roundup

So I’ve been playing FFXIV for about two weeks now. Yes, I’m one of those people who is playing the free trial, let’s just get that out of the way. I’m not an MMORPG kind of person. I’ve never been. Previous to this, the only MMO games I’ve played have been Guild Wars (that I played through the entirety of with an almost-girlfriend) and The Old Republic (that I played about 2 hours of and then never touched again).

I’ve now clocked at least 50 hours into FFXIV over two weeks. Maybe 60 or 70? I don’t really know and I’m glad there’s no way to tell how much time I’ve spent on it so far (and don’t tell me if there is). Hands-down it’s the MMORPG I’ve spent the most time playing. So after finishing the main storyline of A Realm Reborn – FFXIV’s 2.0 base game rework after it’s initial shitty launch – I decided I’d formally put together my thoughts on the game.

FFXIV sucks.

Don’t get me wrong. It’s also amazing. But it also sucks. But no, it’s great. Actually, it’s kinda terrible. No, really, it’s awesome. But it stinks. But you should play. But never play it.

Okay, so I guess I’m conflicted.

Continue reading “FFXIV: A Realm Reborn Roundup”

Top 100 Games of All-Time: #29

Yakuza: Like A Dragon

Release Date: November 10, 2020

Platform Played On: PS4

2018 Placement: Unranked

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What It Is:

After 6 main entries, a prequel and a zombie spinoff, the Yakuza series reinvented itself in it’s seventh mainline entry. Entitled “Yakuza Like A Dragon” in the west, the game throws out the previous series gameplay roots of being a brawler and reworks it with JRPG turn-based combat instead, after an April Fool’s joke got a great response from fans. It ditches the long multi-game story of Kiryu in favor of introducing a brand-new protagonist, Ichiban Kasuga, and his adventuring party as they clean up the streets of Yokohama.

It’s an homage to all the classic JRPGs – Ichiban himself is a Dragon Quest fan and his imagination explains all the costume changes and how the battles take place. But it also keeps the Yakuza brand of both serious story beats and wacky, insane side quests that are so over-the-top you can’t help but laugh. In Yakuza: Like A Dragon you can follow up an emotional sequence about friendship with a boss battle against a giant, out-of-control roomba. And neither feels out of place in this universe. It’s the greatest synergy of raw emotion and outright camp I’ve ever seen.

Why It’s Important To Me:

Sometimes you’re in a gaming rut. It’d been a while since an RPG really grabbed me and I wanted to put in the hours. It takes strong protagonists, a strong world, strong gameplay, and a strong plot to get me to play something for 50-80 hours. And in November of 2020 when the pandemic isolation was reaching its height, Yakuza Like A Dragon was the game that rescued me from single-player funk. I couldn’t put it down because all parts of the game were so engaging.

I spent hours in-game learning mahjong, to the point that winning my first game got me more excited than beating most of the bosses. There’s a business minigame that I dove headfirst into. There’s a mini-game where you pick up trash. You can do karaoke. There’s even a Mario Kart-style racing mini-game. And that’s just the side stuff. The main gameplay is turn-based combat goodness with many job classes that you can switch between to suit your style. It’s one of those games where you fall in love with all of the characters, and when the credits roll you just get depressed because you want to spend more time with them. Just an unbelievable accomplishment in gaming.

My Strongest Memory:

There’s a climactic battle towards the end of the game where you finally get to fight a guy that has been an antagonist for the majority of the game and a real shit-heel. I was absolutely and utterly psyched to fight him and beat the shit out of him: it was a great build-up and the actual boss fight itself was challenging enough to be satisfying when I took him down. I was ecstatic.

And then the stupid game immediately made me feel sorry for him.

I was on the train of hating this character’s guts, and then a cut-scene with tragic backstory unfolded immediately after the fight and suddenly my tune changed. It’s honestly infuriating how quickly and successfully the game whipped my emotions around – a true master work. And that’s why this game is so strong: every time it wanted to elicit a feeling – anger, sadness, joy, laughter, whatever – it did it and did it well. And to keep that up for 50+ hours, well, not many games can do that.

Why It’s #29:

When I originally put this list together earlier this year, I was afraid I was letting recency bias affect my judgment for Yakuza because was probably the most recent game I’d played that affected me strongly. But considering I’m coming back to this with more time between me and my playthrough, all I have to say is yeah, Yakuza: Like a Dragon is a masterpiece. And it’s a great jumping in point too: the previous games having interlinked stories is daunting to think about playing through, but this is a fresh point of entry and a wondrous rejuvenation for the series.

 

Top 100 Games of All-Time: #30

F-Zero GX

Release Date: July 25, 2003

Platform Played On: Gamecube/Wii

2018 Placement: #42 (+12)

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What It Is:

The Gamecube iteration of Nintendo’s high-speed racing series (and the last one they made, R.I.P.), F-Zero GX is high-octane futuristic racing on insane tracks that loop, twist, turn, and go upside-down – and those are just the easy tracks. Boost zones refill your meter that allow you to nitro your way through the tracks, and you’re up against 29 computer-controlled characters ranging from Samurai Goroh to Black Shadow to The Skull. There are different cups with progressively harder difficulties like most racers and the good old time trial modes. There is also a story mode where you play as Captain Falcon, the racer’s most famous driver, in many different scenarios that include, but are not limited to, regular races.

Because of how fast the game moves, a lot of the skill involved in winning races in F-Zero GX is simply learning the tracks and knowing the best maneuvers on them. Replayability is high due to the number of cups and the number of difficulties available for each cup, along with a Vs. Mode that allows you to race against your friends. It’s a fantastic racer that really lives up to the golden age of arcade-style racing games.

Why It’s Important To Me:

F-Zero GX hits a specific niche of racing game for me. It’s an absolute blast to play, the cars feel fast and are unique and futuristic, but there isn’t the bombastic randomness of games like Mario Kart. There aren’t “weapons” in the game but you can eliminate opponents through spin attacks and better driving. Aside from Wipeout, there aren’t many other games that successfully blend this sort of sleek style with high speed racing.

It also has great music (as to be expected for games on my list). Osc-Sync Carnival, the theme for the Lightning courses, is probably an all-time favorite racing track for me in the energy it brings to a race. There’s also Planet Colors and Feel Our Pain, the latter of which is right up there with Osc-Sync Carnival as a beast of a white-knuckle song to listen to when you’re fighting for first place. And it’s not an F-Zero game if you don’t bring up the fantastic Mute City rendition. Just an all-around fabulous soundtrack that elevates the frenetic competition you are in while playing this game.

My Strongest Memory:

So it took me a two week break to build up enough strength to write about this game – it was a lot harder than I thought it was going to be. I knew coming into it this would be a weirdly emotional game for me (especially for a GameCube era arcade racer) but it is still hard to talk about why specifically this game continues to resonate in my mind decades later.

In 2008, while I was visiting my long-distance girlfriend and many miles away from home, I discovered she had been cheating on me. She was out for the day (at college classes) and I was at her place, by myself, with no idea how to process or deal with the information that had suddenly landed in my lap. So I sat down, channeled my anger, my frustration, and basically every emotion I was feeling into F-Zero GX. I reached some sort of zen-like ultra state as I beat two cups on harder difficulties that I hadn’t even gotten close to finishing before. I also went into time trial and played a course I was having a bunch of trouble with (one of the Sand Ocean tracks, I remember that very clearly) over and over and over again. I absolutely hated that track whenever I played it and I focused all my hate into the time trial and made it my bitch. I honestly don’t remember how long I kept looping that time trial but it was at least thirty minutes and could have reached an hour. Again, zen-like out-of-body experience.

It surprisingly calmed me down as I raced all the rage out of me. I also haven’t been able to touch the game ever since because it’s like some sort of emotional talisman now. I deposited all my fury into this game over that one instance and for that I’ll always remember it and also always rank it highly in my mind, simply because it helped get me through a very specifically difficult time of my life.

Why It’s #30:

When a game has such a strong emotional resonance, even associated with a “negative” event, it can’t rank low on my list. It’s also a really strong game on its own merits – a worthwhile racing game to own and play. And maybe someday Nintendo will make a new F-Zero that is not associated with a random traumatic event of my life and I can freely play that one.

Episode 97 – The Senator Does Not Appreciate Semi-Colons

It’s time to finish the Make Me A Gamer Madness bracket! The final division, the final 16 is here as we dive into HarveyZ’s preferences in Smash Bros characters! Well, first we talk about post-pandemic hangouts and HarveyZ’s dating life but after that, Smash Bros characters and the Final 4 conclusion to these multi-episode bracket shenanigans! We hope you’ve enjoyed this experiment and next week we’re back to your regularly scheduled Make Me A Gamer – whatever that may be! Enjoy!

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E-Mail Us at: makemeagamerpodcast@gmail.com

Discord: https://discord.gg/xNVvTSB

As always, thank you so much for listening and please leave us ratings and feedback however you’re listening to our podcast! Please stay safe out there and stay out of groups if you can!

Episode 96 – The Board Game Episode

We’re back with a new episode of Make Me A Gamer! The Bracket of Many Names continues this week with the Board Game Division and HarveyZ is breaking down his favorites from what Atma’s chosen! We’re all board games this week, no video games in sight, so buckle up and get ready to see a different side of gaming! Hopefully y’all enjoy!

(This episode was recorded on April 28, 2021.)

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E-Mail Us at: makemeagamerpodcast@gmail.com

Discord: https://discord.gg/xNVvTSB

Link to Valorant Video: https://www.youtube.com/watch?v=Jlfkp_O3p7w

As always, thank you so much for listening and please leave us ratings and feedback however you’re listening to our podcast! Please stay safe out there and stay out of groups if you can!

Top 100 Games of All-Time: #31

Slay the Spire

Release Date: January 23, 2019

Platform Played On: Switch

2018 Placement: Unranked

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What It Is:

A deckbuilding roguelite game composed of three acts, where you climb the Spire and fight a bunch of enemies in your quest to escape. It’s a very simple format that is just perfect in execution. I’m a huge fan of both deckbuilding games and roguelites, and Slay the Spire combining both was almost like a game designed personally for me.

There are twists and turns to the gameplay to keep it fresh – four different characters with completely different playstyles, and then different builds within the playstyles. Every run is changed by relics, potions, and of course your cards that you can acquire. Elite enemies provide tougher challenges but greater rewards, so fight them at greater risk of ending your run early. Question mark rooms can either be helpful or harmful and can sometimes make or break a run. “Just one more run” is all over this game because of how addictive it becomes trying to achieve that perfect deck.

Why It’s Important To Me:

At what point does “hours played” simply make it so a game has to be in the top 100? Because my Switch tells me I’ve put over 300 hours into Slay the Spire, more than any other game on that console (and anything on Steam – the only competitor I can think of may be Overwatch from when I was playing it every night early in its release). It is the perfect Switch game for me, so much that other games on the platform keep getting overshadowed by it. I can do a run while I’m watching TV with my girlfriend, I can do a run while I’m in bed getting ready to go to sleep, I can do a run while I’m watching a podcast stream. The pick-up and put-down nature of the turn-based card combat makes it easy to be the default choice of “what to play if I’m not sure how much time I’ll be able to invest in it.”

It’s also just too damn addicting to try and build perfect decks. I got into board games fully because of a deckbuilding game called Dominion, so I’ve always had a soft spot for the deckbuilding genre. Slay the Spire puts that into video game form almost perfectly, giving me a single-player outlet when I can’t play board games with friends socially. There isn’t much of a story here – just pure gameplay – and it excels. Several games since have tried to capture the same magic of Slay the Spire but nothing else quite lives up to it for me.

My Strongest Memory:

The first time I beat the Heart. I did it with the Defect, the character I’m the best with and enjoy playing the most.  It was such a fucking adrenaline boost to finally conquer the Heart after being bested by it so many times. It’s the secret final boss of the game – once you’ve beaten the first three Acts with all three of the starting characters, you unlock the ability to access a fourth and final Act, where the Heart of the Spire waits. And you can have a good deck that gets to that Act. But the Heart is merciless and one of the toughest challenges in any game. It throws everything at you immediately and never lets up, so you have to prepare for it from card one, floor one, if you want to have success.

And God does it feel good when you conquer it. Just recently, right near the 300 hour mark, I finally beat the Heart with all four characters. Defect was first, then Ironclad, then Silent, and finally the DLC addition Watcher (it’s free btw!). And the exhilaration of having defeated the Heart with all four characters – showing I have a decent mastery of the game and a definite improvement in skill at it – is one of my proudest accomplishments in gaming.

Why It’s #31:

I’m not a top-tier Slay the Spire player yet – I’m only at Ascension Level 12, 11, 16, and 13 for Ironclad, Silent, Defect, and Watcher respectively, but every night I’m usually grinding out at least one or two runs. And I don’t see myself stopping any time soon, which is unbelievable considering how much time I’ve already put into the game. When a game is this high quality and this addictive despite having minimal story, it has to be high on the top 100. There’s just no question that Slay the Spire is a top tier 100/10 video game.