'everything Is Bigger' In Slay The Spire 2, Which Has Been Crowned...
We travel to Seattle to speak to the team working on The Council's Most Wanted upcoming game.
"It's incredibly humbling and awesome that we're number one," says Anthony Giovannetti, co-founder of Slay the Spire 2 developer Mega Crit Games. That's right, folks: Slay the Spire 2 is The Council's Most Wanted game, carefully chosen from the 100-strong long list. We went to Seattle to get a peek behind the curtain and learn all we could about the upcoming deckbuilder.
It's been 1,000 years since the events of the first game, and the titular Spire has been dormant for all that time. But no longer. It's reopened, and a lot has changed.
"One of the big differences between Slay the Spire 1 and 2 is we have grown our team up so we can make a bigger game overall," Giovannetti says. "The art is way more polished, there's more animations, more visual effects, more characters, more events, more relics, more cards, returning characters have totally different card pools with the new cards as well ... everything is bigger than it was in Slay the Spire 1."
You can see just how flashy the effects look in the gameplay above. The aesthetic blends "grimdark with whimsy in it," art director Marlow Dobbe says.
"You're trying to make a serious fantasy world but have some fun with it and have some weirdness injected into it ... You'll meet these really horrifying monsters or Eldritch horrors and then you'll also do an event where there's a goblin there wearing a suit that wants to spin a wheel with you."
So, while the look will be familiar to returning players, there are changes that run deep. You can now apply enchantments to your cards, and "enemies can mess with your cards in ways they couldn't before," Giovannetti warns, so watch out.
There's even a quest system now, and a timeline mechanic that works alongside the game's lore. "It's gonna give the players way more information about the game world, the actors in it, just everything about it," teases Giovannetti.
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As for the cards themselves, each character has a pool of around 60 to pull from, but they started with way more—100-200 per character. Giovannetti doesn't seem concerned with how much had to be cut, though.
Source: PC Gamer