Balatro

Balatro

REVIEW

Balatro is a generational game. I don't use that term lightly. It's not a good game. It's not a game I like. It's not just game of the year. I use generational to describe games that represent a movement in video games that defines its era and influences future titles. That usually means that it is a better than good game, no matter what I personally think.

Minecraft, Stardew valley, Tetris, Mario, Pokemon, Metal Gear Solid, Grand Theft Auto, Deus Ex, Half-life, Breath of the Wild, Mariokart, Doom, Call of Duty, Fortnite, and Vampire Survivors. Different games, different decades, same effect.

Yeah Balatro belongs with them. Without it I don't think Cloverpit, Ball x Pit, Plinbo, Slots and Daggers, RogueJack21, or the growing pile of other Balatro clones would exist. And there are a _lot_ of them. Enough that you start noticing the pattern. Amazing game comes out, makes millions, spawns hundreds of clones, lazy cash grabs, or actually decent offshoots. That's what a generational game is. They’re not bad, necessarily. Some are pretty clever. But most feel like crumbs left on the plate after someone else already ate the sandwich.

Let's break Balatro down.

Graphics – 5/5

Balatro was designed by someone who understands two very important things: clarity and restraint. It doesn’t try to impress you with glowing particles and screen flashes every second. RTX is off and it's stuck look like it is always 320p. It’s nostalgic without being derivative. It commits fully to a cohesive, hypnotic aesthetic of wobbling backgrounds, bold colors, and recognizable card art amid the explosion of numbers when it starts to get really crazy.

You are constantly scanning information on chip counts, multipliers, joker effects, hand levels, money, interest, boss debuffs. The fact that it almost never feels visually overwhelming is a minor miracle. Even late-game runs where the screen looks like every casino manager's worst nightmare, you still know what’s happening. Other UI designers should take note.

Audio – 5/5

Balatro’s soundtrack is garbage. I know most of you don't want to hear that but it is just one song with different filters. It's like the AC/DC of video game scores. Here's some trivia. Most of you have never heard the real title music. In-game it's actually slowed down to 70% speed, changing the overall pitch.

And you know what? It works. The strong hits in the beginning of the OST REALLY give the game it's identity that could be recognized within the first 2 seconds. But I end up turning it off because, even though great, it's one song on repeat. And if you plan on putting more than 8 hours into the game, you might want to listen to something else.

It is hypnotic though, by the time you realize it's on it's 30th loop suddenly it’s 2 AM and you’re telling yourself that one more run is totally reasonable.

Sound effects are equally dialed in. Cards snapping into place, packs opening with crisp little pops, the escalating noise as multipliers stack; it’s all subtle, tactile, and satisfying. Every click, whoosh, and plink puts you deeper into a endorphin trance.

Story – 0/5

There is no story. Lore would only distract from the numbers going up. This is vibes, cards, and obsession. Anything else would be insisting on itself.

Gameplay – 5/5

This is where Balatro becomes controversial, because the same systems that make people lose hundreds of hours are the ones that make others bounce off hard and angry.

At its core, Balatro is poker stripped of social pretense and rebuilt as a roguelike deckbuilder. The goal is simple: hit increasingly absurd score thresholds with a limited number of hands, across eight antes 3 round each, with boss blinds every ante designed to mess with whatever you’ve been relying on.

Early on, the game feels approachable. Even people who don’t know poker can get going quickly. The game lays plainly what everyone has trouble understanding. Full House > Flushes > Straits. But a Straight is more difficult to put together so it upgrades faster.

Balatro makes it simple. You make a pair, number go up. You make a flush, number go up more. Great. Then the jokers show up, and suddenly the rules bend and break entirely.

Jokers are the heart of the Balatro gameplay loop. Only an absolute tarnished clown like me would attempt to play Balatro Jokerless. There are around 150 of them, and they range from straightforward multipliers to deeply weird, run-defining effects. Some reward specific hands. Some reward card ranks. Some reward economy. Some punish you. Some look useless until you realize they synergize with three other systems and now you’re making million-point hands with a single high card.

Some players hit an early skill plateau. They discover a handful of strong strategies, flush builds, pair builds, Wee Joker plus Blueprint nonsense, and feel like the game becomes about fishing for those same combos over and over. To them, Balatro starts to feel shallow. Like a slot machine with extra steps. A restart simulator where luck decides whether you get to have fun.

Others push past that plateau and realize the game is less about finding “the best build” and more about adapting to what the shop, packs, and skips give you. These players talk about runs where they only play high card. Or runs where they replace half their deck with 10s and 4s because one early joker demanded it. Or runs where skipping blinds, managing interest, and manipulating vouchers mattered more than any single joker.

Balatro absolutely has RNG. It’s poker. It’s roguelike. Anyone claiming otherwise is lying to themselves. You can and will get screwed by bad draws, bad shop rolls, or a boss blind that targets the one thing you do well.

But here’s the thing skill still matters. A lot. Knowledge matters. Economy balance matters. Decision making matters. The better you get, the more “unfair” losses start to look like bad decisions. The game gives you tools, deck trimming, hand leveling, packs, tarots, vouchers, rerolls, skips, and learning how and when to use them is where the depth actually lives.

Balatro is risk management game. And whether that’s satisfying or frustrating depends entirely on what you want out of a roguelike.

Performance – 5/5

Balatro runs flawlessly. Loads instantly. Crashes never unless you intentionally setup something weird or start an insane seeded build. Performs identically across PC, console, and mobile, which is honestly absurd given how many games struggle to function on even one platform.

This matters more than people realize. Balatro can be a restart-heavy game. Any technical hiccup would break the spell immediately. So it feels like a physical deck of cards you can shuffle forever.

It’s also worth noting how well it works on mobile. This is one of the rare “real” games that actually feels natural on a phone, not compromised or awkward. Many players end up buying it twice. That says a lot.

Value – 5/5

For its price 15 USD at this time, the amount of time it can consume is genuinely disproportionate. Some people get 10–15 hours and walk away satisfied. Others sink 100, 200, 300+ hours chasing achievements, higher stakes, or self-imposed challenges like winning with every joker.

How long does it take to beat? Well the runs are as short as 30 minutes if you are good. And there are 120 different stakes to play plus 20 challenges. That's a lot of content. Immediate restarts helps. Here is a tip, hold down the R button if you want to restart scum after the first round just to find a perfect start.

It’s an excellent minesweeper replacement. Something you can pick up for ten minutes or sink an entire evening into without noticing. It’s easy to recommend to non-gamers.

The cost-to-enjoyment ratio is wildly in its favor.

Overall – 5/5

Balatro can be frustrating. It can feel unfair. It can plateau. At higher difficulties, it leans harder on RNG than some players would like, and the boss design can occasionally feel cruel in ways that leave little room for recovery.

Balatro is one of those games that clearly understands what it wants to be and executes on that vision with almost frightening confidence. It’s elegant, hypnotic, accessible, and deeply replayable. It takes a familiar system and twists it just enough to create something that feels fresh, addictive, and quietly influential.

Some people will call it shallow. Others will call it genius. Most will lose track of time playing it. All of those reactions make sense.

Balatro isn’t trying to be everything, it is trying to be Balatro, a genre defining generational game.

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