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The Binding of Isaac Review: Explore the Gruesome World

Edmund McMillen's basement roguelike is still one of the meanest, funniest, and most replayable games on PC. We went back into the tears.

Byline

Jess Nguyen

Reviews editor

Published

2 min read

Official promotional artwork for The Binding of Isaac: Rebirth

Reviews

The Binding of Isaac: Rebirth

Image credit: © Edmund McMillen and Nicalis, Inc.

Image credit: © Edmund McMillen and Nicalis, Inc. The Binding of Isaac: Rebirth and related trademarks belong to their respective owners. Used for editorial coverage on GamePlayer.

Official Steam store promotional artwork used for editorial review and news coverage. GamePlayer does not own this artwork and does not claim the associated trademarks.

There is a moment, usually on the third floor, when The Binding of Isaac stops being a cute Flash relic and becomes a conversation with your own greed. Do you take the devil deal? Do you walk into the curse room for a trinket that might brick the run? Edmund McMillen's basement has been asking those questions for more than a decade, and the answers are still ugly in the best way.

The basement that grew a universe

Isaac starts as a simple twin-stick shooter: fire tears, dodge shots, find an item, hope it synergises. Rebirth and the later expansions turned that loop into a catalogue of hundreds of items, transformations, and secret rooms. The art is still Edmund at his most unfiltered — religious trauma drawn like a school notebook that got left in a puddle — but the systems underneath are closer to a card game than a dungeon crawler.

On Switch, the game is a natural fit. Short runs, brutal difficulty spikes, and a pause button that actually respects the tram. On PC, the workshop and the Repentance balance patches keep the meta moving. Either way, you are signing up for a game that wants you to die with a story.

What still holds up

The item pool is the star. A mediocre tear-rate upgrade plus a status effect plus a familiar can become a build that deletes bosses, or a build that cannot see the floor. That variance is the point. Isaac is not fair in the moment-to-moment sense; it is fair across a hundred hours. Learn the rooms, learn the shops, learn when to leave a devil deal on the table.

The bosses remain some of the most memorable silhouettes in indie design. Mom, Mom's Heart, Hush, Delirium — each one is a thesis about what the run has been teaching you. When you finally crack a completion mark, it feels earned rather than scheduled.

The bruises

Isaac can be inscrutable. New players will lose runs to floor layouts they cannot read and items they cannot evaluate. The later expansions lean into that density. If you want a clean tutorial, this is not it. If you want a game that still has secrets after a wiki binge, it is almost unmatched.

Performance on Switch handheld can hitch in the most chaotic late-game rooms. It is rarely fatal, but it is noticeable when you have five familiars and a room full of brimstone lasers.

Verdict

The Binding of Isaac is still one of the essential roguelikes. It is grotesque, funny, and endlessly rearrangeable. GamePlayer's score sits at 8.5/10 because the learning curve is a cliff and the later content assumes you already live here — but once you do, leaving the basement feels like a mistake.

Written by Jess Nguyen, Reviews editor. Melbourne-based critic covering RPGs, roguelikes, and anything with a decent character creator.

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