Dead Cells is a self-proclaimed RogueVania, a mixture of rogue-lite type gameplay, with semi-permadeath and ever-shifting environments, and classic metroidvania style 2d action platforming. It is still in early access, but don’t let that deter you: the game is in excellent condition and could be considered complete even now. The story is simple: you must fight your way to the center of an ever-shifting castle to face the final enemy within. . . . However, what is hinted at in loading screens, the small amount of character dialogue, and even respawn animations reveals a much deeper and stranger lore behind the game.
Dead Cells sells itself upon the phrase “kill, die, learn, repeat.” These words are fitting; there are no checkpoints or extra lives. Die once and you start over at the very beginning. But as you progress through the game, killing enemies and collecting Cells from them, you will meet a character called the Collector, who appears after each level. You can invest your cells with him to gain permanent upgrades that transcend death or unlock new items to use until you die. The game is fairly short, and a full run should take only about an hour at maximum, but as you progress, getting closer to the final boss with each run, you will gain in skill and power, and you will unlock new abilities that let you explore new paths to the end and discover new secrets hidden within familiar levels. There are three basic types of weapons and several types of gadgets or powers that can be equipped, and you can choose up to three perks called mutations to gain increased health, deal more damage after a kill, or give various other benefits.
The pixelated graphics are beautiful, and the developers thought of every detail for each level. Hanging chains and cages rattle and sway when you move past them, elevators shoot upward dizzyingly, sparks flying from their guide chains, and doors shatter satisfyingly into a hundred splinters when struck. The levels are procedurally generated, ensuring new exploration each time you enter them, but the main theme and detail of each is uncompromised, and the levels still feel as if they were created painstakingly by hand. Rather than choose a muted look, like many games that pride themselves in brutal game worlds, Dead Cells provides a richly colorful world full of vibrant contrast between light and dark, and some interesting dynamic shadow and light effects provide an air of radiant mystery to some areas.
I enjoyed many aspects of this game. The design has already been mentioned, but I also enjoyed the combat and slightly unusual progression system. The combat is fast and powerful, and a single blow can win or lose a battle. Enemies abound to whittle down your health bar in large chunks, and engaging a large group at one time will almost certainly kill you or at least leave you seriously wounded. Still, there’s nothing more satisfying than shattering a door and rushing upon your foes to defeat them before they can even react. Unlike most 2d action platformers, the keyboard and mouse controls of Dead Cells are so intuitive that I actually prefer them over the recommended controller.
My one problem was the slowness of the early game, where you likely have not gained the upgrades or the skill to progress much past the first level. That is the critical point where replayability falters, and you find yourself going through the same level over and over, quite possibly losing interest each time. Once I got past the first few levels, however, I quickly regained my confidence and went on to thoroughly enjoy the game and its variety.
Dead Cells is certainly easier (on Normal difficulty) than some action platformers, but that is put off by the lack of checkpoints and can lead to a false sense of security. You will need all your wits and dodging skill to survive to the end (and I always take a shield just in case), but with a bit of practice and patience, Dead Cells is a thoroughly enjoyable game for both its gameplay and its stunning design.
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