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[Mobile Games ]Dead Cells Review


Black CaT

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Dead Cells Review - IGN

On my second run through Dead Cells I made it to the last level and was pretty sure I had it figured out. 63 runs later, when I finally took down the boss and stepped into my post-game replay, I’m one-hundred-percent sure I’m just now starting to understand the deep nuances of Motion Twin’s incredible action-platformer.
Dead Cells is a triumph of shockingly good game design: the ever-changing guts of its beautifully illustrated levels, a staggering array of game-changing weapons and gadgets, and its breakneck motion fuse into an engrossing loop. It’s so engaging that even after dozens of hours clawing through its island fortress, I’m still discovering and devouring new morsels

 

The heart of Dead Cells is its layered commitment to risk and reward. At its surface you’re a decapitated prisoner reanimated for some unknown reason to run through a dozen levels that are gorgeously detailed — even though they’re procedurally generated — only to die and use what you’ve learned and collected to get a little farther the next time. This loop is at the core of what makes progressing through Dead Cells so special. Each new zone you reveal, each new artifact or weapon or skill you uncover, it all spurs that bittersweet, rewarding sense you’re slowly peeling away Dead Cells great mystery.
Each small bit of persistent power you pick up propels you forward like a bloody snowball careening down a mountain until you feel unstoppable.
The placement and order of its levels are Dead Cells’ skeletal frame, but the ever-changing layouts and enemy and item placements are the blood that pumps through its heart. It’s what makes every run different enough to be consistently tense and surprising and what challenges the notion you’ve seen it all when you’re dozens of runs through. You simply don’t know what you’re going to find, because it could be anything from a huge pool of equipment that’s delivered with perfect pacing. And just when I thought I’d dredged the best from that pool, in the very next run a shiny new toy would drop with glittering fanfare and I’d race to bank it with The Collector.
And though it may sting when you have to say goodbye to those perfect turrets that helped you progress further than ever before — the ones that set victims ablaze and do double damage to burning enemies in tandem — or the tens of thousands of gold you’ve collected on a particularly bountiful run, the actual progression comes from unlocking buffs, skills, and weapons between each run that never go away — no matter how often you thrust your face into walls of spikes while trying to set a new land speed record in the Ancient Sewers.

But through that constant repetition, like being trapped in some kind of gothic-horror Groundhog’s Day, you’ll scrape together money, blueprints for new items, and Cells you can spend to unlock blueprints and buffs for future use. Each small bit of persistent power you pick up propels you forward like a bloody snowball careening down a mountain until you feel unstoppable.
  

 

Speed Demon
Momentum is where Dead Cells really shines. Its slick system of running, jumping, dodging, and pounding through these dungeons feels so good that the desire to move and attack quickly overrides a lot of the caution that comes with a game where death sends you back to the beginning.
Motion Twin’s subtle design pushes you forward through ingenious touches. You’re rewarded for multi-kills with a burst of movement speed to keep propelling you forward. You don’t take damage from colliding with enemies, only their attacks inflict harm, and that grants a sense of safety even in the presence of the diverse and deadly foes. If you’re wily enough, move fast enough, or jump precisely enough, you’re untouchable. Though it should be noted that this kind of blazing speed is where I’ve seen occasional frame rate dips across every platform, frequently in the midst of a half-dozen enemies, and most frequently on the Nintendo Switch. But this is an issue that, while annoying, never made me feel like I was incapable of conquering the island.
Dead Cells’ movement and combat encourages you to put it all on the line to get a little farther. It’s meant to be replayed dozens of times, unlocking another small but significant fragment of the broad skillset with each new artifact you earn. Once you’ve unlocked all of the clever Metroid-style abilities you’re eventually able to move unrestricted through Dead Cells’ darkest recesses to uncover its skimpy, but fun, bits of story and cleverly hidden game references in secret areas.
https://www.ign.com/articles/2018/08/11/dead-cells-review

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