This is normally the bit where I'd lay out the story as a framing device, but frankly there's not much to say. You're a person without a head hell-bent on reclaiming cells for your decomposing body. That's about it.
Maybe the "story" is due in a later version of Dead Cells, but I can honestly say I'm not missing it. When the action is this fluid and fun, it's hard to pine for a nonexistent plot. That action is the real star of the show, and I'm going to struggle to do it justice without just shoving a controller in your hand.
Dead Cells somewhat resembles "Metroidvania" games, with sprawling 2D stages littered with items, secrets behind destructible walls, etc. But you won't be kept out of areas because you haven't unlocked the right tool, a hallmark of the genre. The only thing standing in your way is about a bazillion bloodthirsty enemies.
As you weave your way through progressively punishing (and ever-changing) stages, you'll pick up a dizzying array of weaponry: two main weapons on the face buttons, two more powerful attacks on the triggers that require a bit of time between each use.
Your whip does mediocre damage ... unless you hit the enemy with its tip, which means a brutally effective critical attack. One sword does critical damage when your health is below half, which makes for a terrifying, thrilling run. There's a rapier that crits after right after you roll, making for much more mobile combat. Another weapon coats enemies in oil, not so great ... unless you have a fire attack to follow it up.
Those bonuses are randomly assigned, so I was constantly lured away from over-reliance on any one style of attack. And every weapon and tool changed my play style so dramatically that I was constantly learning and evolving. It's such a compelling formula that even after a devastating loss, I was always eager to hop right back in and see what new tools and techniques awaited me.
There is solace to be had, though. As you claim cells from fallen enemies, you can use them to purchase new weapons or upgrade your existing arsenal. That is, assuming, you can keep them until the end of the stage, where your health is refilled and your cells can be redeemed. If you die while you're holding them ... yup, they're gone too.
Over time, you'll find that you're able to push just a little bit further into the depths of Dead Cells, where increasingly enticing goodies lie in wait. There are also some special items that allow you to activate shortcuts and skip the early low-yield stages entirely, though doing so often thrusts you into deadly ground that you're woefully unprepared for.
That's one of countless trade-offs in Dead Cells. Will you let go of your necklace that allows triple jumping to get one free death? Will you open a cursed chest if it means you'll die in one hit until it's lifted? These choices can be agonizing, but they also keep the game from ever feeling stale.
There are no such compromises in Dead Cell's presentation, which blends 16-bit affect with modern, beautiful animation reminiscent of the rotoscoping in the original Prince of Persia. It's something to behold, and helps this already fluid game feel even smoother.
There is, of course, still room for growth in this early version of the game. Some weapons, like the turret and magnet grenade that draws enemies in while electrocuting them, are so powerful that I feel frustrated if I'm not gifted them in a playthrough. Also, the benefits you get from parrying with a shield rarely feel worth the risk of putting yourself in the line of fire. I tend to avoid them entirely.
To be straight with you, I had to really plumb the depths of my critical mind to scrounge up those dings. They are problems, don't get me wrong. They just can't come close to dimming the pleasure of this fast, fluid experience. Dead Cells may be the most fun I've had in a game all year.
Dead Cells is a 2018 roguelike-Metroidvania game developed by Motion Twin and Evil Empire, and published by Motion Twin. The player takes the role of an amorphous creature called the Prisoner. As the Prisoner, the player must fight their way out of a diseased island in order to slay the island's King. The player gains weapons, treasure and other tools through exploration of the procedurally-generated levels. Dead Cells features a permadeath system, causing the player to lose all items and other abilities upon dying. A currency called Cells can be collected from defeated enemies, allowing the player to purchase permanent upgrades.
Production of Dead Cells began after Motion Twin planned development for a follow-up to their previous browser game Die2Nite. The developers decided to replace the cooperative gameplay of Die2Nite with a single-player experience focused around combat and action. They took inspiration from the Engineer character class from Team Fortress 2, and remade Dead Cells into an action platform game where the player would utilize a variety of combinations of weapons and skills.
The game was released for Linux, macOS, Nintendo Switch, PlayStation 4, Windows, and Xbox One on August 7, 2018. A mobile port for iOS was released on August 28, 2019, and an Android port was released in 2020. A version for PlayStation 5 was added on June 29, 2023. After release, Motion Twin supported the game with several updates and expansions. The game received positive reviews from critics, who praised its combat style and level design, with specific praise being directed towards the randomized levels and weapons. By March 2021, the game had sold 5 million copies.
Dead Cells is a 2D side-scrolling "roguevania", a combination of the roguelike and Metroidvania genres.[2][3] The player controls the Prisoner, an amorphous creature who journeys across an island full of mutated monsters.[4] When the player dies, they lose all weapons and upgrades obtained in a playthrough, excluding a few permanent items.[5][6] Weapons primarily include swords, bows, shields, and placeable traps that harm enemies that come near them. In combat, the Prisoner can dodge across the ground to avoid the attacks of enemies, or jump over the attacks. Dodging into an enemy's space allows the Prisoner to move through them and attack from behind.[7] When falling from a height, the Prisoner can slam into the ground, allowing them to stun enemies, or allow the Prisoner to fall from heights without getting stunned themselves.[8][9]
The game's combat is comparable to the Dark Souls series, with difficult enemies possessing certain behaviors the player can learn, and where frequent player-character death is a fundamental part of the game.[10] As they explore a series of levels and fight the creatures within, the player can collect an in-game currency called Cells from defeated foes. Cells can be used to purchase permanent upgrades, such as potions that restore hit points or additional weapons that may be randomly obtained during a playthrough.[6][10] These Cells can only be spent at the end of a dungeon section; if the player dies before then, they lose all collected Cells.[11] New upgrade options can be found by locating blueprints inside dungeons, which must be taken out of the level to be collected.[12]
Levels are procedurally generated by the merging of predesigned sections in a random configuration, creating dungeons with many different placements of enemies and items.[10] Between dungeons, the player can obtain a limited number of mutations, benefits which grant unique bonuses to the Prisoner's capabilities that last until they die.[8] The player can reforge weapons during this time, giving the reforged weapons new effects during combat.[9] Inside the dungeons, the player can find hidden Power Scrolls, which increase the Prisoner's hit points and increase the damage of weapons depending upon the tool's classification of Brutality, Tactics, or Survival.[5][7] The player can also find multiple permanent upgrades called Runes, which allow for new methods of travel in the game's levels. Runes can be obtained by defeating powerful Elite enemies, which are located inside the game's levels.[9] Each upgrade requires the previous Rune in order to obtain the next one.[8]
Taking place on an unnamed island, the player character is the Prisoner, an amorphous creature capable of possessing dead bodies located in the depths of the island. While the "head" of the Prisoner is immortal, the bodies it possesses are not, and "dying" will force the Prisoner to return back to the Prisoners' Quarters to find another corpse. The Prisoner itself does not speak, limiting its interactions with non-player characters (NPCs) to gestures and body language alone. The player is occasionally shown the thoughts of the Prisoner through dialogue boxes.
The Prisoner awakens in the depths of the island's prison, suffering from amnesia. A soldier encounters the Prisoner, and mentions that they can no longer die. The Prisoner tries to escape the prison, but their head is forced back to the depths as soon as its body is destroyed. Between subsequent escape attempts, the Prisoner learns that the island was once a mighty kingdom that fell when a plague known as "The Malaise" transformed most of the kingdom's citizens into mutated monsters.
After escaping the Prisoners' Quarters, the Prisoner decides to kill the island's reclusive King, believing that his death will cause something on the island to "change". While leaving the Quarters, the Prisoner meets with the Collector, a hooded figure that trades Cells in exchange for items and weaponry. After fighting through the island's Malaise-infected locales, the Prisoner reaches the King's throne room and succeeds in slaying the comatose monarch. However, the King's corpse violently explodes in the process, destroying the Prisoner's host body. The Prisoners' head crawls out from the burning fragments of the destroyed throne, where it exits the throne room through a fountain's drain. The drain leads back to the Prisoners' Quarters, where the resurrected Prisoner ponders the consequences of the King's death.
d3342ee215