It’s often far fetched to say that something is truly unique in gaming these days, particularly when coming from the indie gaming scene that so often borrows liberally from games of the past. However, every now and then a game comes along that takes things from an established formula (or several of them) and blends them into something that truly IS unique. That is exactly what French developer Motion Twin has managed to do with Dead Cells.
On it’s surface the game looks like just another 2D action game, but the more you peel back the layers the more you realize that it is actually a very deep game. It’s described by the developer as a “roguevania,” which is a mixture of procedurally-generated roguelike games and the exploration-based metroidvania games. It’s a combination that doesn’t seem like it would make a whole lot of sense, but Motion Twin managed to hit it out of the park.
In Dead Cells players control what is essentially a blob of cells that take control of a deceased prisoner, and then must battle through the terrors that lie in wait. Players will collect various weapons, power-ups and money as they progress through the dozen or so levels (called biomes), and if they die then it’s all the way back to the first level to try again. That part about going all the way back to the first level is where the roguelike descriptor comes into play, as you lose the vast majority of what you worked so hard to acquire upon dying.
It’s in the little things that actually DO carry over from playthrough to playthrough that truly sets Dead Cells apart from other roguelikes. Even though dying puts you back to the beginning of the game, players will amass items called Dead Cells as they defeat enemies. These cells are put towards unlocking new weapons, abilities, healing flasks, and more, which subsequently makes each playthrough a little bit easier than the last. While dying with these cells in your inventory will result in you losing all of them permanently, if you spend them on upgrades at the safe zones in between levels you get to keep your upgrades.
The metroidvania aspect of Dead Cells comes into play with the various runes that the game has to offer, which you’ll acquire by taking on powerful enemies that are sprinkled throughout the game. While certain paths will be inaccessible at first, getting these runes will eventually change that and allow you to return to and traverse these areas as you progress through the game. These include abilities like being able to run up walls, cause climbable vines to appear and smashing through breakable floor points all to reach new areas or items.
While these are certainly some serious restrictions that need to be heeded, it all hinges on whether or not the game is actually difficult… and is it ever! There are numerous types of enemies in the game and even the most basic grunts have the ability to kill you in a few hits if you’re not careful. Some enemies will drop explosives when they die, and others can shoot you through walls off-screen. It results in a constant tension as you attempt to traverse these levels, as danger is literally around every corner and you can find yourself at the game over screen in the blink of an eye.
You’ll have a variety of weapons at your disposal to take these enemies down with, which includes the likes of swords, maces, bows, rapiers, magic and much more. While these seem standard on the surface, there are so many different variations of these weapons that come with their own pros and cons that keeps each playthrough feeling fresh. For example: you may come across a sword that also shoots an arrow and burns your enemies, or wield twin daggers that also unleash a toxic gas and enemy-biting worms.
The levels themselves are all mostly very well-designed, which is good considering you’ll be trekking through them countless times in attempt to beat the game. These range from sewer levels containing toxic liquid that you need to avoid at all costs, to creepy dungeons that drain your health if you don’t keep near a light source. They’re accompanied by an atmospheric soundtrack that certainly doesn’t jump out at you as being something you’d listen to separately, but it nevertheless provides a solid and moody backdrop for the adventure.
The regular and elite enemies that Dead Cells has to offer will all give you a run for your money, but we haven’t even touched upon the boss enemies yet. There are a handful of bosses that the game has to offer (some mandatory, others not), and most of them are huge nuisances. Some of them can eventually be figured out as you memorize certain patterns, but the final boss in particular requires so much precision on your part that you’ll need to truly master the game if you hope to beat him. While the boss count might seem low, considering that you need to get through them all in one playthrough makes the boss count perfect in my eyes.
The game isn’t lengthy when you lay it out on paper, but you can expect to spend around a dozen hours with it if you’re planning on beating it. There are playthroughs out there of gamers beating it in under 30 minutes, but you have to be at such a high skill level and have had so much experience with the game that you would have spent many hours with it to even get to that point. While that much trial and error may be off-putting to some, the sense of accomplishment that you get when finally beating a boss or making it to a new level is unparalleled.
Dead Cells has the looks of an old-school indie game, but under the hood it has so many bells and whistles that it stands firmly in the company of any modern game today. Motion Twin did an excellent job of taking familiar gaming concepts and turning them into something new, and the result is yet another indie hit.
Gaming
Ubisoft says that future Assassin’s Creed games will need more time to be made
As Assassin’s Creed Shadows is about to sneak up on people in November, Ubisoft says that the time between developing games needs to be longer to find the “right balance.” Shadows has been in development for four years, longer than any other game in the series up to this point. That includes the huge open-world epics Assassin’s Creed Odyssey and Assassin’s Creed Valhalla.
Shadows lead producer Karl Onnée (thanks, GamesIndustry.biz) says that the latest AC game took 25% longer to make than Valhalla. He says this is necessary to keep the quality of the series that it is known for: “It’s always a balance between time and costs, but the more time you have, the more you can iterate.” You can speed up a project by adding more people to it, but that doesn’t give you more time to make changes.
Onnée says this has as much to do with immersion and aesthetics as it does with fixing bugs and smoothing out pixels. This is because the development team needs time to learn about each new historical setting: “We are trying to make a game that is as real as possible.” We’re proud of it, and the process took a long time. In feudal Japan, building a house is very different from building a house in France or England in the Middle Ages. As an artist, you need to learn where to put things in a feudal Japanese home. For example, food might not belong there. Get all the information you need and learn it. That process takes a long time.”
You’ll have to wait a little longer for Ubisoft to work on each game. Are you okay with that? In what part of Shadows are you now? Is it interesting to you? Leave a comment below and let us know.
Gaming
You can now pre-order Lollipop Chainsaw RePOP on PS5
You can now pre-order Lollipop Chainsaw RePOP, a remaster that Dragami Games and Capcom both created. You can now pre-order the PS5 game on the PS Store for $44.99 or £39.99. If you have PS Plus, you can get an extra 10% off the price.
The company put out a new trailer with about three minutes of gameplay to mark the start of the pre-order period. Lollipop Chainsaw RePOP is a remaster of Grasshopper Manufacture’s crazy action game from 2012. You play as Juliet, a high school student who fights off waves of zombies.
The remaster adds RePOP mode, an alternative mode that swaps out the blood and gore for fun visual effects. It also adds a bunch of other features and improvements that make the game better overall. You can expect the graphics and sound to be better as well.
The game will now come out on September 12, 2024, instead of September 12, 2024. Are you excited to get back to this? Please cheer us on in the section below.
Gaming
This Call of Duty: Black Ops 6 zombies trailer is way too expensive
Is there really anyone who is following the story of Call of Duty’s zombie mode? We’ve known about the story in a vague way for a while, but we couldn’t tell you anything about it. It looks like the “Dark Aether” story will continue in Black Ops 6, but we don’t really know what that means.
For those of you who care, here is the official blurb with some background: “Requiem, led by the CIA, finally closed the last-dimensional portal, sending its inhabitants back to the nightmare world known as the Dark Aether, after two years of fighting zombie outbreaks around the world during the Call of Duty: Black Ops Cold War timeline.”
Wait, there’s more! “Agent Samantha Maxis gave her life to seal this weird dimension from the inside out.” Even worse things were to come: senior staff members of Requiem were arrested without a reason by the Project Director, who turned out to be Edward Richtofen.
Black Ops 6 will take place about five years later, and it looks like it will show more about Richtofen’s goals and motivations. The most important thing is that you will probably be shooting an unimaginable number of zombies in the head. This week, on August 8, there will be a full reveal of the gameplay, so keep an eye out for that.
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