The playstyle I depended on, perhaps naively, for the majority of my time with Dead Cells was a sword and shield combo. Constant experimentation is key to finding a weapon that suits, though you should never rely on just the one crux in Dead Cells. These range from a simple sword, a sword that makes enemies bleed, a rapier to live out your Zorro fantasies, a sword the size of Croatia, a hammer that would make Thor wince, and much more. The Prisoner starts out with weaponry that is akin to bringing a stick to a gunfight before finding new delights scattered throughout the game’s biomes or acquired from a vendor. It’s lucky, then, that the combat is constantly engaging, always throwing a new (sometimes unbalanced) challenge your way. This makes every inch of progress worth celebrating, a gradual test of patience as you make your way to a new area before quickly getting scythed down and having to start over. The only things you retain are the permanent upgrades known as runes and the skills you painstakingly acquired through saving up cells: the sporadic reward for killing enemies. The attrition may turn players away during the first couple of hours where the grind is at its most potent and frustrating, as well as Dead Cells not shining like it does down the line. Billed as a rogue-lite metroidvania, you will die and die again while unlocking fairly marginal upgrades to increase The Prisoner’s chances of success. The main lure for Dead Cells isn’t the quest for revenge - it’s the gameplay. The story is ultimately an afterthought in Dead Cells, though there will be enough lore dotted around its many biomes to help you slowly piece some of it together. And he’s also a clumping of green worm-like creatures in Prince of Persia-esque attire. You play as The Prisoner, who is on a mission of vengeance for reasons that aren’t immediately spelled out. Motion Twin’s Dead Cells may pitch itself as a “Souls-lite”, but to compare it to any other game feels like a disservice to what is one of the most captivating and demanding games of the year. Games like The Surge and Nioh have been bolstered by being an approximation of FromSoftware’s masterpieces, though they do enough to stand on their own two feet. There’s a big market for anything that looks even slightly like Dark Souls. Developer: Motion Twin Publisher: Motion Twin Platform(s): PC, PS4, XB1, Switch
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