Objectively, Dead Cells is a good game. Hell, it's a great game, scratching that Symphony of the Night itch better than anything I've played since Dawn of Sorrow was released nearly fifteen years ago. Oh yes, I'm aware of Bloodstained: Ritual of the Night. I've played it, I've beaten it, I thoroughly enjoyed it. But that was merely a copy of Symphony of the Night, with some of the assets shifted around a bit. Dead Cells takes inspiration from the later Castlevania games, but the combat is more kinetic, demanding that you be sneaky and light on your feet. You take a couple swipes at an enemy, roll away as they warm up their response, then run in for another couple of strikes, until they explode in a shower of blood and gems. Better yet, toss a trap near where they're standing and watch with perverse glee as they're set ablaze or filled with crossbow bolts. There are dozens of weapon types, and while not all of them are especially useful, they're all plenty imaginative. A personal favorite is the beam of electricity which hones in on enemies and turns pools of water into crackling death traps.
Welcome to Stilt Village, filled with such colorful residents as cannon-wielding pirates and zombies with a nest of carnivorous worms for a head. (image from New Game Network) |
In all fairness, some of the game's most hard-fought items can be kept forever, particularly the runes which open paths to new areas. These new stages, including a subterranean graveyard where straying too far from a source of light leads to profuse bleeding and certain death, keep Dead Cells from becoming too tedious. Nevertheless, it's hard to stick with a game like this, which feels like a Mobius strip made of sandpaper. It's rough all the way through, and after a while, you're not really sure if it ever ends.
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