![]() ![]() Even better? Deaths from that turret cause nearby enemies to freeze. I would lob ice grenades at enemies, freezing them and throwing down a turret that does 200% damage on frozen enemies. On the other end, one of my favorite runs was where I was utilizing various freeze mechanics. These could be quick 15 minutes runs, where using a broadsword because it is typically more powerful would hurt me down the line. Until your skill cap matches the game's challenging, finding a combination of weapons that works for you will likely be the most significant indication of how well a run will be.įor instance, I was never above dying in the first two areas - even in later playthroughs. While one bow-and-arrow may shoot double shots with 150% damage that freezes enemies on impact, another one may make enemies explode into carnivorous worms that take down enemies and sniff out secrets on the map. Although the beginning of each run is going to start the same, Dead Cells throws in different weapons for each playthrough with varying stats. ![]() It also creates a compelling risk-reward system, where players will play cautiously towards the end of each leave to forgo losing every cell collected.Īnd while it may be less overstated than the procedural generation or the Metroid-like progression, each run is made special mainly due to a fantastic weapon system. Between each level you can turn in these cells for permanent upgrades - collecting health flasks to heal mid-mission, upgrading your intro weapons, and assuring a gold-filled wallet all work to give an early-game advantage that pays off in each run. While this is a fun take on the Roguelike formula, which likes resetting all progress previously made, it is also a fun wrinkle in the Metroidvania genre "backtracking" is hardly backtracking when you are necessarily returning to those spots anyway.Īlong with the Runes, the game's unnamed Prisoner protagonist will collect enemy cells that drop like a form of currency. These runes will unlock portions of the map and stages that would otherwise be unreachable in your first few runs. However, because Dead Cells focuses so heavily on its fluid combat, the procedural generation always works in the game's favor.ĭead Cells does go outside the bounds of a traditional Roguelike game, mixing in Runes (items) that will not reset with each death. That's not to say everything changes, given that the macro levels (as in, the overarching stages themselves) stay in the same order and the types of enemies habiting each environment doesn't change. Each "death" brings you to the entry point of the game, planting you into a new body while also retconning the level design into something entirely new. Planting its feet firmly in the Roguelike genre, you are playing a mass of titular "dead cells" that can never seem to die. Rolling through enemy archers, throwing down a turret, handing those same enemies an ice grenade, and rolling away to safety never gets old, regardless of whether it is your first or fiftieth run. Often playing like a fast-paced, 2D Bloodborne (or perhaps what Sekiro will be in the upcoming year), dodge rolling and learning enemy tactics is fundamental to any good playthrough. ![]() The game lives and dies by its nuanced and fast-paced combat system, which both requires a fair amount of patience on early runs while rewarding talent, speedrunning, and item synergy as you progress. ![]() Right off the bat, there is barely anything to bemoan about Dead Cells' flawless execution. " Dead Cells wraps up the package so effortlessly into an addictive, compelling mashup that can't be ignored.' ![]()
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