To die to return
In Dead Cells is surprising how harmoniously it combines all the elements. Let’s take procedural generation of levels-if in any Chasm it is felt that the rooms are molded to each other by the computer, but not by the person, then here you do not even suspect the existence of such a feature at first. Huge (by the standards of the “roguelike”) zones include the points of teleportation, and secret passages, and treasure chests with useful items, and so much more. And everything is so well placed and connected, as if the generation is not random, and it was conceived. The structure and many rooms still remain more or less similar, but do not get bored of the monotony.
At the beginning of the passage of the character in the hands of an ordinary sword, and two steps away from it are the bow and shield. You can take only two types of weapons with you, and you will win in any case. Just a bow will shoot at enemies from afar, and the shield absorbs some of the damage, but can be used for counterattacks. Over time, the player will find whips that ignore enemy shields, as well as Spartan sandals (allow you to kick) and more. If at the early stages of development there were problems with the balance, now you can succeed with almost any equipment.
There are two slots for additional weapons — these are special items with “cooldowns” after their use. They also begin to stumble quite early, unlocking as you progress through more and more options. This can be traps that force the enemy to stand still for a few seconds, or a path of circular saws. There are also different kinds of grenades – one explodes and covers the ground with oil and enemies, the other freezes enemies, the third calls for small biting worms. You can throw daggers in different directions, causing your opponents to bleed.
There are a lot of options, and later you will thoroughly test everything and decide what to run most comfortably. Although not the fact that all the right weapons will be able to find during the trip — still after the death of the entire inventory selected. And at first unlocked not so many things — to get access to new items, you need to collect drawings, which are either well hidden, or fall out of the opponents and “bosses”.
These drawings you carry in a quiet place, where you get after each level, and then pay for each individual item cells — this is one of the local currencies, periodically falling out of the defeated enemies. If the hero dies, all the remaining cells are destroyed in the stock, so the game does not let in the next zone until all the “money” will not give the corresponding character.
This is one of the disadvantages of Dead Cells. Each” paid ” drawing allows you to further find a specific weapon in the world of the game or buy it from a merchant. But get rid of a particular thing and permanently delete it from the list of unlocked items can not. So if you do not like some grenades, which you have spent earned honest work cells, then run into them will have until the final.
On the other hand, even the most useful things sometimes have excellent additional properties. The sword, which you prefer daggers, can fall with a special bonus – it will cause bleeding, or with each stroke you will throw bombs. If you like shields, and you fall out Luke, and it’s not a problem: suddenly destroyed with the help of arrows of the enemies will leave behind poison clouds? After the victory over the first “boss” the forge where it will be possible to change such parameters will be unblocked, and the imperceptible element of equipment will Shine with new paints.
Not for nothing went
The same cells that are spent on turning drawings into real things are used to simplify the gameplay. In this regard, Dead Cells resembles Rogue Legacy, where players improved the castle for the earned gold, increasing the character’s attack power, increasing abilities and unlocking new classes. There are no locks here, but there is a special trader who offers some interesting bonuses. For example, in your inventory will be a healing potion, and no longer need to hope for the loss of very rare food from enemies. Then enough cells accumulate to pass at the beginning of a random weapon, and did not have to choose from the same options.
Therefore, even the failed attempts to defeat the “boss” move the player forward — he could not defeat a major enemy, but gathered at the previous locations about fifty cells and slightly simplified his future races. But the power of attack and the stock of health thus does not change — it needs to look for scrolls, often surrounded by a couple of monsters.
And here the player is also faced with a choice. Scrolls increase the indicators of brutality, tactics and survivability, increasing the damage from the corresponding weapons, and at the same time extending the strip of “lives”. But each time, the surcharges get worse, and at some point you’ll have to choose between a sword boost with 15% bonus health and an “upgrade” of unnecessary weapons with 60% extra survivability. This is all important in a particular race, after the death you lose and these improvements, becoming a normal squish.
Dead Cells awards both for thoughtful research of each corridor, and for fast running from one location to another. You can methodically destroy each enemy, admiring the great animation, which varies depending on the weapon. Elegantly Dodge attacks, reacting in time to exclamation marks over the heads of opponents and using the roll. Learn the features of opponents, understanding their weaknesses, and use the environment for the sake of victory over them — to lure the whole crowd to one point, throwing bombs, or to strike the ground when falling from the top platform. Or you can use the same roll quickly move to the exit — then in the next area will be able to open the door with the treasure, which slams shut a couple of minutes after the start.
Much of this game seems to be thought out to the smallest detail and brought almost to perfection. The controls are very responsive, and the combat system is amazingly beautiful — enemies react to blows and spectacularly fall apart on “pixels”, while the main character skillfully dodges attacks, actively uses additional weapons and swings a sword or daggers. Runes, gradually obtained by the character, give him access to new rooms and corridors — first you learn to grow in certain places the vine, using it as a ladder, and then begin to teleport from one tomb to another and bounce off the walls. And the procedural generation does not spoil anything — you can always reduce the path or get to the secret with the help of these features.
By and large, some special innovations in the game there, almost everything has been done before. From Rogue Legacy partially taken system of progress, about the Binding of Isaac recalls the need to cope with the difficulties with the help of weapons found, opponents can carry a huge amount of health, as in many hardcore projects. But Dead Cells does not seem like a copy, its authors are not just somehow linked these components, and reached a balance and made the gameplay so enjoyable that you can spend dozens of hours here and still want more.
Although at some point Dead Cells will start to seem a bit monotonous, it will each time try to make a new passage different from the previous one. The rooms are arranged differently, the weapons will have to use unusual, instead of the ordinary enemy will be his elite version with a large supply of health and excellent trophies for his murder. And that’s the beauty of the game — it offers a lot of different content and mixes it so that it always enjoyed, even in case of failure. Coupled with a beautiful and dynamic combat system, fascinating study of locations and many other advantages, it makes Dead Cells one of the best games of the year.