Evasion and counters are easy to execute, and you can bound across platforms with the grace of a superhero. The character’s dodge roll, stomp move, and double jump are also sewn into the mix well, both for exploration and combat. The backbone of the experience is basic hacking and slashing, but it feels so good, given just how precise and skill-laden it is. The precise controls and nimbleness of your character accommodate all the weapon types well. Once you find a lethal combo, and pair it with a mutation that can amplify boosts, you’ll be stomping bosses and gaining cells like mad. Each brings something different, and figuring out how they complement other gadgets is part of the fun. The expansive inventory of weapons is fun to explore, and even more enjoyable to wield. One modifier may reward bonus damage if the crossbow’s arrows are shot upward, whereas the broadsword could give you a 175-percent damage boost if the target is frozen – which means you want to hunt down a freeze spell, or modify a grenade to shower ice when it explodes. The modifiers attached to said weapons can completely change the way you play. In another run, you may rely on a powerful crossbow. In one playthrough, your best bet may be a slow-slicing broadsword. How exactly you approach encounters changes with each run, as the weapons and items you find are random. When he dies, he goes back to square one, but if he can reach a safe zone, the cells he earned carry on. His mission from this moment forward is to kill demons and devour their cells to become more powerful. That vital space is now occupied by a swirling vortex of fire and smoke that can consume cells from other living things. This odd being walks again, but only one thing is different: His head is missing. He has recently perished, and you get to witness his resurrection. In the opening seconds of play, you learn Dead Cells’ nameless protagonist is designed to handle failure well. This boost of confidence makes Dead Cells a dangerous game, as I continually found myself saying “just one more run.” As the clock turned from night to early morning and I made more gains in weapons, perks, and areas to explore, I didn’t want to put the game down. The next run will be better because of the time and effort put into the last. Designed as a side-scrolling roguelike with heavy inspiration drawn from the Castlevania games, Dead Cells brilliantly squashes any frustration that arises from death with reassurances that most of the work the player puts in before their final breath adds up to something meaningful.
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