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Dead Cells Review


Dead Cells is one of those games that I heard whispers of great things, but I was too locked in to the games that I was currently playing to give it much thought. Then out of the blue comes this article that speaks of the ability to choose what type of food your character can eat in game. I know that this sounds quite odd, and it is, but this was truly the reason why I ended up having to check out this game. It was for the simple reason of wanting to see if these different food options (Carnivore, Vegetarian, Monster, Fruitarian, Castlevaniesque, and Baguette) actually existed. I'm happy to report that the game does sport this option, and in all honestly does it well.

So let’s get into the actual gameplay and leave the food options. This is going to play like your standard Metroidvania styled game. You're going to be thrown into randomized dungeons and will have to navigate your way through them to get through the game. There are quite a few wrinkles thrown in to make the experience different than most. For starters you're going to always be moving forward through the game. What I mean by this is that you're not going to backtrack through levels you have already completed. You're also going to find out that there's not just one path to take through the game. In most levels you will find that there are two exits that will take you to two different locations. It is from my experience that one is going to definitely be the more challenging of the two, but I leave it up to the gamer to draw your conclusions.

As the levels are random in their creation so is the selection of weapons/traps/shields that you will encounter. I haven't had a run, thus far, where every piece of equipment has been the same. Each piece of equipment has some affinity to a specific character attribute (Brutality, Tactics, and Survival), in order to truly take advantage of a piece of equipment you're going to want to have a high level in the stat it is utilizing. This of course brings into focus a very advantageous strategy which is don't try to level up all your stats evenly, you're going to want to focus on one (maybe 2) so that you can make yourself extremely lethal.

One of the biggest components and probably one of the reasons people are willing to come back again and again for potential deadly punishment is that you're going to be collecting souls during levels, as well as blueprints. Once you complete a level you go into this sort of in-between stage that allows you to spend souls on unlocking items, abilities (some of them affecting what you have when you start the game, and others affecting you through your playthrough). Now here's the thing, if you die before you get to one of these in-between locations, you're going to lose all the souls you have collected, so be careful.

There are extra layers of complexity that are added as time goes on and that gives you, the player, to immerse yourself all that much more. I'm not going to say that this is a game that you're going to play EVERY DAY or perhaps a game that you're going to be dying to play, especially after you've had your ass handed to you, but if you do play that addition run, or perhaps just start the game, you're going to find a rhythm and you'll quickly find yourself going again and again. That attribute of the game is the reason why people HAVE to take it, at least, for a spin. This is something that is solid, well made, keeps you on your toes, will punish you for being sloppy, but at the same time reward you for your success.

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