Rogue Cells
The star of Dead Cells is a curious
figure. He moves beautifully, like a liquid whip, his clothes carrying
the same rotoscoped ripple that Jordan Mechner gave his prince. He wears
the same signature flourish as Shinobi, a flapping hank of red trailing
his body at every leap. Only, it isn't his body: at the very
beginning, a blob of moss green mucus plops to the floor of a dungeon
cell and possesses a corpse, birthing our hero from the dust. Not long
after, we happen upon a pile of identical cadavers, and realise he is
but one of many aborted attempts – something with which we will become
intimately familiar.
There is something of that re-animating slime in developer Motion
Twin’s approach, slotting itself into a number of dried husks –
roguelikes, Metroidvanias, soulslikes, hack-and-slash platformers – and
imbuing them with bursting colour and life. The title seems a wry smile:
the cells of these genres may be near expiry, but that bears no mark on
the studio's confidence, nor the game’s freshness – squeezed from an
agglomeration of styles and tropes like blood from a stone.
When you begin, you're gifted the gear of a greenhorn: a spent sword,
and a choice between a weak wooden shield and a bow. From there, you
stockpile greater weapons and abilities, hoovering dropped cells and
treasure as you prune back the enemy horde. You invest these between
stages, at a shadowy souk manned by an insectoid fellow in robes. Along
with a checkpoint and a fill of your health flask, you’ll purchase
weapon buffs, magic perks, and, best of all, new toys.
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These are a collection of delirious playthings, giving you enough
variety and firepower to fill an ordnance depot, and ramifying your play
style. Experience the thrill of the huntsman, laying wolf traps and
whipping up crossbow sentries to shred your foes remotely. For those
that favour fire, the oil grenade is an essential purchase, to be paired
like a dinner wine with the flamethrower turret, charring your enemies
the colour of merlot. And for the giddy sadist, look no further than the
sinew slicer, which fires buzz saw blades like clay pigeons.
Although one of the heartbreaks of death is being stripped of these
wonderful toys, you find yourself mollified with the prospect of trying a
completely fresh approach. In fact, Motion Twin has built in a few
instant therapies for the deceased and displeased. There's nothing quite
like the cathartic crunch of a door as it cracks under your blade, a
shower of splinters stunning any lurkers on the other side. Likewise,
the fury of your swipes as they ding your foes into a daze is an instant
salve to the chafe of your most recent expiry.
Bitter solace comes, too, in the knowledge that the fault was firmly
your own. Each swing of the sword is accounted for, locked in; each jump
is clipped with downforce, your movements precise and measured; your
evasive roll, while not whisking you far, grants you precious frames of
unassailable grace. Then there's the parry. Dead Cells’ parry is a
wondrous welting of metal on metal, rewarding only the most daring.
Partial parries slice slivers from your health; failed parries give way
to bog standard blocks, cutting off larger chunks; but only the perfect
parry negates all harm, opening your foe to a vicious counter offensive.
Of course, far more common than perfectly-timed success – at least
early on – is punishing failure. Owing to its Roguelike heritage, you'll
begin afresh over and over again, and you may find yourself wondering
why. Dead Cells feels hard-bitten by callousness and misunderstood
obligation. Dark Souls
may not have tempered its justice with mercy, but justice was always
the verdict delivered. Motion Twin has opted for cruel and unusual, and,
of all its influences, it could happily cast aside its Rogue
inheritance. It is of some consolation, then, that we see our hero throw
his hands up at the scraps of vague backstory, or shake his head and
jerk his thumb at oblique NPC gibberish. He's been here before, and so
have we; it helps to smirk when you're stuck in Punxsutawney.
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By way of further ointment to the game's stresses are the
environments. One stage sees a castle, the sun hanging low as it did
over Lordran; only, with a dash of Bastion,
the ramparts and battlements hang fragmented, floating with a gentle
bob. It looks like the mobile you would fix over a baby's cot if you
wished to prepare the poor child for a bleak future of Black Knights and
backstabs. Elsewhere, familiar sights abound in pixel art parallax. See
Bloodborne’s
fishing village, rickety jetties and inns all the colour of damp; and
look, there’s Castlevania’s clocktower, cogged and creaking, bedecked
with endless ladders.
These cease to be cliché and become a sort of whirling genre
wallpaper, pasted over fungible proc gen levels like shorthand. They are
perfectly served being what they are: backdrops. They never grow tired
because they remain unprobed, just as you don’t explore – merely expand.
Which seems something of a credo for Dead Cells. Every borrowed facet
of design comes together to form a phalanx, each game shielding its
neighbour: the Roguish irritation of starting over lessened by Metroid's
knack for newly illumined areas; the relative simplicity of
Castlevania’s combat, bolstered with Dark Souls’ pain and precision.
These invocations invite harsh comparisons, however, and the question
ringing throughout isn’t whether or not it does its best, but whether
or not it stands with the best. The cruel answer to that
question is 'no.' But it's the sort of 'no' our hero would shrug off
with gleeful irreverence. In drawing from such rarefied company, Dead
Cells lacks originality, but the game's true merit, along with its
biggest weakness, lies in the perfection of its execution. Motion Twin
has proven that the cells of the game's makeup are far from dead, but
it's haunted by cells of a different kind – the shards of its design
locked away in a series of established chambers.
Developer: Motion TwinPublisher: Motion Twin
Available on: PlayStation 4 [reviewed on], PC, Xbox One, Nintendo Switch
Release Date: August 7, 2018

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