Dead Cells more than makes up for its nebulous story with some of the best combat, level design, and enemy variety I have ever seen in a video game. This was my first roguelite and I could hardly have asked for a better introduction to the genre.

Every level feels distinct both visually and mechanically. They are technically randomly generated, but each level follows a specific design archetype that remains consistent for every run. The Promenade of the Condemned always has several optional underground pathways to explore, Stilt Village always requires finding keys in large complexes, and the Clock Tower always requires climbing up multiple tall towers. The randomization comes in the form of enemy placement and room layouts, as each room will always be in a different location. Think of it as shuffling around puzzle pieces that fit together in multiple ways. These features are awesome on their own, but Dead Cells also gives you the freedom to pick which levels you want to experience to reach the end. It's like Star Fox 64 where the first level is always the same, but the paths quickly spill out into a massive matrix that eventually condenses as the finale approaches.

Complimenting the levels is amazingly fluid and fast combat. There's a ridiculous number of weapons to unlock, each with their own quirks. You are given two slots for primary weapons (swords, lances, bows, shields, etc.), a backpack for storing a third weapon, and two slots for support items (traps, grenades, summons, and temporary power-ups). Figuring out which weapons and supports go well together is really satisfying. Each of these tools scales with a specific stat (Brutality, Tactics, or Survival), which you increase by picking up scrolls in the levels. Each stat specializes in a general playstyle. Brutality (my favorite) is for melee fighters, Tactics is for ranged fighters, and Survival is for tank fighters.

I could keep going, but hopefully you understand how Dead Cells expertly weaves all of its systems together to create a satisfying gameplay loop. The abundance of systems may sound intimidating, but know that the game gives you as much time as you need to learn. The default difficulty isn't very taxing (I beat it three days after starting the game), so you'll be able to ignore a lot of mechanics there. On higher difficulties, however, Dead Cells will ensure you understand how everything works. It's a great difficulty curve, especially after the Whack-a-Mole update that fixed my complaint about 2 boss cells being a massive difficulty spike. Motion Twin has gone all out with updates for this game. It has changed so much since I started playing it in the summer of 2019. Experiencing the game's evolution since then has been nothing short of unique.

To address the elephant in the room, I understand why many would prefer to play Hades over Dead Cells. I respect the former a great deal for its contributions to the genre, but it didn't keep my attention the way Dead Cells did. I hope that someday we receive a roguelike that inherits the strengths of both games. In other words, one whose story and gameplay are equally amazing.

Reviewed on Apr 15, 2023


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