One of the most well-designed platformers in recent memory. The way mechanics are introduced, taught to the player, and integrated with other mechanics is masterful. Not every mechanic is a winner, but the overall difficulty curve is executed very well while still keeping a satisfying amount of a sort of puzzle-solving in the platforming. It seems like I'm in the minority in disliking the B- and C-sides because they stray away from the pseudo-puzzle elements of the main levels and instead focus more on muscle memory and getting your run to be absolutely perfect, which I call the Super Meat Boy zone. Evidently, these levels are optional so I can't consider them a negative.

Celeste's theming is something that feels almost complete. It's a game that's about intrinsic reward. There's no reason to climb a mountain other than to prove to yourself that you can do it. There's no reason to collect strawberries other than to prove to yourself that you can do it. The third parallel that should be here is in regards to the story. It seems like every indie game that attempts to have some sort of message these days makes it about mental illness, and Celeste is one example. Although it's overdone, it can still be done well, but I don't feel as though this game does. Celeste's symbolism is frustratingly hamfisted- the story never misses an opportunity to belligerently inform the player of a character's inner anguish or their work to overcome it. The worst of this happens during a cutscene on a gondola, where it's basically outright said what Madeline's evil counterpart represents, something that isn't difficult to pick up on in the first place. It's a game that's purposefully simplistic, in gameplay and in your character's goals, and I wish the story reflected this. I feel as though the game's message would be a lot more effective had a good portion of the dialogue been cut.

Reviewed on Aug 07, 2020


3 Comments


2 years ago

I completely agree with what you say about the story being weak. Before playing, I had seen so many people talk about how great the story is, but it's ultimately a very unsubtle and underdeveloped statement on anxiety. Maybe people just feel that way because of a lack of discussion on it in mainstream media, I don't know.

2 years ago

Yeah, I probably wouldn't even have mentioned the story if it didn't seem like that was what the majority of the buzz around the game was about. I'm glad that it connected with a lot of people but the fact that it's being held up as a high point of getting a message across using games is pretty concerning. I'm curious to see if the reception will hold up in the future or if people will start turning their backs on it similarly to something like Braid.

2 months ago

Leaving gaps the audience can project their imagination is oft superior to giving disappointing details.