![]() To be straight with you, I had to really plumb the depths of my critical mind to scrounge up those dings. Wrap Up: Dead Cells is a fast, fluid, fun experience with very few flaws It would be nice for a little more variety in each level - once you start to recognize every element of them, it scarcely matters the way they're assembled. I tend to avoid them entirely.Īlso, the randomly generated stages often create weird blind alleys that feel as though they would have a reward at the end, but don't. Also, the benefits you get from parrying with a shield rarely feel worth the risk of putting yourself in the line of fire. Some weapons, like the turret and magnet grenade that draws enemies in while electrocuting them, are so powerful that I feel frustrated if I'm not gifted them in a playthrough. There is, of course, still room for growth in this early version of the game. It's something to behold, and helps this already fluid game feel even smoother. There are no such compromises in Dead Cell's presentation, which blends 16-bit affect with modern, beautiful animation reminiscent of the rotoscoping in the original Prince of Persia. Will you let go of your necklace that allows triple jumping to get one free death? Will you open a cursed chest if it means you'll die in one hit until it's lifted? These choices can be agonizing, but they also keep the game from ever feeling stale. That's one of countless trade-offs in Dead Cells. There are also some special items that allow you to activate shortcuts and skip the early low-yield stages entirely, though doing so often thrusts you into deadly ground that you're woefully unprepared for. Over time, you'll find that you're able to push just a little bit further into the depths of Dead Cells, where increasingly enticing goodies lie in wait.
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