![]() ![]() ![]() Fighting your way through a level will eventually lead you to an exit, but it’s the journey that is the fun part here. So, the game at its heart is fairly simple: explore a 2D castle, find secret areas and giant chests, all the while either avoiding or slaying the beasts and enemies in your way. With multiple levels and routes, there’s usually a way to avoid conflict if you try hard enough, and staying out of aggro distance soon becomes natural. I’m not saying the game isn’t pad bitingly frustrating sometimes, but it’s not the game’s fault it’s usually because you’ll have pushed your luck and tried to kill an enemy that should have been avoided. As I mentioned earlier, the responses to the controls are very good indeed, and you never feel that a death is unfair or blame the controls. Grenades and throwable weapons are mapped to the two triggers, whilst the bumpers allow you to use the health potion (if its unlocked) and to interact with items or speak to the various NPCs you will meet. There’s a sword attack, a ranged attack, jump and double jump and a dodge. ![]() The controls are simple and easy to pick up. The design of the castle and the enemies you meet are also top drawer, but I’ll come on to that later. The next thing to hit you is that for a pile of pixels, the main character can emote like Kenneth Brannagh at his best, expressing more emotion in a slump of the shoulders or a simple thumbs up than most game characters can manage with their entire bodies and voice acting. The animation is silky, the camera never obstructs what you’re doing, and the responses to your button inputs is lightning fast. The first thing that strikes you when you fire up Dead Cells for the first time is how smoothly everything runs. ![]()
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