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  1. Play, die, repeat. Roguelikes have taken advantage of this simple gameplay loop since the original game that coined the term, Rogue, released in 1980. I'll be honest though, as a person that generally prefers narratives and a rewarding sense of progression, I don't often find a Roguelike that truly clicks with me. But Dead Cells, from developer Motion Twin, is one of those rare exceptions. By blending some Metroidvania mechanics into the extra challenging, procedurally generated game design of a Roguelike, Dead Cells is an experience unlike any other. Storytelling is not a priority in Dead Cells. You don't sit through long cutscenes, even when you first start up the game, and in fact your very reason for exploring the game's world isn't fully explained. In a way though, that kind of suits the game. Dead Cells is about exploring and trying new approaches, and the scant few details about the story and setting that you pick up while collecting loot and fighting monsters suits that approach perfectly. And even if you make it to the end of the game without fully understanding why you're there (or even what you are, exactly) the mysterious and derelict atmosphere of Dead Cells is undeniably compelling. As a Roguelike, every time you play the game the details are a little different. The stage layout, enemy placement, loot you can find—all of it is randomized. Roguelikes can be discouraging since, if you die, you have to start from the beginning without any of the awesome weapons and perks you've picked up along the way. Dead Cells is no exception to this and can be frustrating, but what keeps Dead Cells feeling fresh and engaging playthrough after playthrough is the fluid, satisfying combat system. The action in Dead Cells is fantastic and almost hypnotic when you get into a good groove, no matter what combination of weapons you're using. All of your attacks (and enemy attacks) are quick, and the potential for devastating combos makes every enemy encounter just plain fun. Even when you're discouraged by starting over there's a magnetic draw toward picking up your sword once more. Dead Cells also does a great job of balancing both breadth of content and easing the player into the core mechanics of the game. There are several different kinds of weapons you can use, shields, items, magic spells—enough that you can approach combat in a unique way in dozens of playthroughs. There's a lot of variability to enjoy as all of these weapons and items are useful, and the best part is that Dead Cells doesn't overwhelm you on your first few playthroughs. New weapons and items have to be unlocked as you play so your first runs will stick to more basic equipment while you learn best practices and suss out your own preferences. It makes the game inviting to new players but also include tons of depth for veterans. Additionally, although you have to chance upon specific weapons every time you play, you can earn permanent upgrades that help make the game a little easier—or at least give you more options as you try again. In a way, the game gets harder/more complex as you get better at playing it, which helps prevent the game from being too daunting at the start. Another unique aspect of Dead Cells is the way it incorporates elements of Metroidvania exploration into the game. In addition to randomly generating rooms and enemies, there are branching paths throughout the game that let you explore different environments—all with the possibility of different treasures to find. But again, Dead Cells eases players in by locking these branching routes off until you unlock certain permanent upgrades, so you won't just stumble into the harder regions of the game when you're just starting out. It's just another way that the game finds the right balance between randomized content and giving the player clear paths to follow that won't overwhelm. Dead Cells embodies careful and polished game design in every aspect. And that includes presentation, because the pixelated graphics are absolutely gorgeous. The background scenery is foreboding, the character/enemy designs are stylish, and most of all it's just impressive how well detailed everything looks while relying upon this pixely look. And all of that fast combat is displayed with gorgeous, fluid animation—including the occasional humorous touch for our mysterious protagonist. The art of Dead Cells never stops impressing, whether you're on your first playthrough or your hundredth. The music composition is sharp as well, even if the game more often relies upon a slightly muted background soundtrack. It would be hard to focus on the music anyway with all of the intense combat to enjoy. In perfect pick-up-and-play fashion, one run of Dead Cells only lasts an hour or so, which is just enough time to make the gameplay feel varied and engaging but not so long that it stings too much when you die and have to start over. That's an important balancing act for a Roguelike, where maintaining interest in trying again and again is vital, and Dead Cells handles it well. Dead Cells infuses enough Metroidvania exploration concepts into the Roguelike formula to make the gameplay feels fresh and engaging, even in a time where this genre swarms the indie landscape. More importantly though, the polished, satisfying combat, combined with the wealth of possibilities when it comes to weapons and items, makes every playthrough of Dead Cells wonderfully engaging and exciting. Roguelikes aren't for everyone, with their cyclical, ever-challenging gameplay, but this one might be enough to convince a few new players to give the genre a try. Rating: 8 out of 10 Cells
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