Dead Cells Review
2018Motion TwinGame
Combat rolls fast enough to be a character action game and a run structure honest enough to admit you lost that one yourself.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Average | |
| Gameplay | Exceptional | |
| Overall | Good |
The feel is the selling point and the technical trick behind it is worth knowing: the sprites are rendered from three dimensional models and then converted back to pixels, which is why attacks have more animation frames than a hand drawn game could afford and why a roll cancel lands exactly when you expect. That precision matters because the combat asks for it, with a two weapon and two skill loadout that changes wholesale between runs and forces you to build a strategy out of whatever the level gave you.
Permanent unlocks and rune abilities that open new branches keep failure productive, and the timed doors rewarding speed give even a comfortable run a tension. The world is drawn beautifully and told almost not at all, which will disappoint anyone hoping for more than scattered jokes about a headless prisoner. Later difficulty tiers lean on modifiers that punish rather than deepen, and the boss roster is small enough that a hundred runs in you have seen everything they do.
Dead Cells at a glance
Official site- Platforms
- PC, macOS, Linux, PlayStation 4, Xbox One, Switch, iOS, Android
- Developer
- Motion Twin
- Hours played
- 70
- Year
- 2018
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