Dead Cells

Before I get to the review, I want to take Dead Cells to task on how it promotes itself. Dead Cells calls itself a hybrid of a roguelike and a Metroidvania, or a “RogueVania” to be specific. Apologists for it will say that it’s NOT trying to invoke a Metroidvania, despite that term being thrown around everywhere. And I take it issue with that, because it’s just not true. Oh, the roguelike part is. The difficulty is high, the randomness is, well, random. Especially the level design, which can be so nonsensically assembled that you’d swear the game is set in the Winchester Mystery House. Doors open into empty rooms. Hallways can wind around only to lead to a dead-end. Chains and vines lead to nowhere. It never really gets as absurd as Spelunky’s “damsel behind ten feet of rock when you can’t possibly have enough bombs by this point to get to her” stupidity, but the algorithm leaves a lot to be desired. Still, Dead Cells is quintessentially roguelike. Nobody would deny that.

But saying or suggesting this marries that genre to Metroidvanias is utter hogwash. All runs in Dead Cells are fully linear, with no back-tracking. You can unlock runes that permanently upgrade your character, but once you have them you can’t go back to the stuff you missed in previous levels unless you die or finish the game. Dead Cells has levels, not one big, sprawling map. Some stages have more than one exit, but once you’ve used that exit, you continue on a linear path and can’t take a mulligan if you don’t want to play the stage you exited to. Calling the levels “interconnected” seems intellectually dishonest. It’s factually true, in the sense that if you beat level one, you play level 2 next. But going by that logic, you’re saying Super Mario 1 is a Metroidvania. Its levels are interconnected, after-all. Beat level 1-1, move on to level 1-2. Doesn’t get more connected than that, right?

I can’t possibly imagine where they got the “Vania” part from.

I’m fine if they want the “Vania” part to mean “in the NES sense of things”, because Dead Cells feels an awful lot like the Castlevania games of yore, where you would play one linear level at a time and there was no gigantic map to explore. The protagonist even looks like a Belmont, sometimes uses a whip as a weapon, and fights the undead. Really, it’s the closest an indie game I’ve played has come to feeling like a modern twist on a 2D Castlevania, especially Castlevania III: Dracula’s Curse on the NES. Replace switching between different characters with switching between different weapons and make the game a roguelike and it would fit right in. But that’s clearly not what the implication is behind the “rogueVANIA” thing, and I find that to be a bit dirty. It’d be like saying the Chicago Cubs are essentially a basketball team. I mean, they wear uniforms and they play a game with a ball and the team with the highest score wins, so it’s pretty much indistinguishable, right? Well, no. Of course not. And it’s shitty of Dead Cells to imply in any form that it’s a Metroidvania.

Got that?

Good. Now onto the review.

Dead Cells is the best indie game ever made.

Yep. As of this writing, I’ve been Indie Gamer Chick seven years, three months, and twelve days. I’ve previously reviewed 568 indie games, and played thousands more that I never transferred my opinions over into review form. And Dead Cells is the one. I have never put more time into a game before I sat down to write the review. I’ve never cussed a game I intended to review more. I’ve never had an indie utterly own my psyche to the degree it has. When I thought I had played enough to write this, I deleted the game from my Xbox One and Switch in a futile attempt to force myself to sit down and start typing. But then I decided I “needed more media”, reinstalled it, and ended up tripling my time-in. I took my Twitter followers on a roller-coaster of eutrophic glee and bitter contempt, wondering out-loud if Dead Cells was the best indie I’d ever played or unworthy of my Seal of Approval at all. I’ll give it this: it was never uninteresting.

Magical Source, Mystic Force!

A big part of the reason I had trouble beginning the actual writing process was because I honestly don’t know where to begin. By this point, I’m sure anyone reading this review has heard of Dead Cells, gets the gist of it, and is here to figure out exactly why I enjoyed it more than any indie game I’ve ever played.

Would you believe I don’t fully understand it myself?

I hate roguelikes. In fact, I generally hate games where the difficulty is the main attraction. I don’t see the fun in it. I’m sure I could tunnel through my bedroom door with a spoon if I wanted a genuine challenge. It’d be dull and tedious and time consuming to do so, but it would be a legitimate challenge. Or, I can just open the door and avoid all that shit, and spend my time doing fun stuff. A lot of developers don’t get that. Many indies look at something like Dark Souls, where the first thing any fan brings up is how damn hard it is, and assume that’s attraction. But it’s not. If Dark Souls wasn’t entertaining, nobody would care about the difficulty. It’d just be another inaccessible game that blowhards use to claim they’re “real gamers” and everyone else is just a “casual”.

Motion Twin got it, and Dead Cells is never boring no matter how far you’re into it. The 2D sword-and-shields combat is exhilarating from the get-go. The initial grind of fighting enemies and collecting enough “cells” to unlock getting a random starting weapon or starting bow could have reduced the opening hours into a hacky slog. Instead, the first three or four hours, where grinding up cells is the focus, might be the most cathartic introduction to a game since Resident Evil 4. Attacking feels like it has an authentic weight behind it, while dodging, blocking, or countering feels like there’s actual urgency behind every move you make. Even low-level zombies can take you out if your mind wanders just a little bit (trust me, I was felled by them more than once, even 100+ hours into the game, just because I got distracted). You feel like there’s stakes behind every encounter. When does that ever happen in gaming anymore?

Combining fire and ice is surprisingly effective. Someone ought to write a song about it or something.

But then, as you unlock more weapons, you start to realize the depth and nuances of Dead Cells. So much time was given to differentiate most of them that utilizing them makes it feel like you’re playing an entirely different game. But, and this is the key, it almost always feels so natural and right and you would swear Dead Cells was meant to specifically be that kind of game all along. If you equip the infantry bow, which scores damage most from point-blank range, Dead Cells feels like it was designed specifically to be a 2D gun combat game where you’re busting a cap in someone’s melon. The heavy bow feels like a shotgun that appropriately scatters baddie-chunks all over the stage. You might pick up weapons like the lightning bolt, frost blast, or fire blast that make Dead Cells feel like it was designed to be a superhero action-platformer that you could believe is a 2D version of Infamous. I’ve never experienced this phenomena in any game I’ve ever played. It’s astonishing how natural it is no matter what you’re wielding. Don’t get me wrong, not all the weapons are satisfying. The broadsword is so slow and impractical that it became the white elephant of the game. I kept succumbing to the temptation of picking it up, especially when super-charged versions of it were dropped by bosses, and always ended up regretting it. I’m not sure why I kept giving it a chance, given how often I died as a direct result of trying to use it. It’s not like I have a penis that necessitates making up for the inadequacy of.

Cloud ought to sue.

The wide variety of unlockable weapons is supposed to help highlight Dead Cells’ “make due with what you’re given” core gameplay. But this can also be problematic. There were a lot of less-than-fun items that I regretted unlocking. Once unlocked, you can’t prevent items from coming up in the randomized rotation. Items are broken up into three different colors: red, purple, and green. Red is brutality (and also grants you arbitrary leadership of the Power Rangers), purple is tactics (and also indicates you stand in support and dignified solitude with the gay Teletubbie), and green is for survival (and prevents you from being pinched on St. Patrick’s Day).

Because the best secondary weapons (IE turrets and traps) are purple, plus the best “mutation” (which shrinks the cooldown time on those traps) gets better the more you boost your purple, I preferred to combine the Ice Bow or Frost Blast (which are purple and freeze enemies) with a colorless melee weapon (colorless/gold weapons have their stats dictated by whatever color you’ve boosted the most), or with the “Frantic Sword” which is the only practical sword-type of weapon that purple boosts. In my early runs on Dead Cells, putting together a reasonable four-weapon combo based around these was relatively easy. But, as the game went on I started to acquire blueprints for more items that I could then unlock. And being the curious type of chick I am, I succumbed to that curiosity and wanted to take the new items out for a spin. Well, my friends call me Cat, so I guess it’s fitting what curiosity did to me.

One thing I realized when trying to get screenshots of Dead Cells for this review: action-screens are incomprehensible. This COULD be a screenshot of Dead Cells, or perhaps I just dumped paint onto a canvas and then blasted it with a highly-pressurized air-cannon. YOU CAN’T KNOW FOR SURE!

So basically, Dead Cells punishes you for unlocking stuff. The fact that you fuck yourself over for having the unmitigated gall to want to gain new abilities and items is just one of many insanely frustrating aspects, but it’s easily the one that stings the most. I’m to a point now in Dead Cells where I have so much shit unlocked that coming into possession of a truly exhilarating, fun-to-use loadout is rare. Too rare. And this is not helped by the algorithm for weapons apparently having no intelligence at all. During one of my last runs, the random starting bow I was given was the Duplex Bow, which is my choice for the most boring weapon in the game. But that’s okay, because I would certainly be able to change that as I went along, right? Well, I did.. with four other Duplex Bows. I’m not even kidding. The chest I opened in the first level had one, then I got one from a hidden pit in the second stage, one from a cursed chest in Stilt Village, and finally the second boss dropped a hyper-charged one. Each weapon has sub-abilities as well, but those are also based on random chance. Between stages, you can pay gold to randomly switch the sub-abilities, but the cost increases each time you do it and can drain your account fast. At no point during this entire run did I get the desirable “arrows pierce all enemies” ability, or even the “arrows leave a trail of fire” one. It kept assigning me the least useful traits for the most boring weapon, again and again. It was like Dead Cells was trolling me.

“What are you going to do, bitch? Stop playing?”

“Sigh…….. no. You fuck.”

And I didn’t. Nor did I when any of dozens of other issues crept up. Lots of technical ones, especially. Some of them have been corrected, but there’s an annoying one on Xbox One centered around the Daily Challenge. Every day a new pre-set challenge is presented, always a timed-race through a maze where you are given one starting weapon. Beating X amount of these challenges is supposed to unlock new items and abilities. I got one for beating my first daily challenge. But then the game lost the ability to count how many I’d finished. It keeps telling me I need to finish four more to unlock another reward, despite the fact that I’ve beaten the challenge every day for weeks now. Dead Cells released over two months ago, and the fact that this relatively simple glitch hasn’t been fixed yet is beyond shameful.

If you can get the machine-gun crossbow with piercing arrows, man are you in for a treat.

So are the hiccups with movement, where sometimes you’ll seemingly skip ahead several frames from where you should be. The overwhelming majority of the time, this was of no consequence, but I did die more than once as a direct result of this. Finally, sometimes the game would just shit the bed and dumped me back to the Xbox main menu. This screwed over a couple good runs I was having, as I had to start over from whatever stage I was on, but it also gave me a chance to correct a few bad runs, so we’ll call it a wash.

Besides the random weapon fiasco, the biggest issue is by far the cheapness. I’ve had decent runs ended instantly by having enemies juggle me from full health to no health in a matter of seconds. Sometimes its on me, like when I went so heavy on the purple boosts that the last boss was able to take me from full health to dead in under 10 seconds. But sometimes the RNG would spawn enemies who attacked in sync enough to unfairly end my run in a way I couldn’t possibly hope to defend. I’m sure I’d been laughing my ass off if it wasn’t me it was happening too. Hell, one time I opened a cursed chest (which always give you a booster, a colorless weapon, and money in exchange being “cursed” by having to kill 10 enemies in a row without taking any damage, or else you die instantly), certain that I’d have clean, easily sailing to lift the curse. Then I ran smack-dab into shielded enemies who can teleport around. My primary weapons were slow on the draw, so my only option was to leg it.

Now mind you, Dead Cells unlocks even harder modes when you beat it the first time around. I question whether it really needed to be this unforgiving at all. For anyone that says I suck at games and am a pussy or whatever, hey, guilty as charged. But I was able to beat Dead Cells and even score a few rare achievements along the way. The first time I beat the 1st boss, I took no damage doing it. And when I finished the game for the first time, I still held a “mutation” that brings you back to life if you lose all your health, something 95% of all people never did. Considering that I just named Dead Cells the best indie I’ve ever played, maybe I’m onto something when I say there should be two difficulty options from the start: the one I beat, and an easier version, and let people progress beyond that. I finished the normal difficulty of Dead Cells twice but could make almost no progress on the next difficulty. But hey, I’m satisfied. I just feel bad for those who will pass on the game because of the prohibitive difficulty. They’re missing out, but at the same time, I can’t blame them at all. When I got to the point that I wanted to make progress, the cheap deaths and the outright unfairness that sometimes rears its ugly head made me angry to the point that I questioned whether everything that led to that moment was worth it.

For me at least, answer was “yes”, of course. That’s what separates Dead Cells from something like, say, Cuphead. For all the effort that was put into Cuphead by StudioMDHR, and for all the effort I made to be good at it, I didn’t enjoy my time with it at all. Even as I was being gobsmacked by the presentation, the actual gameplay of Cuphead bored me to death. I was never bored with Dead Cells. Even when I had the most uninteresting items. Even when I couldn’t get into a good rhythm during a run. It was always entertaining. I think that’s because Dead Cells is whatever you want it to be. If you’re craving a fast-paced sword-and-platforming whack-em-up, Dead Cells can be that. If you want a slow, exploration-based adventure, Dead Cells can be that too. Hell, if you’re feeling silly and in the mood to just run around and literally boot enemies in their asses, kicking them off their perch and to their deaths like a Loony Tunes cartoon, Dead Cells still has you covered. It’s a “fill in the blank” game and it adapts to you just as much as you adapt to it. So many games promise to “never be the same game twice” but Dead Cells is one of those rare games that feels like it has the potential to that live up to that promise. If you want it to, that is.

I really should stop posting screens at this point. It looks so much uglier in pictures. Just watch videos. The graphics are more than satisfactory.

I got Dead Cells in August but didn’t truly get into it until September. Or, more accurately, it got into me. I’ve put so much time into it that my friends and family went from joking about me to being addicted to genuine concern that I was. I feel like I’m, at best, a day or two a way from “no, seriously Cathy, put down the controller. This is an intervention.” I’ve already asked myself questions like “if I shoot those who try to take Dead Cells away from me, would the cops let me finish the run I’m on before slapping the cuffs on me? Will they let me take my Switch with me so I can play more Dead Cells?” According to my lawyer, the answer to both questions is no, which is why I have to plan to leave nobody alive and then turn myself in later, after I play more Dead Cells. I’m planning on using the “Your Honor, as you can see, they interrupted me when I had a gold Ice Bow, a gold Balanced Blade, and two gold turrets” defense that’s going to rock the nation.

1,292 days before I published this review, I named Axiom Verge the best indie game I’ve ever played, and its held that title ever since. It’s stood #1 for over 48% of my game critic existence. If you had told me on March 31, 2015 that the game that would finally dethrone it would be a 2D roguelike action-platformer that I only gave a whirl because it erroneously claimed to be Metroidvania-like, I’d thought you were off your rocker. But, here we are. Dead Cells is frustrating, and unfair, and maddening.. And brilliant. And breathtaking. I choked up a bit when I beat the final boss for the first time. I never imagined I’d play games like this when I started this blog in July of 2011. Dead Cells is the best indie game of all-time. And I can’t wait to play the game that will unseat it. It’ll be spectacular.

But seriously Motion Twin, fix your fucking game. You have the word “motion” in your name. You shouldn’t be sitting still on this for this long.

Dead Cells was developed by Motion Twin
Point of Sale: Xbox One, Nintendo Switch, PlayStation 4, Steam

$24.99 (really $49.98 since I bought it on XB1 & Switch) noted, and this really shouldn’t mean anything, but Dead Cells also has the single best trailer in gaming history in the making of this review. Watch it below.

Dead Cells is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. I mean, fucking duh. It’s #1. Kind of hard to miss its ranking.

Like the new Indie Gamer Chick Seal of Approval? It was designed by Kevin Willingham Creative. Hit them up for reasonable rates for your artistic needs.

About Indie Gamer Chick
Indie game reviews and editorials.