Even in Death Dead Cells Lets You Build to a Greater Victory
Dead Cells, from worker cooperative Motion Twin studios in France, recently launched on the Nintendo Switch, right when it left Steam’s Early Access for it’s official 1.0 release. And I cannot stop playing it.
It’s smooth, fast, and the deep combat keeps you from ever getting bored with a strategy. The way that the game doles out new weapons always keeps you agile in your strategies—each shiny drop always a little better than what you’ve got, but varied enough that to pick up a valuable found item could force you into a wildly different playstyle. Halfway through successful runs I would find myself switching from a sword-n-board loadout to a turrets-and-bows kit, because I happened to find a run of good weapons.
Every run feels new, and part of what keeps the game feeling so fresh is the sense of progression between runs. Making it through even the first level will net you a crop of cells, a meta-currency in the game used to unlock permanent upgrades between runs. Even if I have a bad run and find myself dead in the second level (usually from falling on spikes… damn those inconveniently placed dungeon spikes), I’ll still have already invested my earnings from the first level into any number of possible upgrades for my smarmy, silent sword boy.
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