All of that will go away once you die (which stings) but you also get permanent upgrades that either open up new areas or make restarting less painful. Better weapons, cool gadgets, boosts to your health and attack power. While you start Dead Cells as a goo-possessed corpse with naught but a sword and the option to pick up a bare-bones shield or bow, you'll quickly find more. If the game keeps changing, it sucks less when you have to start over.īut, ideally, you won't stay the same either. It's a bit like Spelunky-one of the greatest games of the 21st century-in that way. You'll still find all the same zones in the same order, but their corridors and platforms and secrets will be new every time. Dying in Dead Cells starts the entire game over, but every time you die, the prison and its surrounding areas rearrange themselves. There's a catch, though: You're supposed to fail, and fail often. Like I mentioned earlier, Dead Cells is a game built around one goal: escaping a prison. There is no real reason for Dead Cells to cast you as a sentient pile of corpse-stealing goo. A lot of them are needlessly complicated things, mistaking wealth of content for depth-but few are so needlessly weird. In my time here on Earth, I have probably played more video games than it is safe to admit in polite company. Consider with me, for a moment, Dead Cells: a video game where you play a sentient blob of goo that takes over decapitated bodies in order to escape an elaborate, sprawling prison.
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