dead cells: typos

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Wouter Groeneveld 2023-11-17 16:14:37 +01:00
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1 changed files with 2 additions and 2 deletions

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@ -41,10 +41,10 @@ I completely agree.
What about the Castlevania cross-over, then? Well... These add only three true levels and a few bosses that'll keep you busy for a few more hours. The real fun, however, is perhaps using whip-like weapons and dressing in vampire killer costumes in the base game---provided you amassed enough cells to unlock these. That makes it even more apparent that _Dead Cells_ is not a metroidvania, by the way.
![](biomes.jpg "The world map shows how different biomes are connected, provided you discovered their links, meaning this screenshot is obsolete.")
![](biomes.jpg "The world map shows how different biomes are connected, provided you discovered their links, meaning this screenshot is incomplete.")
Where _Dead Cells_ clearly can't be faulted is the presentation. The pixel art of the sprites, animations, and backgrounds are simply splendid, and some of the biomes/levels have a unique atmosphere that plays a contributing role in pretending to provide variation for the player. The Toxic Sewers glows appropriately green, the rotten fishing village comes with a lot of dangerously small corridors inside huts, and the play field of the lighthouse is vertical instead of horizontal.
Yet I wish _Dead Cells_ wasn't a roguelite. Imagine what would have happened if the world structure was actually thought out instead of generated, the death system and underhand level scaling systems weren't there, the game had an actual identify instead of leaning too much into referential jokes, and all weapons were balanced and fun to use? Then I wouldn't have to face the same either too easy or too difficult bosses again and again, wouldn't have to listen to the same music and would actually be rewarded with a sense of progress.
Yet I wish _Dead Cells_ wasn't a roguelite. Imagine what would have happened if the world structure was actually thought out instead of generated, the death system and underhand level scaling systems weren't there, the game had an actual identity instead of leaning too much into referential jokes, and all weapons were balanced and fun to use? Then I wouldn't have to face the same either too easy or too difficult bosses again and again, wouldn't have to listen to the same monotonous music and would actually be rewarded with a sense of progress.
I'm glad the small development crew managed to gather a huge fan base (and many glowing reviews), but I'm also glad I can put the game down and consider myself not to be a part of that.