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I thought I didn't like platformers, but turns out I just hadn't played Celeste yet.
Out of all the game's features its basic gameplay is probably the least talked about but it's by far the biggest reason Celeste clicked with me like no other 2D platformer. From the start you are given a mid-air dash which forms the basis of most of the challenges and, compared to a regular platformer's double jump, gives a huge amount of mobility and freedom of movement by letting you completely change direction in mid-air. This difference is amplified even further by the level hazards which, by a huge majority, give you EXTRA mobility instead of taking it away. Where a typical platformer might ramp up difficulty by taking away your abilities or slowing you down with things like icy/sticky floors Celeste instead challenges you to develop the reflexes and precision to deal with objects that boost your jumps or let you shoot across the screen. Without fail they're exceptionally fun.

Coupled with the speed of respawning after death (just a simple black transition and you're back in position to try again) that quick pace of gameplay means I never felt the frustration that normally accompanies a platformer because I was just enjoying the moment-to-moment gameplay (the music definitely helped too) even when certain sections took upwards of 50 attempts. It helps of course that the game is structured in a very smart way: playing through it normally lets you get the full story but, if you can find them, there are optional B-Sides and C-Sides - infinitely harder levels which follow the same theme but for those that enjoy challenge over story. The game wins big points for that in my book because it means I could happily put it down when I DID start getting that platformer frustration (at the exceptionally bullshit B-Side below) without having to slog through something I wasn't enjoying any more to see the end of the story, tarnishing my opinion of the game.
The story is, itself, something to commend; it never takes away the spotlight from the gameplay but manages to make the few characters intensely likeable in the short time you spend with them. One of them even has their own real-life Instagram that serves as prologue and an epilogue, all at once. Each character has a defined personality that serves to drive both Madeline and the player in their goal of climbing Celeste Mountain and any themes that are brought up are tackled in such a way that they affect both story and gameplay equally. I'm a huge fan of how Madeline's mental state is depicted throughout - it leads to some beautiful sprite-work as well as all my favourite setpiece moments in a game punctuated by great setpiece moments.
The biggest complaint I had playing Celeste was not even really the fault of the game itself. I played on the Switch version and the Joy-Con's analogue stick caused much exasperation when it came to the mid-air dashing I was singing the praises of earlier. Madeline's dash has 8 directions (up, down, left, right, and the diagonals) and I found that, even after completing the game, getting the right one still wasn't COMPLETELY reliable, with about a 1 in 10 chance I'd shoot off in a different direction to an almost guaranteed death. This is a game that would be intrinsically better with a D-pad over an analogue stick and that's just unfortunately not an option on most modern platforms. Surprisingly though one of the options that would alleviate the problem - control customisation - is completely absent. If I could've rebound diagonal boosts to the shoulder buttons it would've completely fixed my complaint, but the option is conspicuously absent in a game that is heralded for it's accessibility.
Accessibility is something the game does fairly well, with a suite of options from adjusting the game speed for slower reflexes to straight up invincibility, but despite the actual options being good it's an area I don't think lives up to the praise it's been given. That's because to use any of these options you have to know you'll want to use them before starting the game, you can't turn them on in an already started save file, so if you managed to finish the main game without problem but then need a bit of help to clear the B-sides your only option is to turn them on in a different save file and replay back to where you were. It's a baffling decision in a game that is, in almost every other way, impeccably designed.
One of those ways is level design. which was the biggest surprise I had coming out of Celeste. I've played games with good level design before, even great level design, but Celeste nails the ramping-up of difficulty, escalation of tension, and reward for exploring in a way that's truly rare. Level structure is much less linear than you'd expect from a game with the goal of going straight up a mountain - landing about a third of the way towards Castlevania on the Mario-Castlevania scale - but it uses that mantra of "just gotta reach the summit" to ground you, making sure you never lose your bearings no matter how branching the path gets because, if in doubt, you only need to head upwards. One thoughtful touch I really appreciated was that in the most convolutedly intricate level of the game there are little lanterns that light up when you get close. They serve no gameplay purpose other than to show you where you've already been, helping to stop you getting disoriented.
It's all those small touches of considerate game design and heart that come together to make it very hard to NOT recommend Celeste to anyone looking for at least 10 hours or so of tight and rewarding platforming. Even those like me who thought that was exactly what they didn't want.
Out of all the game's features its basic gameplay is probably the least talked about but it's by far the biggest reason Celeste clicked with me like no other 2D platformer. From the start you are given a mid-air dash which forms the basis of most of the challenges and, compared to a regular platformer's double jump, gives a huge amount of mobility and freedom of movement by letting you completely change direction in mid-air. This difference is amplified even further by the level hazards which, by a huge majority, give you EXTRA mobility instead of taking it away. Where a typical platformer might ramp up difficulty by taking away your abilities or slowing you down with things like icy/sticky floors Celeste instead challenges you to develop the reflexes and precision to deal with objects that boost your jumps or let you shoot across the screen. Without fail they're exceptionally fun.

Coupled with the speed of respawning after death (just a simple black transition and you're back in position to try again) that quick pace of gameplay means I never felt the frustration that normally accompanies a platformer because I was just enjoying the moment-to-moment gameplay (the music definitely helped too) even when certain sections took upwards of 50 attempts. It helps of course that the game is structured in a very smart way: playing through it normally lets you get the full story but, if you can find them, there are optional B-Sides and C-Sides - infinitely harder levels which follow the same theme but for those that enjoy challenge over story. The game wins big points for that in my book because it means I could happily put it down when I DID start getting that platformer frustration (at the exceptionally bullshit B-Side below) without having to slog through something I wasn't enjoying any more to see the end of the story, tarnishing my opinion of the game.

The biggest complaint I had playing Celeste was not even really the fault of the game itself. I played on the Switch version and the Joy-Con's analogue stick caused much exasperation when it came to the mid-air dashing I was singing the praises of earlier. Madeline's dash has 8 directions (up, down, left, right, and the diagonals) and I found that, even after completing the game, getting the right one still wasn't COMPLETELY reliable, with about a 1 in 10 chance I'd shoot off in a different direction to an almost guaranteed death. This is a game that would be intrinsically better with a D-pad over an analogue stick and that's just unfortunately not an option on most modern platforms. Surprisingly though one of the options that would alleviate the problem - control customisation - is completely absent. If I could've rebound diagonal boosts to the shoulder buttons it would've completely fixed my complaint, but the option is conspicuously absent in a game that is heralded for it's accessibility.
Accessibility is something the game does fairly well, with a suite of options from adjusting the game speed for slower reflexes to straight up invincibility, but despite the actual options being good it's an area I don't think lives up to the praise it's been given. That's because to use any of these options you have to know you'll want to use them before starting the game, you can't turn them on in an already started save file, so if you managed to finish the main game without problem but then need a bit of help to clear the B-sides your only option is to turn them on in a different save file and replay back to where you were. It's a baffling decision in a game that is, in almost every other way, impeccably designed.
One of those ways is level design. which was the biggest surprise I had coming out of Celeste. I've played games with good level design before, even great level design, but Celeste nails the ramping-up of difficulty, escalation of tension, and reward for exploring in a way that's truly rare. Level structure is much less linear than you'd expect from a game with the goal of going straight up a mountain - landing about a third of the way towards Castlevania on the Mario-Castlevania scale - but it uses that mantra of "just gotta reach the summit" to ground you, making sure you never lose your bearings no matter how branching the path gets because, if in doubt, you only need to head upwards. One thoughtful touch I really appreciated was that in the most convolutedly intricate level of the game there are little lanterns that light up when you get close. They serve no gameplay purpose other than to show you where you've already been, helping to stop you getting disoriented.
It's all those small touches of considerate game design and heart that come together to make it very hard to NOT recommend Celeste to anyone looking for at least 10 hours or so of tight and rewarding platforming. Even those like me who thought that was exactly what they didn't want.
«Constantly dying and enjoy it»
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Fantastic art and a dynamic soundtrack are just the backdrop to my favorite game in the RTS genre. Stripped down to the most basic elements of building and leading armies, Tooth & Tail strips away the gating micro-managing aspects typical of the genre. This also prevents matches from dragging on for too long: with three unit tiers, it's not often you get to meet tier 3 units in a match.
More's the shame that the playerbase is as thin as it is. Fingers crossed time will redeem this masterful gem.
«Can’t stop playing»
«Liked before it became a hit»
Recommended with a caveat: had to abandon the game in some of the more enclosed late stages, since they started making me terribly motion sick. Sadly, had to give up despite really digging the game.
Feels like an unpolished game. There are so many cool perks that can be added to the game, like tentacle scene when the character is falling, more CG, and voice over.
«I could make it better»
Dwarf fortress is THE base-buildung game with FUN included
Long-read epic playthrough:
https://lparchive.org/Dwarf-Fortress-Boatmurdered/Introduction/
Long-read epic playthrough:
https://lparchive.org/Dwarf-Fortress-Boatmurdered/Introduction/
«Time-tested»
«Constantly dying and enjoy it»
Date Completed: 2019-03-17
Playtime: 30m
Enjoyment: 6/10
Recommendation: It had some nice voice acting and dialog. It builds intrigue nicely but I expect there won't ever be a completed story here. In summary, take it or leave it.
Favorite Thing: The story took a little too long to get going but once it did I enjoyed it.
Least Favorite Thing: If you want to keep a good stock of items and not miss any conversations the game forces you into this boring loop of thread the same paths over and over each time things reset for a new episode/quest.
Date Completed: 2019-03-17
Playtime: ~ 16h
Enjoyment: 7/10
Recommendation: The story is interesting enough to be worth your time.
Isometric crpgs have come a long way since Baldur's Gate 1 pioneered the genre 2 decades back and its a wonder that it still holds up in the Enhanced Edition re-release.
A design priority that sets BG apart from the rest of the genre is the focus in free form exploration and roleplaying. Being narratively light, it might turn away some players but at the same time it give greater freedom to craft your own own story. There are numerous optional areas to explore and companions to find, something that offsets the companion death mechanic. I wish we had more choices to make in the plot though.
In a sense it's closer to Elder Scrolls games than one might presume.
«Time-tested»
To start with the pros, the game looks gorgeous, specially the lighting; Combat and crafting has more depth than previous games and is quite fun; The companions are fleshed out well enough with party banter; On some occasions you'll be greeted with awe inducing scenes.
Most bugs are fixed by now and facial animations are not as shit anymore, speaks volumes when I list that as a positive.
With those out of the way, the game falls short in everything, even in the pros I mentioned. The story and lore is painfully unimaginative and takes way too much inspiration from the older games. The antagonist is a cartoony villain who fails to make any impression, ME 2 did it better.
Quest design while not bad, failed to impress me. Most boil down to fighting recycled enemy or scanning items. Some do have interesting sub plots but that made searching for them more disappointing when most end up bland and repetitive. Romance quests range from meh to okay.
Crafting has too many steps with a very unintuitive menu. I would argue cover shooters doesn't work well in open world games.
Despite landscapes looking gorgeous, you'll mostly be travelling in various types of bland desserts. Apart from a few locations nothing feels "alien". Facial animations while not comically bad, is still not good.
For a game about adventure across an uncharted world and taking risks, the developers played it too safe and made a disappointing entry in an once excellent franchise. Play it if you only care about combat and eye candy texture/ lighting.
Most bugs are fixed by now and facial animations are not as shit anymore, speaks volumes when I list that as a positive.
With those out of the way, the game falls short in everything, even in the pros I mentioned. The story and lore is painfully unimaginative and takes way too much inspiration from the older games. The antagonist is a cartoony villain who fails to make any impression, ME 2 did it better.
Quest design while not bad, failed to impress me. Most boil down to fighting recycled enemy or scanning items. Some do have interesting sub plots but that made searching for them more disappointing when most end up bland and repetitive. Romance quests range from meh to okay.
Crafting has too many steps with a very unintuitive menu. I would argue cover shooters doesn't work well in open world games.
Despite landscapes looking gorgeous, you'll mostly be travelling in various types of bland desserts. Apart from a few locations nothing feels "alien". Facial animations while not comically bad, is still not good.
For a game about adventure across an uncharted world and taking risks, the developers played it too safe and made a disappointing entry in an once excellent franchise. Play it if you only care about combat and eye candy texture/ lighting.
«Disappointment of the year»
8/10
+ Extremely satisfying gameplay loop
+ Well thought out map; exploration is a blast
+ Excellent animation and atmosphere
+ Didn't overstay it's welcome; nice and short
- Story wasn't anything special
- Respawning zombies somewhat annoying
+ Extremely satisfying gameplay loop
+ Well thought out map; exploration is a blast
+ Excellent animation and atmosphere
+ Didn't overstay it's welcome; nice and short
- Story wasn't anything special
- Respawning zombies somewhat annoying
7/10
+ Extremely likable characters
+ Cohesion between social gameplay and dungeon gameplay
+ Stylish music and visuals
- Doesn't respect my time (way too long)
- Dungeons can be a chore
- Ultimate mystery reveal disappointing
+ Extremely likable characters
+ Cohesion between social gameplay and dungeon gameplay
+ Stylish music and visuals
- Doesn't respect my time (way too long)
- Dungeons can be a chore
- Ultimate mystery reveal disappointing
6/10
+ Chaos is fun with groups (not competitive)
+ Easy to pick up and understand ; anyone can enjoy
+ Nice selection of varied minigames
- Really boring playing alone
- Dull visuals and sound
- Not enough content in main modes
+ Chaos is fun with groups (not competitive)
+ Easy to pick up and understand ; anyone can enjoy
+ Nice selection of varied minigames
- Really boring playing alone
- Dull visuals and sound
- Not enough content in main modes
6/10
+ Tight controls
+ Fun and varied weapons/levels
+ Colorful, vibrant, energetic visuals and design
+ Perfect level of challenge
- Double gear system overuse
- Voice acting frequency and quality
- Generic music
- Item shop too generous and impacts balance
+ Tight controls
+ Fun and varied weapons/levels
+ Colorful, vibrant, energetic visuals and design
+ Perfect level of challenge
- Double gear system overuse
- Voice acting frequency and quality
- Generic music
- Item shop too generous and impacts balance
6/10
+ Weapon variety (many different approaches)
+ Runes offering new areas and carry over
+ Spending cells for upgrades (Dark Souls style)
- Opening biomes quickly get boring
- Chaotic boss fights feel less tactical
+ Weapon variety (many different approaches)
+ Runes offering new areas and carry over
+ Spending cells for upgrades (Dark Souls style)
- Opening biomes quickly get boring
- Chaotic boss fights feel less tactical
7/10
+ Unique beautiful visual style; strong musical score
+ Intuitive combat with just right amount of complexity for JRPG newcomer
+ Chapter style breaks up nicely for portable play
+ Variety in character
- Story never grabbed me; no cross over
- Repetitive structure
+ Unique beautiful visual style; strong musical score
+ Intuitive combat with just right amount of complexity for JRPG newcomer
+ Chapter style breaks up nicely for portable play
+ Variety in character
- Story never grabbed me; no cross over
- Repetitive structure
7/10
+ Incredibly tight controls
+ Excellent difficulty balance
+ Unique story was unexpected delight
- Platforming doesn't break new ground in genre
- Retro visuals don't stand out from herd
+ Incredibly tight controls
+ Excellent difficulty balance
+ Unique story was unexpected delight
- Platforming doesn't break new ground in genre
- Retro visuals don't stand out from herd
8/10
+ Incredible range of story based on player choices (flowsheet sells this)
+ Each character/story has its own feel; no weak link; incredible performances
+ Oftentimes approaches photorealism
- Needs more gameplay, QTE isn't enough
- Some awkward animations pop up occasionally
- Trite overall story, feels done before
- Didn't feel compelled to jump back in
+ Incredible range of story based on player choices (flowsheet sells this)
+ Each character/story has its own feel; no weak link; incredible performances
+ Oftentimes approaches photorealism
- Needs more gameplay, QTE isn't enough
- Some awkward animations pop up occasionally
- Trite overall story, feels done before
- Didn't feel compelled to jump back in
8/10
+ Traversal feels amazing (fluid/tactile swinging)
+ Characterization of Peter/Doc Ock/others
+ Cinematic feel (music, camera, cutscenes)
+ Vibrant visuals and life-like character models
+ Actually felt compelled to find collectibles
+ Act 3 was suitably epic; loved collection of villians
- Predictable story notes
- Combat is very derivative of Arkham
- Half-baked MJ/Miles stealth sections
- Precise movement very awkward
- Crime tokens are a repetitive slog
- Story dragged in act 2
+ Traversal feels amazing (fluid/tactile swinging)
+ Characterization of Peter/Doc Ock/others
+ Cinematic feel (music, camera, cutscenes)
+ Vibrant visuals and life-like character models
+ Actually felt compelled to find collectibles
+ Act 3 was suitably epic; loved collection of villians
- Predictable story notes
- Combat is very derivative of Arkham
- Half-baked MJ/Miles stealth sections
- Precise movement very awkward
- Crime tokens are a repetitive slog
- Story dragged in act 2
9/10
+ Very smart reinvention of stale franchise
+ Fantastic character performances (esp. Kratos)
+ Excellent touching/beautiful story
+ Combat is thrilling + challenging, never grew boring
+ Top notch visuals, environments are gorgeous
+ Way more to do than expected, meaty game
+ Soundtrack stood out (esp vocal pieces)
+ Norse mythology much more untapped than Greek
- Equipment customization too complicated, doesn't add much
- Camera too tight
+ Very smart reinvention of stale franchise
+ Fantastic character performances (esp. Kratos)
+ Excellent touching/beautiful story
+ Combat is thrilling + challenging, never grew boring
+ Top notch visuals, environments are gorgeous
+ Way more to do than expected, meaty game
+ Soundtrack stood out (esp vocal pieces)
+ Norse mythology much more untapped than Greek
- Equipment customization too complicated, doesn't add much
- Camera too tight
10/10
+ Everyone is here (characters + stages)
+ Visually gorgeous and strong performance
+ More offensive gameplay and better offstage play
+ Listening to fans with additions (Squad Strike, Hazard toggle, etc)
+ Great selection of new characters (Ridley, Inkling, K Rool, Simon)
+ World of Light does a lot with little
+ Music selections
+ Portable play is so awesome
- World of Light repetitive/too long
- Missing modes (homerun contest, stage builder) ; could be patched
- Not many new stages
- Some halfbaked new additions (morphing+meter)
+ Everyone is here (characters + stages)
+ Visually gorgeous and strong performance
+ More offensive gameplay and better offstage play
+ Listening to fans with additions (Squad Strike, Hazard toggle, etc)
+ Great selection of new characters (Ridley, Inkling, K Rool, Simon)
+ World of Light does a lot with little
+ Music selections
+ Portable play is so awesome
- World of Light repetitive/too long
- Missing modes (homerun contest, stage builder) ; could be patched
- Not many new stages
- Some halfbaked new additions (morphing+meter)