Review

Dead Cells Review: Rise From Your Grave

  • First Released May 10, 2017
    released
  • PS4
  • XONE
  • NS
  • PC

Death sells.

Tucked away in a long-forgotten prison lies a corpse. From time to time, a sticky mass of green goo slips into the cell and gives the body a burst of life. Stomping forward, the armored mass of carrion charges through zombies and hordes of undead on a vain quest to find the way out. Fans of Dark Souls will notice… more than a few similarities, for sure, but this particular outing isn't what it appears to be.

Dead Cells is a fascinating amalgam of several of today's most popular indie genres. It juggles elements of tough-as-nails action games and Metroid-inspired exploration platformers, with the procedurally generated levels and random item allotments found in roguelikes. It's impressive how it all comes together without a hitch, especially given that the persistent character growth found in games like Dark Souls or Metroid squarely conflicts with the randomized resets emblematic of Rogue-inspired games.

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The balance struck here is one of unlocked opportunities. Each time your avatar stirs back to life, you're given a fresh chance to press through the stages. You encounter them sequentially, so you have an idea of what to expect, but your choices in each will determine your ultimate path. So, for example, while the first stage is always the Prisoner's Quarters, your next hop could be the Promenade of the Condemned or the Toxic Sewers. At first, only the former will be available. But, in time, you'll earn runes that confer permanent changes and open up new routes.

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So, while some roguelikes and even Dark Souls could, in theory, be completed in one run without dying, that (so far as we've found) can't happen here. You must progress, die, and then restart to worm your way through the different routes, collecting critical upgrades that give you even more options.

Along the way, of course, you'll have a shuffling inventory with new weapons and skills found in chests or shops. You can also pick up stat upgrades that you lose upon death as well as "cells," which, if you survive your current stage, can be banked for unlocking rare items that will be added to your potential gear lottery pool and permanent bonuses like additional healing items.

Besides the inventory and stage shuffling, combat and platforming are the most critical aspects for you to master. And while Dead Cells executes on all of its mechanics, these two shine brightest. For starters, traversing levels is a smooth, quick process once you've got the basic feel for it. Your movement is precise, with just enough forgiveness to make exacting jumps feel demanding, yet achievable. And this meshes seamlessly with the action.

Enemies will respond to your presence in different ways. Some are unable to see you or react unless you're on their platform and in their direct line of sight, while others will lob grenades at you from across a gap or through platforms, but can't attack directly. Your goal is to read the screen and understand the different abilities of each enemy type, and to use that information to strategize and execute your optimal approach.

Countless other variables such as the presence of doors (which can be opened slowly for a stealth attack or kicked in for a stunning blow) work together to mix things up. Toxic pools, spiked floors, etc. all come together to give the right mix of obstacles and challenging foes. This also plays well with Dead Cells' overall look and tone. Each enemy glows a bit and has a different color scheme and silhouette. The same is true for the stages themselves. Together, these easily identifiable coding systems make it intuitive to read the room and remain focused on the ludicrously quick combat without losing sight of your next target.

That's especially critical because of the zippy pace of bouts, too. Most of the time, you'll have two weapons or a weapon and a shield. This, combined with jumping and dodging, forms the core of your skill set. Once you get the hang of it all, you can effortlessly combine attacks and dodges, and, for instance, freeze an enemy with a spell before rolling behind them and unloading with a quick set of slashes. All of this seems like a chaotic mess at first. And it is--to a degree. Each piece of the combat puzzle is introduced gradually, so you very naturally learn how it fits into the larger picture.

Your nascent exploration through the Prisoner's Quarters and other early-game maps may take around 10 minutes during your first few trips. It feels agonizing, too. You are vulnerable, largely powerless, and unfamiliar with your very dangerous surroundings. So much is left unexplained at the outset that the choice to just go and worry about the rest later comes as second-nature. Still, the going isn't easy and you'll struggle. At least at first.

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But each round gives you a different set of toys to play with. The stage will change each time. One route comes and goes, perhaps a new treasure or den of foes takes its place. But that doesn't really matter. The Prisoner's Quarters, while unique with every run, keeps to a certain, persistent theme. The wistful music and basic ideas are the same. Through repetition, you earn not rote memorization of layouts, but the ability to take whatever weapons you get for that run and utilize them to their fullest. In short order, what took 10 minutes at the start takes 30 seconds once you've found your bearings.

What doesn't always quite workout the same way, though, are the latter areas. Fewer opportunities to practice with tougher enemies means that they never quite develop the same level of familiarity. It keeps every attempt feeling tense and exciting, but it can also lead to some frustration. Spending a whole run trying to make it to one spot only to die and have to restart a 15-minute stretch of play again can be grating, but the backstop there is the permanent upgrades.

Even if you can't make it all that far, Prisoner's Quarters is simple enough that you'll have plenty of opportunities to "bank" cells for the aforementioned upgrades. That gives you a sense of constant progress, even when you bomb a run. In fact, the only real issue with the adventure is that some of the better upgrades can take substantially longer than they should. It stalls progress in the mid-game a bit and can lead to a feeling of grinding your wheels. Besides that, though, Dead Cells is a phenomenal effort to blend together some very disparate genres into a tight, cohesive whole. It's one of the better examples of how to remix ideas without losing their individual strengths.

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The Good

  • Delightful, satisfying action that focuses on developing skill
  • Excellent blend of genres and game design ideas to create a new whole
  • Procedurally generated levels that, more often than not, are well put together

The Bad

  • Inconsistent pacing

About the Author

Dan Starkey is a fan of all things Soulsian. Though he’s a recent-ish inductee to the Souls-like fandom, he’s taken the meditative combat and beautifully laid out worlds as some of his all-time favorites. He pushed through only one complete run of Dead Cells among 140 some-odd attempts over about 25 hours. He loved it.
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deactivated-611611d19b9ca

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I’m late on this, but this game is boring as hell. I’m only about an hour into it, so maybe it gets better, but man... this is beyond repetitive so far.

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KiriharaZro

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For some reason I thought this game was a Switch exclusive, now that I see is on PS4 I'll look at it

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scambreaker

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Really interesting project. And I want to play it :)

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jerusaelem

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Fun game. Could definitely used some balance tweeks or at least a couple good mods to smooth it out. The zero cool down teleporting enemies, for example, can eat an entire two cart pile of butts. They're not impossible to defeat, mind you. It's just a cheesy, overused gimmick that's more annoying than engaging to come across time after time after time. Might have agreed with the 9 otherwise. Everything else is superb and I'm not even a big fan of most roguelikes.

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cejay0813

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@jerusaelem: yeah they suck but they’re at least predictable. I can’t handle multiple at once so the best strategy I’ve developed is isolation. Think that’s what makes the game great. Individually, the varied enemies are easy to defeat, but multiply them and mix them up and your skills are put to the test

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SofaJockey

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Funny, for a gaming news site to not report even a squeak about the Boomstick Gaming controversy seems a bit odd? Must have been far too busy double-checking reviews. ;-)

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christhunder34

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Its a great fun metrovania-roguelike that has neat pixel art and addictive combat animations for sure..had heaps of fun when it came out but the same 4 bosses, the Watchers were available in early access..and no real plot or additional bosses on full release and gets such a high score??

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jbreez00

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I've been having a pretty good time with it so far, my only problem is some of the basic enemies have sometimes been hitting like a truck whereas other times they hardly do any damage at all.

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JesterOfBass

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Nice to see a non-plagiarized review lol

GS has its faults but that dude from IGN fked up BIG time.

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soulfulDAGGER

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Edited By soulfulDAGGER

Game is nowhere near a 9 score, man. 7 at best. Due to the immense repetitive nature of it's overall design. Of this includes minimal variety of level aesthetics, no variation of main character armor, mediocre music & sound effects. Jump, slash, bow & arrow, repeat. Get a few weapons along the way. It's as shallow as a puddle.

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cejay0813

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Edited By cejay0813

@soulfulDAGGER: how far have you gotten?

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arupakku

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@soulfulDAGGER: Although I think you are a little bit harsh, I do mostly agree. The gameplay is top notch and it looks great, but I personally always end up dropping off this kind of game after a while because of the overall pointlessness of it all. Without any story and defined beginning and end, I loose interest eventually.

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SupaMasterGamer

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@soulfulDAGGER: Yup my exact though on this game. But I still enjoyed the game even if don't like rogue-like that much.

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Pyrosa

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I'm only an hour in, and I love this game. It's wwwaaaaayyy better than Rogue Legacy. The movement (and jumping in particular) is infinitely better, and all the other controls are "just right."

Any fan of Super Metroid, Castlevania, Rogue Legacy, and/or Shovel Knight should absolutely buy this game ASAP.

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Alucard_Prime

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@Pyrosa: yeah I'm loving it

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cugabuh

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So glad I snagged this back in 2017. What a gem of a game.

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Pyrosa

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One of my few prepurchases of 2018.

Looking forward to getting lost in this.

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Dualmask

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Oh look, another roguelike...

But it does sound interesting.

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salty101

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Do people know that there were hard games where you had to learn your enemies' moves before dark souls? Especially among the 2d genre.

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Warlord_Irochi

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Edited By Warlord_Irochi

@salty101: You are certainly right there, but most of the younger crew did not grow playing those games.

Yesterday I was talking with a friend and he was reminding me about how demanding Dark Souls is and how you totally have to learn the patters by dying again and again. Then I told him that he should try to beat Rugal in King of Fighters 94 and 95. Now THAT was a pain; even getting the pattern you did not have guarantees at all. lol

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deactivated-5d27a0be87356

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@Warlord_Irochi: I have to second this, and add, i think that anyone who thinks Dark Souls is hard should try playing Link or Crash Bandicoot... or 90% of the NES library. I think that with the arrival of 3D back in the 90's, gaming went from being all about challenge and more focused on the experience, dialog, graphics, music. Now a game like Dark Souls come out and people lose it, to this generation the concept of dying repeatedly is weird and challenging... Let me tell you, most of the NES games i played were all about dying repeatedly, in fact they should all be called that, after the success of Dying Repeatedly, Dying Repeatedly 2 came out... 5 years later, Dying Repeatedly 128 was released.

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Warlord_Irochi

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@DullBozer: There are NES games that today, I play them emulated, and I ask myself how come I was able to beat them when I was a kid.

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Gelugon_baat

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@salty101: There is the original Bungie Entertainment's Oni, way back in the previous decade - and that's not a 2D game either.

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niv0070

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@Gelugon_baat: Oni was amazing.. such a fun game.

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Gelugon_baat

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Edited By Gelugon_baat

@niv0070: I wish that I can only remember the good bits - like the fighting. Backflipping onto fallen enemies is fun.

The shooting though... *ugh*.

Ah... those days when Bungie couldn't get its head together on what game it wants to design, with the results being mixed bags.

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Warlord_Irochi

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@Gelugon_baat: "those days when Bungie couldn't get its head together on what game it wants to design"

Activision's influence aside, if you see Destiny now you could say that they are back into that situation. With the Marathon Durandal and the Halo franchises they indeed knew what they wanted to do and they did it great. After that, it was back to their "confused" development

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Gelugon_baat

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@Warlord_Irochi: Damn right. Seems like Bungie's the kind of game-maker that should be leashed.

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deactivated-6085a0bd46474

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@Gelugon_baat: What? Oni? I remember playing that around the same time that I played the original Red Faction, which released pretty much in the same year iirc. I was 14 years old back then and didn't really find it to be hard or anything. Was it really Souls-like?

It was a hell of a game though. Really fun.

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Gelugon_baat

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@Keaze_: The player has to learn enemies' moves though.

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ConsoleHaven

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You lost me at 'procedurally generated'

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Gelugon_baat

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Edited By Gelugon_baat

If you are reading this, you probably read the remark above.

Hopefully, you are the kind of the person that demands more and more sophistication from games. You might be quite tired of these indies who resort to procedural generation to make levels instead of actually going down to the details to make sure each level is balanced, or at least the procedural generator doesn't result in a level layout and enemy composition that pins the player character to the wall.

However, if you are like this person above me, who praised Mass Effect: Andromeda for little reason other than it being sci-fi when there are so many other much better sci-fi games around, you are just a fucking poseur.

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PETERAKO

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"Inconsistent pacing"

Welcome to the world of rogue lites

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Gelugon_baat

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@PETERAKO: Yeah man... Some of those procedural generators - *ugh*.

I remember the original Spelunky (now named Spelunky Classic) having made levels that are really shitty, because its generator did not consider the player character's supply of bombs and ropes.

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Alucard_Prime

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No surprise there, looked amazing to me the first time I saw it. Glad they went multiplatform

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Renunciation

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@Alucard_Prime: "This platformer is so good, it's gotta be multiplatform!"

Silly, but true.

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Alucard_Prime

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@Renunciation: Hehe not too shabby

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deactivated-5d4c0b80dcd76

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“Rise from your grave.” Lifted from Altered Beast..

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Warlord_Irochi

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@mbrogz3000: "Power up"
"Power Up"
"ROOOOAAARRRR!!!!!!!"

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