Newsweek International - - HORIZONS -


On the sur­face, Ce­leste is a highly pol­ished plat­form ex­pe­ri­ence (think Su­per Mario Bros. with an in­die­rock aes­thetic). Although it’s not es­pe­cially in­no­va­tive, the game’s stark para­ble about men­tal ill­ness tran­scends its genre. The ti­tle refers to the name of the moun­tain the play­ers must climb as they si­mul­ta­ne­ously nav­i­gate doubt and anx­i­ety. In one grip­ping scene, the young fe­male pro­tag­o­nist tells her com­pan­ion what it’s like to live with de­pres­sion. He, in turn, de­scribes the dif­fi­cul­ties of sup­port­ing some­one who is suf­fer­ing. Ce­leste shows us that the best sup­port we can of­fer is in en­abling oth­ers to help them­selves. And that while we should cel­e­brate reach­ing the sum­mit, it’s the climb that de­fines us.

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