PC GAMER (US)

DEAD CELLS

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Phil: I’m not usually a fan of roguelikes that demand I spend time unlocking persistent skills to progress. I prefer the Spelunky method, where I don’t technicall­y need anything to complete the game, but will still throw myself against it hundreds of times. If I’m going to die in roguelike, I prefer it be because I screwed up, not because I haven’t yet unlocked the upgrades I need.

Despite this, I love Dead Cells, in large part because its combat is so good. It’s satisfying­ly technical, forcing you to learn attack patterns and special abilities. And executing the perfectly timed strikes and dodges required to efficientl­y and safely progress remains fun, even after tens of hours. Its weapons keep things interestin­g, too, with lots of interestin­g quirks designed to tempt you away from your preferred loadout. Temptation, and the risks and rewards that come with it, are the key to any good roguelike. Steven: How does another 2D Metroidvan­ia roguelike even make it onto one of these lists in 2018? That’s the kind of cynicism I brought to Dead Cells when I first started playing it—and it only took a few minutes to see why everyone won’t shut up about this game. Dead Cells is just too damn good. The combat is great, sure, but what I really dig is the sense of exploratio­n and how Dead Cells forces players to juggle survival, exploratio­n, and speed all at the same time. Some of the most powerful items are behind doors that will close after a certain amount of time has passed, so once I discovered one I’d dedicate a whole run just to getting there as fast as possible to grab the item before the door slammed shut. Those runs are my favorite, because I couldn’t afford to be careful and slow. In those frantic sprints, there was no room for error, and that was completely thrilling. Bo: When I started playing Dead Cells, I would die in seconds. Then my skills improved, and runs would last minutes. Then I learned enemy strategies, and unlocked some useful gear. Now I barrel through early levels, taking on ever more challengin­g hordes. An hour deep into a run, death is agony, but it still never stops me wanting to start again.

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