![]() ![]() Improv, ImproveThe real diversity in each run comes from an excellent set of choices in how you want the second-to-second gameplay to work. That feeling carries over with each new artifact, and especially after discovering what’s on the other side of the final boss. There was almost a rush in dying because it meant I could dive back into the opening minutes to uncover something I previously couldn’t. I now had access to hefty portion of new equipment, secret areas, and alternate routes that were once unreachable. Finding a rune in the acidic pits of the Toxic Sewers changed my first 15 minutes of every run thereafter. ![]() There’s a genuine sense that the secrets hiding near the end of Dead Cells’ journey are as potent as those you’re able to unlock near the start. Once you’ve unlocked all of the clever Metroid-style abilities you’re eventually able to move unrestricted through Dead Cells’ darkest recesses to uncover its skimpy, but fun, bits of story and cleverly hidden game references in secret areas. It’s meant to be replayed dozens of times, unlocking another small but significant fragment of the broad skillset with each new artifact you earn. And though it may sting when you have to say goodbye to those perfect turrets that helped you progress further than ever before - the ones that set victims ablaze and do double damage to burning enemies in tandem - or the tens of thousands of gold you’ve collected on a particularly bountiful run, the actual progression comes from unlocking buffs, skills, and weapons between each run that never go away - no matter how often you thrust your face into walls of spikes while trying to set a new land speed record in the Ancient Sewers.ĭead Cells’ movement and combat encourages you to put it all on the line to get a little farther. And just when I thought I’d dredged the best from that pool, in the very next run a shiny new toy would drop with glittering fanfare and I’d race to bank it with The Collector. You simply don’t know what you’re going to find, because it could be anything from a huge pool of equipment that’s delivered with perfect pacing. It’s what makes every run different enough to be consistently tense and surprising and what challenges the notion you’ve seen it all when you’re dozens of runs through. This item may not look similar, but its purpose is to "capture" enemies and gain new blueprints from them, and Twin Motion has stated they made the item with Pokemon in mind.“The placement and order of its levels are Dead Cells’ skeletal frame, but the ever-changing layouts and enemy and item placements are the blood that pumps through its heart. It might not be obvious at first, but the Hunter's Grenade is in fact a clever Pokemon reference in disguise. ![]() In actuality, this shot is taken from a small scene when asking for direction to Kakariko Village near the start of the game. Yet another portrait you can find in the High Peak Castle depicts two high peaks and a statue - but upon closer look, it's actually the Dueling Peaks from Zelda: Breath of the Wild, and a decayed Guardian in the forefront. While rarely seen in such detail, the official art for the boomerang features the red gem and angular bands, which also appear in the Dead Cells iteration. There are a few references to The Legend Zelda, and while they may be a secret to everyone, a clever player can spot these - starting with the Boomerang weapon, which bears a striking resemblence to the item from A Link to the Past specifically. ![]()
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