Dead Cells is a roguelike-metroidvania video game developed and published by Motion Twin. Following about a year in early access, Dead Cells was released for Microsoft Windows, macOS, Linux, Nintendo Switch, PlayStation 4, and Xbox One on August 7, 2018. Mobile ports for iOS and Android are planned later in 2019.
|Platform(s)||Microsoft Windows, macOS, Linux, PlayStation 4, Xbox One, Nintendo Switch, iOS, Android|
|Release||Windows, macOS, Linux, PlayStation 4, Xbox One, Switch|
August 7, 2018
In the game, the player takes the role of a slime-like creature that takes control of a corpse in a dungeon, through which they must fight their way out. The player gains various weapons, treasure and other tools through exploration of the procedurally-generated levels to fight undead creatures within it. At times, the player may gain "cells", a type of in-game currency that can be used to purchase permanent upgrades or unlock new items for the player if they reach the vendor between each level. Dead Cells uses a permadeath system, causing the player to lose all cells and other currencies or items upon each instance of death. Motion Twin was inspired by The Binding of Isaac in developing the game.
Dead Cells is described as a "roguevania", a combination of procedurally-generated roguelike games and action-exploration-based metroidvania games. The player controls a mass of cells that occupy and control the body of a deceased prisoner at the start of each game. As they explore a series of dungeons and fight the creatures within, they collect weapons, skins, abilities, power-ups, and money. Some enemies will also drop cells when defeated, which can be used to obtain permanent power-ups such as additional health potions or new items that can be bought or found in later runs. These cells can only be spent at the end of a dungeon section; if a player dies before then, they lose all collected cells.
Each level is procedurally generated by merging of predesigned sections in a random configuration along with random placement of enemies and items. The game's combat is said to be similar to the Souls series, with difficult enemies with certain behaviors the player can learn, and where frequent player-character death is a fundamental part of the game. At intervals throughout the game, the player must also defeat boss enemies known as "Keepers." Currently, there are four Keepers in the game—The Concierge, Conjunctivious, The Time Keeper, and The Hand of the King.
The plot of Dead Cells is minimalistic, only giving bits of information to the player. Taking place on an unnamed island, the player character is referred to as the Prisoner, a humanoid with a pile of gelee or plantmatter in place of a head. The Prisoner is immortal, as every time he dies his "head" manages to lurch its way back to the starting prison. According to a guard, the Prisoner is said to have been executed for some crime, but the nature of the crime is never specified.
Every time the Prisoner dies, the island reconfigures itself, which serves as an explanation for the rogue-like mechanics. In the game, the reason for this is specified as the island being a living organism that evolves over time. In the end, he kills the Hand of the King and stabs the real king only to explode and wind up back at the start like nothing happened.
|The Making of Dead Cells, by Red Bull Gaming|
Dead Cells's developer Motion Twin had been developing games for the browser and mobile gaming market since 2001. The studio found that competition in the mobile market required more investment to make viable games, and decided to switch focus to develop what they considered their "passion project", a game that was "something hardcore, ultra-niche, with pixel art and ridiculous difficulty" that they knew would be a potential risk in terms of interested players.
Initially, Motion Twin had set out to make a follow-up to their browser game Die2Nite, which was cooperative tower defense game for up to forty players released in 2008; most of the game, players would work together to form defenses around a town, and then during a night phase, wait to see if their town survived waves of attacks by zombies. Initially they wanted to have the sequel improved by allowing players to take actions and fight during the night phase, implementing free to play mechanics. While this version worked well with large number of players, Motion Twin found it was not very exciting for single players. In 2014, they stripped down the game to basically a single-player experience between preparation and combat, and took it to an event called the Big Indie Pitch, where the idea came in second place. Inspired by this, they decided to strip away the game's preparation phase and focus it as a combat-based game. The process of figuring out how to keep and work from these combat elements took about a year up through the end of 2015.
To tighten the gameplay, Motion Twin took inspiration of the Engineer class from Team Fortress 2, where the use of turrets and other buildable items helps to strengthen the character's abilities, and took Dead Cells into an action platformer where the player used weapons along with a variety of skills (including some elements they had developed for the tower defense approach). They did not want players to get used to having a single weapon/skill combination that they used indefinitely, and arranged the roguelike elements as to require the player to try out new combinations of weapons and skills as they progressed in a given run to defeat newer foes, and keeping what items they would get in a random manner every time they started a new game. Motion Twin's producer, Steve Filby, said that The Binding of Isaac was a significant influence, as there, the way the game proceeds "is entirely based on the choice of items that you get. That’s the fun of the game." To give the player enough options, the developers crafted about 50 different weapons, avoiding having too much duplication in how each weapon worked so that there would be unique gameplay possibilities with each. The team used an iterative process in gameplay and graphics and art so that each of these weapons also exhibited unique animations or behavior so that the player would get a sense of a tactile response and the special nature of each weapon.
Motion Twin opted to use Steam's Early access approach to both gauge interest and to get real-time feedback from players on game features and the balance from procedural generation. They also feared the stigma around indie games at the time, fueled by industry speculation of an "indiepocalypse" where too many indie games would have caused a collapse of the games market around 2015, but which never occurred. They did not want to release too early within early access, and made sure the first version available, while only about 30 to 40% complete, had tight combat and gameplay controls that players would appreciate. Early access also allowed them to address balance issues, as they did not want to punish players for a specific style of play, and used the feedback to address this. This also allowed them to make sure that regular combat encounters should be short, and that maneuvering within the game's levels itself was not a challenge to the player. The developers planned for the game to spend about a year in early access before its full release, during which time they fleshed out the content and incorporated much of the player feedback on both bug reports and feature suggestions into the game. Lead designer Sébastien Bénard estimated that 40 to 50% of the features in the final game were drawn from feedback during early access.
The early access period was launched on May 10, 2017 with support for Microsoft Windows, and released macOS and Linux versions in early access on June 26, 2018. In November 2017 the game was also released on GOG.com as part of their drive to provide an alternate way to purchase games that are in development. In January 2018, Motion Twin also stated they are planning on console development for the Nintendo Switch, PlayStation 4, and Xbox One, with a planned release in August 2018 to correspond with the Windows' version leaving early access. Motion Twin does not anticipate creating a sequel, and instead focused on adding a robust modding system for the personal computer versions to allow players to expand the game following release. The studio has also considered developing downloadable content for the game and other ways to expand the existing game for players.
Motion Twin plans to release a free downloadable content update to the game in mid-2019. The developers also announced plans to port the title to mobile devices running iOS and Android, modifying the game's interface to support touch controls as well as remote controllers. The iOS version is expected to be released in mid-2019, with the Android version to come later.
The game was nominated for "Best Indie Game" at the 2017 Ping Awards, and was a runner-up for "Best Action Game" at IGN's Best of 2017 Awards. It won the award for "Best Indie Game" at the 2018 Golden Joystick Awards, whereas its other nominations were for "Best Visual Design" and "Ultimate Game of the Year". It also won the award for "Best Action Game" at The Game Awards 2018, whereas its other nomination was for "Best Independent Game". It was also nominated for "Fan Favorite Indie Game" at the Gamers' Choice Awards, and for "Independent Game of the Year" at the Australian Games Awards, and won the Off Broadway Award for Best Indie Game at the New York Game Awards. At the National Academy of Video Game Trade Reviewers Awards, the game won the award for "Control Design, 2D or Limited 3D", whereas its other nominations were for "Art Direction, Fantasy", "Control Precision", "Game, Original Action", and "Original Light Mix Score, New IP"; it was also nominated for "Excellence in Gameplay" and "Most Promising New Intellectual Property" at the SXSW Gaming Awards, and for "Original Property" at the 15th British Academy Games Awards.
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- "Dead Cells - Soundtrack Part 1, by Yoann Laulan". Yoann Laulan.
- @Laced_Records (5 July 2018). "NEW #VGM #VINYL — DEAD CELLS OST by Yoann Laulan Pre-order at: bit.ly/DeadCells2xLP Limited 15-track double vinyl with gatefold sleeve. Shipping Sept 2018 @motiontwin @ValmontDeRag" (Tweet) – via Twitter.