Let's Play: Dead Cells #7 | Paul McCartney Does What?!?
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Dead Cells is a roguelike-metroidvania hybrid 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.
In the game, the player takes the role of a body of cells that take 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 for the player if they reach a vendor near the end of each level. If they fail to reach this vendor before dying, they lose all the cells they gained and must start again. 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, armor, 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 game includes Twitch integration, allowing viewers, via the stream's chat, to influence the game, such as voting for which upgrade paths the player should take
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 a silent protagonist, but occasionally shows some personality traits such as confusion or frustration (giving the finger on several occasions). The Prisoner is immortal, as every time he or she dies their "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.
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.
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Description from Wikipedia.org