<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Action-Platformer - vo.rs</title><link>https://vo.rs/tags/action-platformer/</link><description>Latest from the Action-Platformer desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Wed, 09 Aug 2023 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/action-platformer/" rel="self" type="application/rss+xml"/><item><title>Dead Cells: The Roguevania Blueprint</title><link>https://vo.rs/respawn/dead-cells-the-roguevania-blueprint/</link><description>&lt;![CDATA[<p><em>Dead Cells</em> left early access on 7 August 2018, which makes this month its
fifth birthday and a reasonable moment to ask a question the launch reviews
couldn&rsquo;t: does the thing hold? Plenty of 2018&rsquo;s roguelites are now a footnote and
a Steam sale. Motion Twin&rsquo;s is still receiving expansions —<em>Return to
Castlevania</em> landed in March this year — and is still the game every new hybrid
gets measured against. The word they coined for it, &ldquo;RogueVania&rdquo;, has outlived
the marketing that produced it, which almost never happens.</p><p>The reason is a weld. Two genres that should reject each other were joined, and
the joint holds under load.</p><h2 id="the-two-things-that-shouldnt-fit">The two things that shouldn&rsquo;t fit</h2><p>A roguelike is about a run: procedural, disposable, and meaningful only because
death erases it. A Metroidvania is about a map: handmade, persistent, and
meaningful because you memorise it and come back with the double jump. One genre
throws the level away. The other asks you to live in it. Welding them naively
gives you a procedural map nobody can memorise, which is the worst of both — the
tedium of backtracking with none of the mastery.</p><p>Motion Twin — the Bordeaux worker co-operative that made this, before spinning
off Evil Empire to carry the post-launch work — solved it by separating what is
random from what is fixed. The<em>biomes</em> are fixed: the Prisoners&rsquo; Quarters, the
Promenade of the Condemned, the Ramparts, the Ossuary. Each has a fixed character,
fixed enemies, fixed exits. The<em>interiors</em> are procedural. So the map you
memorise is the graph of biomes and how they connect, and the corridor you&rsquo;re
walking through right now is disposable. You learn the country and improvise the
street. That&rsquo;s the whole trick, and everyone who copied<em>Dead Cells</em> copied that
before they copied the sword.</p><p>The Metroidvania half is then delivered through runes. The Vine Rune, the
Teleportation Rune, the Ram Rune, the Spider Rune and the Homunculus Rune are
permanent traversal unlocks, earned once from specific fights, and each one
permanently opens branches of the biome graph that were previously closed. This
is exactly a Metroidvania gate — a door you couldn&rsquo;t open, then can — laid over a
structure that resets every death. You lose your gear. You keep your keys. It is
a startlingly clean idea and it took the genre most of a decade to arrive at it.</p><h2 id="the-flask-is-a-design-argument">The flask is a design argument</h2><p>Here&rsquo;s the part I think people undervalue.<em>Dead Cells</em> gives you a health flask
with a small number of charges per run. It is the only healing you can rely on.
Everything else in the economy — the cells you bank, the gold you spend, the gear
you pick up — is abundant. Health is not.</p><p>That single scarcity does an enormous amount of work. It makes every trade
legible: taking a hit costs a fraction of a finite resource, so &ldquo;I&rsquo;ll just tank
this&rdquo; is a decision with a visible price rather than a shrug. It converts the
combat from a damage race into a bookkeeping problem you solve with your thumbs.
And it makes the<em>pace</em> of the game non-negotiable in a way a health bar alone
never manages.</p><p>Timed doors are the other half of that argument. Scattered through the biomes are
doors that open only if you reach them under a time limit, and behind them is
good gear. Nothing forces you through one. The game simply prices dawdling and
lets you decide. That&rsquo;s a far more elegant instrument than a chase sequence or a
countdown, because it produces the behaviour by making it attractive instead of
compulsory. You start speedrunning the early biomes for a reward, and by the time
you notice, you&rsquo;ve internalised a movement grammar — roll, hit, roll — that the
later biomes require.</p><p>By the time you&rsquo;re on 5 Boss Stem Cells, the difficulty tier that gates the true
ending, Malaise makes the argument explicit: it accumulates over time, buffs the
enemies, and is pushed back by killing things. Aggression stops being a style. It
becomes the only sustainable metabolism.</p><h2 id="where-the-loop-fights-itself">Where the loop fights itself</h2><p>The build system is the seam. Weapons scale with one of three stat colours —
Brutality, Tactics, Survival — and you raise a colour by choosing scrolls at the
end of each level. Commit early and hard, and the numbers explode. Spread across
colours and you end a run with a broad, weak character who dies to the first
elite that respects itself.</p><p>This is a legible, teachable system, and it&rsquo;s also a tax on the thing the game
otherwise does best.<em>Dead Cells</em> is at its finest when you&rsquo;re improvising with
whatever the floor gave you. The scaling maths quietly instructs you to stop
improvising and start filtering: a purple weapon in a red run is litter, however
interesting it is. The game hands you a toybox and then explains that three
quarters of the toys are wrong today. Custom Mode, added in 2020, is Motion
Twin&rsquo;s own admission of the problem — it lets you delete items from the pool so
the drops match the build you wanted anyway.</p><p>The other seam is the Collector. Cells are the meta-currency; you bank them at
checkpoints and spend them on permanent unlocks, and losing a run before a
checkpoint loses the cells you were carrying. The intent is tension. The effect,
often, is that a good run&rsquo;s most stressful moment is a bank transfer.<em>Hades</em>
answered this better two years later by making death a narrative beat and the
currency almost unlosable, which I&rsquo;ve argued<a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">at length elsewhere</a>.<em>Risk of Rain 2</em> answered it by<a href="/respawn/risk-of-rain-2-the-difficulty-curve-as-a-clock/">putting a clock on the whole thing</a>
and letting greed do the rest. Both are downstream of this game&rsquo;s willingness to
put a real cost on the meta-layer.</p><h2 id="the-ancestors">The ancestors</h2><p>The obvious lineage is<em>Rogue Legacy</em> (2013) for the meta-progression and<em>Castlevania: Symphony of the Night</em> (1997) for the map, and<em>Dead Cells</em> nods so
hard at the latter that it eventually licensed it. Fine, and true, and not the
interesting answer.</p><p>The real ancestor of how<em>Dead Cells</em><strong>feels</strong> is the 16-bit European
action-platformer, and specifically the Factor 5 lineage. I had a C64 from the
mid-eighties and an Amiga from &lsquo;87, and the thing<em>Turrican</em> understood in 1990 —
the thing most of its imitators didn&rsquo;t — was that a movement system is a rhythm
instrument. You played<em>Turrican</em>&rsquo;s levels the way you&rsquo;d play a phrase, with the
run and the roll and the fire button as a chord.<em>Dead Cells</em> has that
exactly: the roll&rsquo;s invincibility frames, the way a weapon&rsquo;s animation commits you
for a fixed number of frames, the sound design snapping on the connect. It&rsquo;s an
instrument game wearing a roguelite&rsquo;s clothes.</p><p>That&rsquo;s also why the procedural interiors don&rsquo;t hurt. When the pleasure is in
executing a phrase, the room can be arbitrary. The
run is the composition. The map is the key signature.</p><h2 id="the-verdict">The verdict</h2><p>Five years and five content drops on —<em>Rise of the Giant</em>,<em>The Bad Seed</em>,<em>Fatal Falls</em>,<em>The Queen and the Sea</em>,<em>Return to Castlevania</em> — it has the
rare distinction of having been correct on day one and better every year since.
The weld holds. The flask still hurts. The movement is still the best in the
genre, and I include everything that has arrived since in that.</p><p>Its flaw is honest and structural: a colour-coded build economy that fights the
improvisation it otherwise sells, patched over with an options menu. Live with it.
Custom Mode exists for a reason and using it is not cheating, whatever the forums
say.</p><p>It&rsquo;s on everything — PC, PlayStation, Xbox, Switch, mobile — and the Switch
version remains the one I&rsquo;d point at, because this is a game built in eight-minute
phrases and eight-minute phrases belong on a handheld. Start on 0 Boss Stem Cells.
Take the timed doors. Pick a colour and stay married to it.</p><p>If the movement is what grabs you,<a href="/respawn/metroid-dread-the-series-remembers-what-it-is/">Metroid Dread</a>
is the handmade version of the same instrument — no procedural anything, every
corridor authored, and a demonstration of what the fixed map buys when you commit
to it fully.</p><h2 id="spoilers-below">Spoilers below</h2><p>The Hand of the King is the fight the whole design points at, and it&rsquo;s a
deliberate anticlimax in the best way: after a dozen-odd biomes of improvisation,
the final boss is a pure test of the grammar. No gimmick, no phase where your build
stops working, just the roll timing you&rsquo;ve been practising since the Prisoners&rsquo;
Quarters, asked for at speed. Motion Twin resisted the urge to make the last
fight a puzzle. It&rsquo;s an exam.</p><p>The true ending needs 5BC, and that gate is the smartest editorial decision in
the game. Everything the story has to say about the island concerns a plague that
keeps reanimating what it kills, and 5BC is the tier where Malaise forces you to
kill continuously to stay alive. You have to run the disease&rsquo;s own metabolism
before the game will explain the disease. A mechanic and a story agreeing with
each other is a rarer event in this genre than the trophy list suggests, and
Motion Twin got there by hiding the payoff behind the difficulty that proves the
point.</p>
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