Elite Online Mag Elite 88 | Page 181

or using teleporters) - these Runes are permanent, and unlock new areas of the game world to explore. These ultimately form a network of branching paths, funneling you to key encounters (like boss battles) but providing divergent routes through different regions. With each area having its own unique enemies, hazards, and unlockable blueprints, it pays to mix up your routes and explore the world. And what a world it is - though lacking in written lore, the character of each location is brought to life by evocative pixel art, further embellished with gorgeous particle and lighting effects - the shower of sparks when you perform an air stomp attack is particularly satisfying - and animations are fluid and weighty. It runs great as well, even on lower end hardware. use of your abilities, especially when dealing with rare Elite enemies. Much like a Souls game, when you die its rarely as a result of the game being unfair - more that you just weren’t good enough. That said, things do get notably tougher as you progress through the game, and your chance of success can depend a great deal on what items you find. Although the game is currently in early access, it’s pretty feature complete and bug-free, though the developers are promising to expand the amount of content with new areas, enemies and mechanics. But even without those, Dead Cells offers a lot of content already, and the slick presentation and solid mechanics could easily fool you into thinking this was a final release of the game. Fun, challenging, and rewarding to play, Dead Cells scratches those Metroidvania, Roguelike and Dark Souls itches, all at the same time, and emerges as something altogether unique and special in its own right. Even the obligatory sewer level looks striking. What makes Dead Cells truly shine, though, is how tight the action and traversal feels. Our beacon- headed hero can double jump and mantle around at a fair old whack, and has a nifty dodge roll that’s perfect for getting out of trouble. You can equip two main weapons; various swords and dual daggers sit alongside electric whips, bows and throwing daggers, and your repertoire can be further bolstered with Active skills, which operate on a swift cooldown timer and allow you to hurl fire grenades, set buzzsaw traps, and unleash a hail of daggers. Each weapon and ability feels distinct enough to impact your playstyle, and combat is swift and brutal, demanding memorisation of enemy attack patterns and effective www.eliteonlinemag.com 181