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Celeste (2018) - pushing game design to new heights (Developed by Matt Makes Games)
Reviewed on PS4, playable on:
Steam
Itch.io
Epic Games store
Nintendo Switch
PlayStation 4
Xbox OneÂ
Introduction
Celeste is a game about a girl called Madeline who decides to climb a mountain to overcome her depression and anxiety, as well as the other characters she meets along the way. Little does she know that Celeste mountain is more than what it seems and, in order to confront the challenges she will face along the way, Madeline will have to come face to face with a part of her that she would have much rather avoided. Celeste uses mostly linear 2D platforming across groundbreakingly designed levels, all with a gorgeous 16-bit art style which, along with a cast of charming characters and wonderfully written dialogue, delivers a truly moving story about self-reflection and overcoming anxieties despite all the odds. Here are my thoughts and feelings on the 2018 critically acclaimed ‘best independent game’ and ‘games for impact’ Game Award winner, Celeste.
Level design
Celeste’s fundamental mechanic is Madeline’s dash ability which propels her in a straight line in a chosen direction for a set distance. The dash can only be interrupted by objects in the environment and it can only be used once in mid air - it recharges as soon as Madeline touches the ground; this is represented intuitively on screen by Madeline’s hair turning blue when her dash is used up and turning back to orange when the dash becomes available. This core mechanic is explored in a different direction in each of Celeste’s 8 chapters. If you explore these levels you can gain access to the far more challenging B and C side versions of the levels which push the exploration further in it’s respective directions, however, you may not even feel inclined to touch these levels as Celeste’s main game alone is likely challenging enough for a lot of players.
Celeste’s side-scrolling levels are broken up into stages/sections that you have to pass to progress through the game. I felt as though each section was designed to push and improve my ability at the game and make me practice and experiment with my approach to each section’s unique challenges.Â
Each screen/section would have maybe 2-5 challenges you had to pass, one after another, and the game’s instant deaths, fast respawn times and the ability to save anytime meant that there was no repercussion for my trial and error and I could keep trying and trying until I would find faster and faster ways of progressing and, often, hidden shortcuts that I hadn’t seen the first few times round. The gameplay promotes developing a mastery of it’s mechanics. These shortcuts are often found by thinking outside the box and playing around with levels’ systems and mechanics. For players looking for a challenge, as well as cassette tapes with B and C side levels, Celeste’s 8 main chapters are full of collectible strawberries which present a whole load of extra examples of really clever game design. For example, some of these collectible strawberries have wings and will fly straight up and out of the level if you use Madeline’s dash and so you have to think outside of the box and grab the strawberry without using the dash which is usually vital for getting from A to B. It’s this kind of design that stops the game from ever feeling dry or formulaic. Celeste’s levels constantly feel fresh, well paced and engaging.Â
I’d also like to note that at the start of each level in the loading screen, Madeline receives a different postcard with useful information on it. Two stood out to me: one saying that you should be proud of your death count because it shows that you’re making mistakes and you’re learning; I found this message incredibly uplifting because at times frequent deaths had made me feel a little embarrassed or made me wonder if I was getting something seriously wrong. The other was that the collectible strawberries are entirely optional and only for showing off to your friends if you really want to. I think this was a brilliant move because it gives the player a little more control over the game’s pacing. You get to decide whether you’ll spend some time trying to grab this tricky strawberry or whether you’ll push on with the game and move into the next section.
Accessibility
Celeste is rightfully celebrated for it’s range of accessibility options, from it’s tactful and unobtrusive assist mode - for players who need to fine tune the game to their specific needs in order to get the same enjoyment out of the game, to it’s picture settings that reduce flashing and particle effects for people with photosensitive epilepsy or motion sickness. For more on Celeste’s assist mode, check out Game Maker’s Tool kit’s video on ‘What Makes Celeste’s Assist Mode Special’, you can find the link to that at the end of this post.
Soundtrack
Lena Raine’s soundtrack to Celeste is an audio marvel. Whether it’s daunting, uplifting, mysterious or moving; the soundtrack made me feel tied and invested to every moment. The music was just as much a journey as every second of gameplay. The soundtrack plays to the gameplay perfectly and occasionally leads to some really incredible moments. As well as Lena Raine’s marvellous score, Celeste’s B and C sides have a range of tracks and features by other artists like lo-fi artist ‘In Love With a Ghost’.
Narrative
Celeste deals with heavy subjects like depression and anxiety without ever being tasteless or insensitive but simultaneously the game manages to deal with these subjects in an uplifting way, much in line with the game’s core message. Each level feels rich with meaning and the games narrative is tightly interwound with it’s settings, characters and mechanics in a way that feels seamless and engaging.
Celeste uses profound metaphors to deliver it’s story and discuss mental health in each chapter of the main game. One of my favourite’s was Chapter three - ‘Celestial Resort’ - which had you help skittish spectral maître d’ clean away the clutter in his abandoned hotel. As you tidy away the hotel you find him seeming less anxious than the last time because you’re helping him order the clutter in his mind so he can finally have some peace. This also happens to be what Madeline needs at this point in her story and helping the maître d’ provides her with th clarity she needs to move on. This is one of the ways the game deals with heavier subject matter without dampening the player’s experience of the game and keeping an ‘upward momentum’.
The game’s narrrative, characters, environments and soundtrack all made me feel engrossed in my ascent of Celeste mountain. The mountain has a real sense of place, mystery and history that unveils itself to you as the story unfolds. I felt fully engaged in every setting because it felt like I’d come across something that nobody had seen in a long time. Even with Celeste’s generally fast paced gameplay, it never felt like I was ‘just passing through’ a location because the drive to explore and overcome challenges kept me searching every corner and taking time to explore when I wanted to.
Everything about Celeste contributes to it’s narrative. It’s gameplay pushes you to reflect and overcome challenges. Lena Raine’s soundtrack fits every scene like a glove and fills each moment with emotion in a constantly moving way. Characters will climb out of their Dialogue boxes in some scenes as if they’re really coming to life. Even the ‘chapter complete’ screens, at the end of each level, push the story forward and tell you where Madeline is going next. Celeste is a beautiful and important story,told in an ingenious way, unlike any other game I’ve played.
Is this game for you?
I would suggest Celeste to anyone looking for a new and different gaming experience and an uplifting story. It feels consistently fresh with perpetually ingenious level design and a really wonderful story. I’ve had more fun on Celeste than any triple A game I’ve played in a long time. I’d recommend Celeste to people looking for a hopeful story in what feels like quite a hopeless time because this is a story about never losing sight against all odds, friendship and support, and self-acceptance. It’s clever, inventive, charming and moving and I just love it and I’m pretty damn sure that you will too. Celeste is a permanent fixture of my PS4 library.
Can’t afford it?
I completely understand that lots of people may not have the funds right now or in the foreseeable future to get this game and if you choose to engage in piracy or any kind of swashbuckling then I’ll reserve my judgement but personally I would always rather support the developers so I’ve put togther some links to some ‘let’s-play’ series and videos about the game so you don’t have to pirate the game if you want to get the closest thing to the experience without having to take it illegally and get into legal trouble, damage your computer/console or promote activities typically detrimental to the developers.
Watchlist & sources
Here I’ve put together a semi-curated list of videos, articles and other resources about the game as well as some ‘Let’s Play’s and speed-runs:
GMTK - Mark Brown from Game Makers Tool Kit made two videos about Celeste which were really useful resources for writing this review. It was actually these videos which introduced me to the game in the first place so it’s only fair that I recommend them to you.
Why Does Celeste Feel So Good to Play? https://youtu.be/yorTG9at90g - This video talks about the design of Madeline’s controls and what makes Celeste such a satisfying to play.
What Makes Celeste’s Assist Mode Special https://youtu.be/NInNVEHj_G4 - This video looks at how the developers have confronted a fundamental problem in game design: balancing the design intentions and accessibility as well as player preferences.
More videos - Here are some more videos about this game that I love. The first two are a lot more focussed on the level design and how the game showed you the ropes and guides you to mastery and they’re both really well produced and written and really entertaining. The last one is a short and sweet documentary about Celeste’s development from pre-game to the design and how the story started to fall together.
How Celeste Teaches You It’s Mechanics - Good Game Design (Snoman Gaming) https://youtu.be/lZoQ9a7oPvo
Celeste: Breaking Down Level Design (OK Beast) https://youtu.be/w_aWMxcHrgw
The Story of Celeste’s Development (Noclip) https://youtu.be/c3mbELVqAmo
Let’s plays and speedruns
Celeste: Fruit Brute - PART 1 (Game Grumps) https://youtu.be/iB4KG2wABPA - This series by Game Grumps is really funny but it only covers the earlier parts of the game so if you’re only looking for a bit of gameplay then this is for you!
Celeste Let’s Play [Playlist] (TenMoreMinutes) https://www.youtube.com/playlist?list=PLn5okaoIT7P5KvGs25IWmGPcM5kvowqqh - This series covers pretty much the whole game so if you’re just looking for something to watch then here it is!
Celeste Any% Speedrun in 27:31.4 (TGH) https://youtu.be/g2KqMYWviYk - A really impressive speedrun. This guy’s just trying to finish the game as fast as possible without worrying about the strawberries or the B and C sides.
Celeste All B Sides Speedrun in 26:46 (TGH) https://youtu.be/I76TcmlsRIk - This is another complete marvel by the same guy. This time he’s doing all the B side levels; the B sides really are substantially harder than the main game.
The Celeste Speedrun That Wasn’t Humanly Possible (IGN) https://youtu.be/yEKku8S5-fo - This is a short video about an AI designed to Speedrun games that did a super human run of Celeste.
Links
Celeste game accessibility guide http://gameaccessibilityguidelines.com/celeste-assist-mode/ - This is a great website if you’re interested in accessibility in games, I used it for the accessibility section of this review.
Notes
I may eventually write a piece in more detail about aspects of the game design that I really enjoyed but in the interest of keeping things spoiler free - this is all for my Review of Celeste. This is my first game review and there will be things I’ve done well and, in greater likelihood, things I’ve done not so well and I’d love to do better in future so share your thoughts with me! I’m on Instagram under @Fretened or you can contact me here on Tumblr, I’d love to hear what you think.
If you got this far, thanks for reading Xx
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Netflix’s Criminal United Kingdom: episode one opinions
Opening thoughts
Netflix released almost 400 originals last year alone and, when you become a media giant like that, It’s fair to expect that you’ll churn out your fair share of poorly written fill-in-the-blanks movies and TV shows but every now and then out of the two hundred and something clones something really interesting will come out of the woodwork. Stranger Things, The Irishman, The Haunting of Hill House, Mind Hunter, Black Mirror and Uncut Gems ,to name but a few, have shown Netflix’s potential to provide beautiful opportunities to creatives, big or small; and so when something like Criminal United Kingdom comes out of the proverbial woodwork I’m obviously dubious as to whether it’ll be something interesting and inventive or a generic crime drama with the momentary allure of 45 minutes of David Tennant’s dreamy bearded face.
My review
Yesterday, I watched the first episode of Criminal United Kingdom on Netflix and was blow away how unexpectedly clever and intuitive it was. Criminal is set entirely inside a police interview room and, with no flashbacks, hallucinations or dream sequences pushing the narrative forward, tells you the story within the confines of it’s setting. Dr Edgar Fallon (David Tennant) is accused of murdering his 14 year old step daughter and leaving her in a forest after returning from one of her Netball games without her and, after making no comment for the last 23 hours of interrogation, three interrogators have to get him to speak before time runs out.
The episode moves slowly initially as Dr Fallon refuses to comment, not to say every minute leading up to his first comment isn’t thoroughly engaging. I found myself sat in the room with the interrogators, trying to piece together the story and understand the real nature of what had happened. By the halfway mark, the pace picks up and the heat goes up as time really starts running out for the police.
The episode captures both the suspect and the detectives at some really nice angles. I’m new to talking about camera angles and shots so here goes: there were a lot points in the episode where the camera pointed up from the end of the table towards the people in the room, as if they were trying to show the audience that both parties are wearing masks, trying to win over the other and as the viewer you’re trying to look under the masks from this lower angle. However, the angle changes often, around the room and behind the two way mirror to create a sense of tension and franticness whilst also showing all the stressed communication at play in all sides of the room.Â
Criminal provides a more then satisfying conclusion to a thoroughly engaging story, pulling together every bit of evidence laid across the table into one gratifying finished story all without taking you outside of the room (apart from a few small moments).Â
Final comments
In conclusion, I was drawn in by David ‘Doctor Who’ Tennant and tied down by the really impressive performances from the entire cast. I’ve only seen this first episode but I thought, coming from a place of wanting to watch something new, that it would be worth commenting on the first episode because maybe someone else is looking for something new to become interested in. I would recommend Criminal United Kingdom to anyone looking for a story to pay attention to and be engaged with. I wouldn’t recommend this as background watching but, then again, I wouldn’t do that with many things. I will continue watching Criminal United Kingdom and I hope you do to.
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