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But I both respect and hate the game waits until endgame and even postgame to teach you new techniques. Not new abilities, just mechanics you could've been using the whole game
Least favorite: It varies really, based on what's currently destroying me. Right now that thing is 2500M - 3000M.
There's one or two berries missing here and there, and I can't muster up the motivation to go search for them, lest I have to spend more time in the most frustrating parts of the game. Possibly even those that don't even allow you to stand still for half a second to look for what it is you actually have to do, where breakable walls might be etc.
Once I'm through with the story, I suppose that's gonna be it for me.
I'll probably never get through the Pico-8 version, either. It's just too long without sub sections at all. It's longer than I can play Celeste in one sitting without aging rapidly.
Also. Ch.5 the nightmare section was more annoying than scary.
Favorite chapter? Mechanics-wise is a toss-up between Ch.2 and Ch 5- mostly thanks to my memories of Donkey Kong Country and Super Metroid, but I still love Ch, 6-7 for the entire sequence.
Pico-8 celeste is surprisingly bearable. I can't remember if it took me 16 minutes or 46, but it's best to go into PIco-celeste by thinking you're playing a whole new game; which you are.
Only thing that truly bothers me is that I feel like Chapter 8 doesn't fit the rest of the story. I would really have liked it to seem like integrates better, but it just felt like spare levels loosely tied to the rest of the game. There was no real revelation in relation to Madeline's character arc (what actually happened with Badeline????), and there was not really a solid conclusion.
Usually I like unravelling mysteries, but this just seemed obscure to me. If someone else can convince me they "got" it with an explanation that makes sense and adds to the rest of the story, I'm all ears though. I have seen some attempts to explain it, but none were really satisfying.
As for my least favorite it's a combination of things already said (confusing Farewell story, that one Crystal Heart in Golden Ridge, etc...) but by far I wish that it was more obvious what was a side path and what wasn't. SO many times I have tried to go on a side path to look for strawberries and ended up going on the main path. ESPECIALLY on the summit.
I would like to say that none of these detracts from the sheer GEM Celeste is to play, and I for one particularly liked the story, at least in the main game. Beyond Summit, I'm only playing for the gameplay.
I found Farewell (Chapter 9)'s story pretty straightforward. Might be worth discussing in another thread if you're interested!
Personally it was The Core (Chapter 8) - the one with the hot and cold switches - that I found vague/confusing. The narrative style there was either absent or completely different for most of that chapter.
Back when I was playing this game more frequently, I watched some dev interview videos and found that they were aware of the drawbacks of the checkpoint system not letting you go back to get things you missed. They cited it as their one regret about the game, interestingly. Basically they realized the problem at a stage too late for them to go back and change how the game transitions.
My favorite part in terms of mechanics is the... jelly-brella? umbrellyfish? whatever its called. All the ways it can be used just make me so happy whenever I see it in any room.
In terms of not mechanics, its just the way the game is designed in general. You don't really have to unlock many things unless you want completion, and you have the option to go fast right from the start.
(I'm glad they never did a real water level.)