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There is literally no randomness in Celeste, at all. Please list what "mechanics" were "RNG."
Also 'Unfair'? There is no skill ceiling except yourself. No upgrades, no levels, no items, no enemies. Just platforming and obstacles, like all the previous parts of Celeste.
And by you referring to the songs as "grating" it's even further clearer that you don't know what you're playing.
I'm presuming you enjoyed the previous songs on the soundtrack for the game, so it certainly is not the music genre that's the bother for you.
You're making nonsense and illegitimate claims. You're a wuss. It's clear you simply seek a reaction, attention. And you sure are getting it, aren't cha?
Whether you're 'trolling' or seriously stupid enough to believe your own lies — none of my concerns. You are a bother nevertheless.
The jellyfish operate entirely on momentum. If you have a lot of momentum prior to grabbing a jellyfish then you will maintain that momentum going into the jellyfish grab. Also another important mechanic about jellyfish is that holding up decreases the fall speed while holding down increases the fall speed and holding neither will give you a speed between.
If you are getting sick of the repetitive music then you can turn off the music separately from other sound effects in the options menu.
Finally I recommend taking breaks from the game if you are feeling frustrated. You will probably play much better if you come back in a day or an hour.
However, while I am personally in favour of gating secret lore and story epilogues, etc, behind hardcore platforming challenges, I think it is fair to question whether the Chapter 8 and especially 9 epilogues are actually balanced in terms of how much bonus story they offer versus how difficult they are.
Plus, because of how lauded the Chapter 9 epilogue is as a story extension, not to mention the fact that it's called "Chapter 9" and not "C-side", players, including casual ones, tend to see it as mandatory content for the story. From the casual player's perspective, Chapter 9 feels like a wall that is keeping them from completing the game. That's in contrast to something like C-sides, which are basically just there to give you golden hearts and a challenge. Golden hearts and 100% achievement are generally not important to casual players.
I love Farewell. And I love how difficult it is. But that's because I'm good at platformers. I bought the game because it was supposed to be hard in addition to having a good story. I can handle hardcore mechanics like wave-dashing and dash-wall jumping. For casual players who just want to experience the story, even performing a single wave dash is a challenge, let alone the level of mastery with it that Farewell demands.
I am by no means suggesting that they "nerf" Farewell. But it might be worth calling it "Farewell" and not "Chapter 9: Farewell". They've already given it the reward and death counter icons from C-sides, but it might also be worth moving Core and Farewell off of the main zone ribbon. Maybe put them under the Epilogue tab? Or in a new tab for "Bonus levels"? Positioning them somewhere that suggests that they are the equivalent of a "B-side" and "C-side" respectively might help.
I'm sure there are a number of ways they might clarify it without ultimately changing anything significant. As long as the levels, difficulty, and rewards (including the bonus epilogue) for completing them remain the same, I don't see any reason for those of us who can complete the levels to complain.