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In any case, this game is definitely more about the gameplay; the characters are just a bonus, not the selling point. I personally didn't find the story THAT deep; I just liked that the characters' charm, but that's just me.
Also, I highly disagree that it's "pretty much SMB" except for maybe the first level. The mechanics that come into play with each chapter deviate extremely from SMB. I feel like the refund time limit should be extended past 2 hours because that doesn't seem like enough time to get an actual feel of what a game is worth.
The story is obviously secondary and they worked well within their boundaries to deliver something simple and effective.
Also, you... you don't have to collect the strawberries. Nowhere is the goal stated "collect the strawberries." It's just "climb the mountain." And you're not exactly supposed to like Madeline early on or be invested in her motives, not that she's supposed to be total scum either.
However, I find the level design quite bad and partially frustrating. Not really difficulty-wise. The levels of first two chapters are good. But since the Hotel stage it is getting worse. Some levels feel confusing and elongated. The game has no "map." The "chase" scenes are unnecessary and feel overdone. Especially the "fight" against "A Part of You" at the end of Chapter 6 was a massive borefest. Over how many rooms goes it? 20, 30, ... ?
But still. Nice game.
It's hard to come up with something that's absolutely original every level, some ideas and functions are bound to get recycled (like oshiro and the snowball) but I think this game does a good enough job keeping things fresh and new relatively speaking.
The attitude of the original poster does annoy me though, and "fanboy" is a trigger word for me. It completely shuts down productive conversation and only allows for one view of a given subject, the negative kind.
This is all speaking as someone who really enjoys SMB - I just feel like that game has alot more warts and considerably less polish than this.
Storywise, the plot and character development are really simple, but if you're someone with personal experience in the game's emotional subject matter, you'll probably feel a strong emotional resonance with the game. Otherwise, the story is light enough that its probably easy enough to ignore, and there's a handy skip cutscene button either way.
If you like platformers in general, definitely give this a shot, and as others have recommended, just play the first chapter and refund the game if you don't like it at that point.
True that. However, you should know that the plot doesn't really kick in to high gear until about half way through. And there is a crap ton of post game content. Every level has a harder B-Side. The main game is challenging, but the post game is brutal.
The dialogue is witty, personally I didn't feel any "artsy fartsy" stuff that makes one's eyes roll.
I was never interested in those silly walking simulators "that are so artistic and deep" either, they bore me.
This game doesn't force any messages on you, so don't worry about it.
If that's not what you meant, I must admit that I died 1200 times before completing the 7 chapters (A-side) and died on most levels around 250 times. So yeah, you need to be good at executing stuff. Especially if you want strawberries.
You have to reach Chapter 5 for that sort of thing, but I'd say the primary focus is the game. If you want story-focus, play a VN. There are many.
I've played a good amount of both games by this point but 100%'d neither of them. Both games have a different outlook and are entirely different games as a result. SMB wants to emulate the games of old, where plot was minimal and difficulty was a stand-in for game length. It's a rage-platformer through and through. It revels in the challenge in can present.
Celeste wants to challenge the player in a way that feels like it can be overcome, because this ties into the core theme of the game: overcoming adversity. The final words at the end of the prologue are "you can do this" and the game believes this.
Super Meat Boy leans heavily on skill and dexterity to beat, because of the wild variance of speed and jump distance. It can sometimes feel like luck to beat a given stage. Celeste leans equally on dexterity and problem solving. Each chapter gives you a new mechanic to learn and understand, and they push each one to its limits. Screens are a problem to solve first and a dexterity test to pass second. The difficulty curve for the main game is so forgiving that you'll only realise how far you've come when you replay older levels or see a screen that seems overwhelming only to pass it with ease. Nothing feels overwhelming or rage-inducing.
This outlines the main difference between the games and forms the TL;DR of my post:
SMB wants you to struggle and revels in your failure. It focuses on negative emotion over positive.
Celeste wants you to persevere and show you how far you've come. It focuses on positive emotions, almost exclusively.
If SMB left you disheartened, give Celeste a try. It's a game that wants you, wants everyone, to experience what it has to offer.