Dead Cells

Dead Cells

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Rontemon Jun 24, 2021 @ 10:41pm
Will I like Dead Cells? (Love Hades, dislike Skul Hero Slayer)
I like having permanent upgrades/unlocks to make my future runs easier giving me the sense of progression instead of starting from zero. I like upgrading the weapon aspects in Hades and even look forward to hidden aspects/unlocks for the weapons. Every weapon feels great to use, lots of variety and I use them all depending on which weapon gets a darkness boost.

I also tried Skul as the mechanics seems interesting with over 100 different skulls to choose from but the combat... it feels weird, somewhat clunky and way too RNG dependent on which skull I get during a run.

I also like games like Nioh 2 and Dark Souls.

Will I like Dead Cells? Should I get the bundle? Are the DLCs important to have?

Edit:
I finally bit the bullet and bought Dead Cells along with the two DLCs.

I had a blast with Dead Cells last night and I ended up making it to the Hand of the King on my 1st proper run after messing around a bit. I guess a lot has to do with me getting lucky and getting a legendary Hemorrhage super early.

I'd say the combat/movement is so intuitive and responsive in Dead Cells it feels BETTER than Hollow Knight and I'd give it a slight edge over Hades too!
Last edited by Rontemon; Jun 30, 2021 @ 6:17pm
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Showing 1-10 of 10 comments
travistotle Jun 25, 2021 @ 9:47am 
Sounds like this is definitely your game. I loved Hades but for me this game has the better replayability. Hades beats this game in presentation, story, possibly graphics and music, but Dead Cells has the better combat and replay value hands down. You get the permanent upgrades you're looking for as well as an absolute ton of weapons, items, and skills to unlock. There's tons to keep you coming back.

I also didn't like Skul at all. I thought the art style was decent, but I agree, the combat just didn't feel fun and it was very RNG-heavy. Dead Cells gives you far more tools at your disposal to make every single run viable, especially now more than ever. The game's newest update, 2.4, was all about buffing the game's lesser-used weapons and skills to make every single weapon more viable.

As for the DLC, some people will say they're not mandatory, but I think they're absolutely essential. They add several new levels and weapons to the game, and in a rogue-like, where you're doing repeated runs, the added variety is essential to keeping the game fresh. Also, some of the weapons the DLCs add are absolutely amazing. Get em!
Pastapockets Jun 29, 2021 @ 12:15am 
The important thing to know about Dead Cells is that the combat and action 2d platformer aspects of the game (ie: the combat and movement) are really good. Some of the best imho. The bad stuff IS the roguelike elements. The progression is extremely grindy and slow. There's a defined best route to take every time and little reason to stray outside of it, and a large amount of unlocks are bad and clutter up the roster (to say nothing of the developers having a blizzard style approach to balancing). Things like custom mode and hunter's grenade seem on the face of things like welcome additions to reduce the RNG (even if the grenade is baffling in its operation) but the fact that the game NEEDS these bandaids to operate should serve as a minor red-flag.
Hodman Jun 30, 2021 @ 8:42am 
Originally posted by Pastapockets:
There's a defined best route to take every time and little reason to stray outside of it

IMO that depends on two things, the weapons you get during the run and your playstyle. I choose different routes according to my weapons and what mutations I want to use (or I'm using).
Connatic Jun 30, 2021 @ 9:47am 
Originally posted by Pastapockets:
... The bad stuff IS the roguelike elements. The progression is extremely grindy and slow. There's a defined best route to take every time and little reason to stray outside of it, and a large amount of unlocks are bad and clutter up the roster (to say nothing of the developers having a blizzard style approach to balancing). Things like custom mode and hunter's grenade seem on the face of things like welcome additions to reduce the RNG (even if the grenade is baffling in its operation) but the fact that the game NEEDS these bandaids to operate should serve as a minor red-flag.

I didn't find it that much slower than most.

Balancing is always hit or miss, and very subjective depending on the player. I don't think it's a bad thing to have top tier and maybe lots of bottom tier gear. Part of the charm of some roguelites, is it makes every run unique. Yeah if you want to power game it, and have played this game a tons, of course there will be top builds and optimal routes. But I don't think that takes away from the overall fun of the game for your average player, especially for new or casual players who has yet to play with all the weapons and gear.
FlintX Jun 30, 2021 @ 9:47am 
The RNG thing is kinda debatable, since in pretty much every single run I manage to find the items I like to use through them. And when I manage to get to the end of the run, most of the time I am pretty much holding stronger and upgraded versions of my favorite gear. That while playing with almost everything unlocked.
But for people who likes to play grabbing everything they see, then they might have a bad time with RNG indeed.
Connatic Jun 30, 2021 @ 11:33am 
Originally posted by FlintX:
The RNG thing is kinda debatable, since in pretty much every single run I manage to find the items I like to use through them. And when I manage to get to the end of the run, most of the time I am pretty much holding stronger and upgraded versions of my favorite gear. That while playing with almost everything unlocked.
But for people who likes to play grabbing everything they see, then they might have a bad time with RNG indeed.

Isn't that the point of most roguelites? For every run to have some RNG that changes up the playthrough? We aren't supposed to handpick a meta build and powergame to 100% completion.
FlintX Jun 30, 2021 @ 1:28pm 
Originally posted by Connatic:
Originally posted by FlintX:
The RNG thing is kinda debatable, since in pretty much every single run I manage to find the items I like to use through them. And when I manage to get to the end of the run, most of the time I am pretty much holding stronger and upgraded versions of my favorite gear. That while playing with almost everything unlocked.
But for people who likes to play grabbing everything they see, then they might have a bad time with RNG indeed.

Isn't that the point of most roguelites? For every run to have some RNG that changes up the playthrough? We aren't supposed to handpick a meta build and powergame to 100% completion.

It is, but some people doesn't understands how roguelikes/lites are supposed to work. For this people devs made the custom mode. But some just prefer to refuse buying blueprints instead. So cells gets useless for them earlier, after they have unlocked just the particular gear they want to keep.

Anyways, another use for cells would be nice regardless. Like spending some to change a normal chest into a cursed one, change a fair amount for a legendary weapon, of spending it to open a challenge rift in specific areas spots would be nice uses for it imo.
Thiago Hoffmann Jun 30, 2021 @ 5:00pm 
I think dead cells is way more balanced than Skul ... In dead cells have a loot of weapons, shields, bows, upgrades, mutations, traps and powers to unlock (i have 43 hours in DC and discovered less than 80% of recipes i guess- you can play a custom mode making unable by defaut itens you unlike to play with in runs)... this make the game easier in the way of your discovering playstyle and make the RGN less decisive... DC have multiples routes too, with different enemies and secrets to discover in each run, making the raplay factor more fun...

- In Skul are random maps order with a limited core of maps with enemy respaw, types and positions always the same... i think this isn't good to raplay value.
- In Skul: same routes and same bosses
- In Skul, all itens unloked by defaut and too much RNG factor to progess;
- Some Skul isn't too balanced or fun to play ( i dislike too much the shield one) - play with slowets skulls looks unfair because the game is too focused in evade enemies... DC have a shield playstyle but is more balanced (with mutations that give hp for block in correct time, for example)
Rontemon Jun 30, 2021 @ 6:18pm 
Finally bought the game last night and I had a really good run!
travistotle Jul 1, 2021 @ 10:29am 
Originally posted by Pastapockets:
The progression is extremely grindy and slow. There's a defined best route to take every time and little reason to stray outside of it,
The game clearly isn't for everyone and I think that's by design, but this point here is absolutely, positively not true. From the opening biome, there are 3 different routes you can take, and the gear I've picked up from that first biome will ALWAYS guide my choice in which biome to go next.

The Toxic Sewers has tons of enemies cramped together, including many that will pop up right in your face; it is clearly a level that favors a melee build, and being able to deal up close damage. The Dilapidated Arboretum has enemies that will attack from far away, enemies that can attack from higher or lower levels, and from the sky; if I'm going for a tactics ranged build, I'm picking the Arboretum almost every time, and its design certainly favors that playstyle. Finally, the Promenade has shielded enemies, takes a crafty approach the taking out the Protectors, and enemies that will close the gap quickly. I'll take this biome if I have skills that can get me out of trouble or damage, like the Smoke Grenade or Ice Armor, Tonic, etc. or if I have a certain Survival build that can tank hits and deal damage quick.

From each of those biomes, your route will expand even further in different directions. So no, there is most definitely NOT one defined route you want to take every time.
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Date Posted: Jun 24, 2021 @ 10:41pm
Posts: 10