Dead Cells - шикарное сочетание рогалика и платформера, если вам нравятся такие проекты как Castlevania, то можем сказать с уверенность на 100%, что и эта игра вас поглотит с первых минут. В громадном таинственном замке, вас поджидает огромное количество секретов, жутких и опасных врагов, крафтинг, лут и конечно огромное количество смертей порой глупых, порой нелепых, порой необдуманных. В игре со всей своей сложностью и запутанным сюжетом, очень простая система боя, все уровни без вашего участия генерируются случайным образом, а тайные ходы, ловушки вносят в игру неплохую интригу. Перманентная смерть, будет для вас порой вынужденной, а порой просто необходимой, так как каждая ваша смерть способна разблокировать новые уровни этого серого устрашающего замка, давая тем самым возможность найти другие, альтернативные пути в той или иной ситуации, используя при этом тактику и логику.

Roguelike, Rogue-lite, roguelike-like, rogueschmike! No matter what you call them, the world could always use another! As such, we'd like to present for your consideration, the illegitimate child of the roguelike and the metroidvania, the RogueVANIA. Anywho, enough with the sales pitch, let’s take a closer look.

By metroidVania, we’re really talking about a fixed, hand designed, interconnected world. The game takes place on an immense island that never changes. All of the biomes, bosses and the paths between them are present right from the start. Getting to them is another story...

However, in Dead Cells, death replaces the traditional backtracking mechanic of a metroidvania. At first, seemingly unreachable areas will be strewn across your path, but answers to these riddles will appear as you explore the island. Be it a key, a new acrobatic skill or a forgotten spell. Once uncovered, this knowledge will stay with you, allowing you to unlock new paths to your goal. Sick of the stinking sewers? Head over the ramparts and take a breath of fresh air! It’s your skill, playstyle and of course the loot you find that will determine your path.

Furthermore, as the term "RogueVania" might (not so) subtly imply, we were also quite heavily influenced by the recent wave of roguelites. When there are no checkpoints to save you from your screw-ups, the adrenaline kicks in. And when you lose, you lose big, so you’ve got to make it out alive. Instead of relying on the classic formula of memorising the level design and enemy placement, procedural generation allows us to reward your instincts, reflexes and ability to adapt to evolving situations.

Having said this, we’re conscious that the words “procedural generation” conjure up images of crappy levels and uninteresting gameplay in a lot of gamers’ minds. So we’ve chosen a hybrid solution, with each run being a mashup of carefully designed “chunks” of level. The idea is to give you the feeling of meticulously handcrafted world, while making sure you have a new experience every time.

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