In the mid-2010s, Maddy Thorson (nee Matt Thorson) and Noel
Berry developed Celeste, aka Celeste Classic, in a four-day game
jam for the Pico-8 fantasy console. The game’s popularity, enough to become one
of the most popular games on the Pico-8, was enough to justify developing it
into a full game with over 200 screens across eight Chapters (as opposed to the
original’s 30 screens). This version of the game released in 2018 to rave
reviews, with critics calling it one of the year’s top games. After hearing all
the praise, I was one of those who decided to go for a physical copy through
Limited Run Games, only to wait several months for the DLC Chapter, Farewell, to
release so the discs could finally be printed and shipped. Soon after I got my
copy, I found the opportunity to play it and persisted through a difficult, but
rewarding experience.
A young woman named Madeline begins
climbing Celeste Mountain, ignoring a warning from an old woman. Along the way,
she meets another traveler, Theo, and must battle against obstacles intent to
stop her, both natural and mental, including a physical manifestation of her own
anxiety.
The story is fairly minimal, as Celeste
puts a greater emphasis on its gameplay, but I appreciated what was there. It’s
well-paced and is enough to provide context for Madeline’s quest and make the
characters and plot memorable, while also not getting too much in the way.
Everyone is well-written and the game tackles the issue of anxiety in a way
that I hadn’t seen in a game before, even creating an interactive event out of
it at least once.
Madeline feels anxiety during her climb. |
Of course, the main meat of Celeste
is its gameplay, which is also very strong. The game is a platformer that centers
around one main mechanic, Dashing, and pushes it to its absolute limit. Every
screen is built around exploiting some aspect of this mechanic in way or
another, so the player is kept constantly on their toes and consistently
presented with new challenges that test them in new ways. An important rule of
Dashing is that Madeline can normally only use it once at a time, represented by
her change in hair color, and can only replenish it by touching the ground,
collecting a diamond in midair or transitioning between screens. Naturally, a
good percentage of screens exploit this aspect of the mechanic, as well as
Madeline’s ability to jump and climb. Along the way, the player can also pick
up advanced techniques like Wavedashing and Wallbouncing.
Celeste is divided into eight Chapters, each presenting a unique
gimmick to further push the player’s abilities and help them stand apart from
each other. It starts off simple with platforms that act like conveyor belts,
but later gets more complicated with continuous gusts of wind and monsters that
relentlessly pursue you and attack on sight. Similarly, the various obstacles
Madeline has to overcome go from spikes and springs to bubbles that alter your
trajectory and locks with keys.
Wind is a prominent gimmick in one Chapter. |
The most notable aspect of this game,
however, is its difficulty. Though it starts somewhat easy, Celeste gets
increasingly difficult the higher you climb up the mountain, often comparable
to Super Meat Boy. Apart from the complexity of the level design, part
of the difficulty comes from the sheer number of screens. When you die, which happens
very frequently, the game tries to mitigate frustration by allowing you to start
over at the last checkpoint within one or two seconds. While I appreciate this
feature, some of the screens are comparatively lengthy and can require long combos
that need to be done in one go with twitch reflexes. When you do finally get
past a particularly difficult screen, however, you feel a huge sense of accomplishment
that drives you to continue. Celeste also keeps track of your death
count, but encourages you to take pride in it, as it means you’re learning.
It gets harder from here. |
While Celeste is difficult, it
also offers an Assist Mode, designed for players who can’t keep up. The options
in this mode, which can be accessed at any time, include Infinite Stamina,
Invincibility, Dash Assist and altering the number of Air Dashes Madeline can
perform. I don’t have experience with this mode, however, since using it permanently
places a small stamp with blue wings on your save file. I did consider using it
at times, but since I didn’t want a permanent mark of shame on my save file, I felt
motivated to persist with the normal difficulty level and eventually beat the
game.
Of course, if you’re a glutton for
punishment, Celeste offers some additional challenges to really push
your skills. On some screens, you’ll find a Strawberry. To collect it, you’ll
need to navigate through traps, which require a higher than normal amount of
skill, and carry it with you until you can touch solid ground. Sometimes the
Strawberry will be a Winged Strawberry, which flies away as soon as you Dash.
Collecting Strawberries increases your score and doesn’t unlock anything, but
it does change the ending (there are no bad endings).
Some hidden screens, which feature a unique
challenge involving alternating platforms, will also allow you to collect a Cassette
Tape. This unlocks that Chapter’s B-Side, a more challenging version of that
Chapter with fewer screens and 8-bit remixes of the game’s music. If you’re
skilled enough to find and complete every B-Side, you’ll unlock C-Sides, which
are even more challenging.
Cassettes add additional challenge and replay value. |
The player can also collect Crystal
Hearts, which are found in hidden screens through accomplishing certain feats
and then obtained by Dashing through them. Completing B- and C-Sides will also respectively
unlock red and gold Crystal Hearts. While collecting these seems innocuous at
first, they are also required to access Chapter 8, including its B- and C-Sides,
as well as the second half of Chapter 9. If you’re a completionist, then you’ve
got a lot of sore hands ahead of you.
If that wasn’t enough, however, there Golden
Strawberries, which appear once the player has completed Chapter 8’s B-Side. Touching
the Golden Strawberry at the start of the Chapter will make it follow the
player for the duration, but dying even once will make it disappear. This means
that in order to actually collect it, you’ll have to complete a perfect run of
the entire Chapter.
If that still isn’t enough, completing
Chapter 8’s C-Side will unlock Variant Mode. This mode operates similarly to
Assist Mode, but also allows the player to tweak the difficulty level even
further, including, but not limited to, altering the game speed, 360 Dashes, No
Grabbing and Super Dashing.
As an added bonus, the player can find a
hidden room containing the original Pico-8 version of Celeste in its
entirety. Finding this room is easy, but actually getting to it requires the
player to backtrack at a certain point in Chapter 3 rather than exit a certain
room the normal way. Once the player finds and plays this version of Celeste,
however, it will permanently unlock it as an option in the main menu so you can
play it whenever you want.
While I did find Celeste an
overall rewarding experience, I’ll admit that there were some annoyances I
couldn’t really ignore. One level introduces a gimmick where touching a feather
turns Madeline into a comet-like object that the player can freely control
until either the time runs out or they initiate a Dash. Controlling Madeline in
this state takes a little getting used to, but it’s always a bit touchy, which
can unintentionally cause the player to die and start the screen all over
again.
Some specific screens are also an
absolute pain to get through. Sometimes its due to how the level is
constructed, but Chapter 8 includes a gimmick where the stage can switch
between fire and ice at the flick of a switch, altering behaviors of several
objects as well. Since this Chapter also has constantly moving fire/ice balls, it’s
also generally based more around timing than any other Chapter in the game. The
timing can actually be so tight, in fact, that you need to start moving in a
specific way the exact moment the screen starts or else you might as well die,
especially when advancing walls of fire/ice are involved. This came to a head
near the end of the Chapter, where an advancing fire/ice wall and elaborate
level design with strict timing forced me to adapt on the fly and learn the
muscle memory entirely through dying. I must have died at least a couple hundred
times before finally reaching the end of the screen.
Not the screen I got stuck on, but a sign of what to expect in Chapter 8. |
What didn’t help me on that screen, and
a few others, is that the game doesn’t explain certain concepts very well.
Either you have to go to B- and C-Sides to formally learn advanced techniques
or you have to look up certain quirks that aren’t inherently apparent. In the
context of that specific screen, for instance, I had to look up the fact that
you can increase your jump height off an ice ball by holding down the jump
button.
The biggest annoyance for me, however,
was the final boss fight. While other bosses were appropriately challenging,
this one was just draining. You have to do some increasingly difficult
platforming that’s already hard enough without having lasers or orbs fired in
your direction, but then it just never seems to end. There’s no indication,
unless you look up a map, of how many screens you’ve already gone through and
how many were left. I’d feel differently about this boss, maybe even found it
awesome, if it at least had tighter pacing.
Other bosses, however, feel challenging enough. |
Now, I feel like I should address here
that while my copy of the game did come with the Chapter 9 DLC on the disc, I
didn’t end up playing it, at least not very much. Although completing all the
A-Sides of the game is enough to access it, the level of skill required to get
through Chapter 9 assumes that you’ve at least completed the B-Sides of the
previous Chapters (in fact, the developer had originally considered locking access
to Chapter 9 behind all the C-Sides). On top of that, I learned that accessing
the second half of the Chapter required me to have already collected 15 Crystal
Hearts, which would necessitate a lot of extra work that I knew I didn’t have
the time or patience to commit to. Maybe one day I’ll attempt to get through
it, but for now I’ll be content with watching it.
Outside of the technical aspects, I
really liked the art style of the game. The retro graphical style captures the
spirit of the original Pico-8 version while updating it to feel livelier and
more colorful with more detailed sprites. Traditional artwork is also used to
liven up dialogue boxes and help transition between Chapters. This artwork has
an attractive art style that suits the tone of the game very well while also
allowing the characters the chance to properly emote.
The music by Lena Raine is also very
fitting for the tone and style of Celeste. There’s a good amount of
variety in the score, as the tracks are appropriate to both the Chapter and
situation. I don’t really have any complaints there, as it’s simply fantastic.
I do, however, have an odd note about the vocalizations. Sounds, rather than full
voice acting, are used to indicate speech, choosing also to follow the Banjo-Kazooie
style where it’s multiple sounds spliced together (as opposed to Undertale,
which repeats the same sound). Normally, this specific style would get on my
nerves, but I appreciate that Celeste also managed to use it to convey
different tones, emotions and vocal ticks.
Celeste is a retro-styled platformer done right. The story and
characters are engaging and memorable, the score is well-composed and the gameplay
is finely crafted. There are some annoyances, of course, but the difficulty is still
mostly fair enough that you feel rewarded for your persistence. If you’re a fan
of challenging platformers, you’ll find plenty to like about Celeste.
No comments:
Post a Comment