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Despite being constrained with so many pixels to work with at a time, the animation designers on Dead Cells have come up with some insane witchcraft to make the game look as good as it does. Second only to the fluidity of Dead Cells’ combat is the animation that the tiny studio at Motion Twin has devised. For the more nimble and flying variants of prey, being able to launch into an all-out assault mid-jump feels like something out of a Chinese Wuxia film and helps Dead Cells stand out against the other contenders in the sidescroller genre.
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You'll need to be careful not to roll right into another enemy's swing) but the freedom to do so also extends into aerial combat as well. Not only can the player controlling them freely dodge roll out of a combo or execute a well-timed shield block into an offensive parry (enemies have an incredibly obvious tell when they're about to attack but it isn't always so simple to just stop attacking and dodge. The headless protagonist of Dead Cells features a wide range of mobility options that would make any Hollow weep in jealousy. The downside to such a tactic is diminishing returns on HP gains but that shouldn’t be much of an issue if you never get hit! With your gear matching red, purple or green stats (Brutality, Tactics, and Survival), damage can quickly ramp up if you invest all of your points into one, maybe two, stats. These scrolls can then be used to enhance one of three core stats for both extra HP and damage potential. Rather than gaining traditional levels or experience points from enemies, some enemies can drop scrolls of power (as well as some stationary pickups scattered throughout the levels). There’s a special balance that players will need to follow if they plan on surviving in Dead Cells. Related Story Alessio Palumbo Nintendo Switch Sold 111 Million Units to Date Four Games Sold 1+ Million This Quarter
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While he may only have three attacks that plenty of time to read and react, his defensive shield can quickly hit an unsuspecting player (and if you get stuck in a corner, say goodbye to your health bar). On the Black Bridge, facing off against The Incomplete One is a challenge that can serve as the first skill wall that prevent players from finishing their quest. The first two bosses in each run are tricky enough, but to take them out without getting hit? That’s a herculean task in and of itself. If you happen to spot a conspicuous little flower in The Promenade of the Condemned, give it a couple stomps and see what pops up.ĭead Cells is perhaps one of my favorite games that I know I’m never going to be skilled enough to earn the platinum trophy. Hidden away behind walls that a swift dodge roll can pass through or obscured by environmental cues are one-time rewards that can unlock new blueprints and additions to the loot tables. Just as hazards are plentiful in each area, so too are the rewards. In some areas, spikes and other stationary hazards cover the four walls in others, pitfalls and pools of toxic waste exist just enough out of view that players have to decide if that blind leap of faith is truly worth the potential reward. Each biome and procedurally generated region is filled with a variety of traps and obstacles that only exist to siphon away what little HP the player has. It’s not just the local wildlife and undead soldiers that players will have to defend themselves against in Dead Cells. Even for runs that I found myself undergeared and underleveled, I’d still make an effort to rush through the first few sets of levels, aiming to beat the first boss in under fifteen minutes to earn at least four of these such timed caches.
#Dead cells speedrun upgrade
If players are fast enough, they can reach timed gates that hide valuable upgrade cells, cash, and a scroll to level up one’s stats for that run.
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Players will have to find a delicate balance between scouring each level for stat increases or treasure chests that may/may not prove to offer an edge in combat versus that of speedrunning to the next area. As more level options open up, the paths will branch out for the player to tackle levels in different orders, often times leading to new secrets and blueprint upgrades. Until players unlock new transportation runes that add permanent traversal options to their disposal (wall climbing and teleporting from specific monuments, for example), expect to travel through the same biomes each time. While the crux of Dead Cells is in its procedurally generated corridors, players can expect to see a narrative throughline that guides them through levels in a specific order.