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So even if you are needing to do a specific weapon run for more rewards, you can still choose the aspect.īeing able to choose exactly how to make the game more difficult is amazing. Multiple aspects give you more options too. You have to increase difficulty for more rewards, and you earn rewards with each different weapon you clear bosses with so it encourages playing with every weapon. I really like the progression systems in Hades. I have around 70 hours on DC and 200 on Hades despite only owning Hades for around 2 months and Dead Cells for maybe 8. In each biome, there are additional rooms that can only be entered if you are playing at certain heat level (which just means that you have certain number of pact challenges activated), which provide bigger reward if you can complete them without getting hit.You also get meta progression resources when you defeat bosses for the first time on certain heat level with each weapons.ĭead Cells was my favorite roguelike game until I played Hades. You can try to build around those restrictions and plan for that beforehand.There's an incentive to use pact system (also knows as heat system). Those change the difficulty of the game in various interesting ways. There are several scaling pacts, which you can choose to activate or deactivate before each run. Once you beat the game, you unlock the pact of punishment that allows you to make the game harder.However, the way you make the game harder is very diffirent. Everytime you get something run specific, you take one of 3 options you get offered from a bigger pool. In Hades the base game is rather easy aswell, but it gets easier after each run while you are unlocking new mirror upgrades, weapons, aspects, keepsakes, contractor upgrades, and so on.You can choose set of upgrades, weapons, weapon aspects, keepsakes and legendary keepsake before each run, which allows for quite a bit of strategy.All of this interacts with things that are limited to specific runs, like boons you get from gods and chaos, aswell as hammer upgrades. The meta progression is limited to weapon, skill and mutation unlocks, which can let you do more interesting builds, but don't necessarily make you stronger.You start the run with basic weapons, or with random ones (chosen from the pool of unlocked weapons).There's small incentive to use boss cells to increase the difficulty (more cells you use, more additional small rooms you can unlock). The difficulty increases are arbitrary and you can\t alter those, but you can choose not to make the game harder. In Dead Cells, base game is rather easy, but every time you beat the game you get boss cells, which you can use to make the game harder. Dead Cells is a deliriously good time whatever console you play it on, but the instant-on, play-anywhere nature of Nintendo Switch is a particularly comfortable fit for a game played in short, frenzied, fatal bursts.Progression, meta progression and difficulty. Monster-tussling never gets old, but there’s less variety and ingenuity wrung from the core acts of traversal: running and jumping. Routine and disruptive, these unimaginative environmental hazards lack the supercharged momentum of the rest of the game’s fighting and exploration. The only fly in this obscenely moreish ointment is Dead Cells’ occasional tendency to default to dull death-dealing cliches such as spikes, sawblades and acid pools. Strange foes and stranger equipment are learned, mastered, anticipated, and new paths and possibilities open up ingeniously once you gain experience. When playing well, you’re a bolt of bladed lightning shot across a blighted world that deftly sidesteps gothic stereotypes. Dead Cells avoids gothic stereotypes – though there are too many acid pools to dodge.Ĭombat is about speed, evasion and an ever-growing choice of weirdo weapons, not ritual blocking or solemn trudging.