There are moments of hard-earned euphoria in amongst the struggle - and also some brilliantly thoughtful set-pieces.
At the end of the first day of her attempt to climb Celeste mountain,
Madeline sits down and lights a campfire. Flames crackling and sparks
rising against the darkness, it's a moment of respite in a world defined
by relentless, delirious challenge. We've been here before, of course,
but, even if the nod to Dark Souls isn't intentional, it's entirely
appropriate. Celeste offers ingenious delights and gruelling punishment.
To master it, even partially, is to feel like you're really achieving
something.
If the game's beautiful pixel art characters and landscape don't
necessarily prepare you for the rigour that lies ahead, the lineage
should. Celeste is from the creators of Towerfall, but while that game
puts glorious platforming at the service of the single-screen party
battler, creating a world where precision can look very similar to chaos
(and vice versa), Celeste spins it out into a grand single-player
adventure perfect for speedrunners. Madeline, battling demons that will
probably be entirely familiar to many players, wants to climb a
mysterious mountain. Between her and the summit lie ruined cities,
ghostly hotels, jungles of glinting poisonous glass, mirror shrines,
valleys beset by stormwinds and much more. She has no ropes or pitons or
ice hammers, merely a decent jump, the ability to climb most surfaces,
and a multi-directional air dash. That first level - the one that leads
to that campfire - twists these elements together in exhausting,
exhilarating ways. The game's remaining levels - and there are more of
them than you might expect - subvert all expectations.
Even when Celeste is playing things straight it's a wonderfully
challenging proposition. A platform will start to move when you jump
onto it. Moments later, a gap will seem uncrossable until you realise
that you can hurl yourself further if you use the moving platform's
momentum to provide an extra shove. Carefully placed gems allow you to
refresh your air dash without first hitting the ground. Pretty soon you
are chaining moves together so confidently - or with the wild abandon
encouraged by the fact that the game saves your progress at the start of
each screen and offers endless restarts - that someone peering over
your shoulder might think Celeste is a game about flying between
platforms rather than jumping.
Onto this template, Celeste adds tweaks to the formula. Early on, you
start to realise that the game is not a succession of single screen
platform puzzles joined together in bland progression, but a complex map
with secret entrances and exits and hidden chambers. That ghostly hotel
twists things further, creating hub rooms with multi-part locks in
which you venture off in all directions and then return with various
kinds of keys. Levels start to tell their own stories: you meet another
climber, a selfie-crazed wanderer undergoing a mid-twenties crisis, and a
ghost who's unable to leave the clutter of the past behind.
Collectables and an optional game timer, plus a stat that tracks how
often you have died, prod even the clumsiest towards considering at
least an attempt at speed-running, and then new gimmicks change things
up even more: walls that are deadly to touch, clones that hunt you down
and will take you out on contact, jump-pads, blocks of shimmering cosmic
jelly, the occasional - and generally extremely mobile - boss.
What stops all this from descending into a chilly display of
designer excellence is both the sheer density of the game's collectables
and secrets and the unmistakable heart that powers the storytelling.
Celeste is a game with a message, and its sense of kindness and
acceptance is evoked both through the chunky sprites and 16-bit
backdrops, and the beautifully simple cutscene art. Everything about
Celeste speaks of care and attention: the level select screen is a
tantalising low-poly model of the mountain itself, while each level
contains a hidden room with an audio tape that allows you to unlock a
devious B-side remix that's doubly brutal and challenging.
Even when it gets a bit much - and by the third or fourth level,
Celeste was putting me through some of the most relentlessly precise
platforming I have ever encountered - the game understands that such
steep challenges may exclude many. If you can face hundreds of restarts
on a single jump, you can at least take heart from the fact that you'll
always spawn at most a few meters away from where you just expired. And
for times that it becomes ovewhelming, you can dip into the assist menu
and slow the speed of the game, perhaps, or grant yourself infinite air
dashes, infinite stamina while clinging to walls, or even complete
invulnerability. (Be careful, though: I once dropped down to
invulnerability for twenty minutes only to find that when I returned to
the game proper I had no idea how to proceed, because I had missed the
incremental acquisition of a new way of thinking about things.)
For those who want the full experience, there are all those
collectables to nab, all those secrets to find, and that timer clicking
away while you toil. But this is truly a game for everyone. Celeste is
brutal, but it's also sweet, and in its handling of the two elements it
finds both a touching, timely narrative and an enviable sense of
balance. What a game.
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