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Hugh Likes Video Games: Dead Cells

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Dead Cells
Published by Motion Twin
Played on Nintendo Switch

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The Skinny – A challenging Rogue-Light platformer that respects its roots.

Dead Cells is a Rouge-Light action platformer in the mould of Castlevania, and while it nails the atmosphere, and critics aren’t wrong, this indie Switch game reminded me a lot more of early classics like Castlevania III and Rondo of Blood than Symphony of the Night and its descendants.
The game nails the spooky atmosphere, set on a crumbling prison island suffering under a despotic tyrant and a mysterious plague. The player controls a characters called ‘The Prisoner’ who, due to his understanding of alchemy, cannot die, and is attempting his escape. Each death sends him back to the beginning of the game to try again. Between levels, the player can spend special drops called Cells on unlocking randomly generated weapons, increasing the player’s ability to carry potions, or other goodies.
The levels themselves are randomly generated and huge with some parameters. They each have an overall design structure, and have multiple paths that are gated behind runes you unlock by beating certain bosses. Because you are always moving forward, these alternate paths unlock on subsequent attempts. It’s an elegant use of the rogue-like structure, making some abilities random while also giving the player a sense of progression.
The stylish pixel art and maze-like levels are fun, and the combat feels is fast paced and challenging. Some of the really good items between levels cost a lot of souls to unlock, but you’ll be dying plenty of deaths, so it doesn’t feel like the player will miss anything by winning too quickly.
Dead Cells is a tough-as-nails, tongue-in-cheek Rouge-Light action platformer. you can play it on Steam or the major home console of your choice. It does some fun things with the subgenre and looks gorgeous, and if like me, you are still smarting from the lack of new Castlevanias, it makes for an engaging and addictive substitute.

Fiction: Angel of Secrets

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I am aware of the moment of coalescence, of incarnation. It is the point where I cease to be a facet of Creation and am embodied. I was at once everywhere, and thus, nowhere. I was a part of the grand design, as significant and invisible as Air, Gravity, and Love.
Now I hang suspended above the ground, formed and held in this reality by concentric rings of mystical runes inscribed in stone. A lone figure, small and so fragile, kneels below me, reverent in his supplication. I need no unearthly knowledge to be certain that every detail is perfectly executed. I would not be here otherwise.
My wings are still. I do not need to beat them here. My feet will never touch the base clay. I am here for a purpose, and I will fulfill my function, although in this moment, before the bargain is struck, even I, with my wealth of infinite information, do not know if it will for good or ill. I open my mouth, and my voice, full of power and majesty, issues forth, nearly unbidden by my own will.
“I am Raziel, the Angel of Knowledge and the Keeper of Secrets. There is nothing that is not known to me. I will answer one question, mortal. Think carefully, for not all wisdom is meant for human ears.” My voice reverberates through the chamber, and when it dies away, the figure slowly, cautiously raises his head. He is not the first sorcerer to seek out my knowledge, and though they risk their souls to secure it, I have been known to grant this wisdom. Even I do not understand the whims that govern my actions at times. I am myself merely the instrument of a greater power, after all. I wait in anticipation, although I remain perfectly still. I wonder what this human will ask of me.
In ancient times, philosophers asked of me the very building blocks of reality and the shape of the heavens. I told them, although their planet would not have the science to understand the answer for thousands of years. I have been asked many questions, whose answers shook the foundations of empires. My every utterance may shape the future of humanity.
Finally, in a soft voice, the sorcerer makes his request. And I blink at him.
“I beg your pardon?” I say, certain I somehow have misunderstood him. He repeats it, perfectly exact. He embellishes the request with a vague threat, as though the form with which he has caged me is held in his sway. I cross my arms.
“Access to the infinite knowledge of creation, and that is your question?”
He emphatically agrees that it is. I sigh. A promise is a promise.
“Fine. The item you seek is hidden in stage one dash three. At the end of the level, there will be a turtle standing on a suspended white block. Defeat the creature and crouch on platform until you fall through. You will now be in the background of the level. Proceed to the right, and the whistle you seek will be yours. I trust this answer is to your satisfaction.”
My knowledge shared, I can feel the spell unravelling, and I return to the fabric of Creation from which I came. My last thought before my sense of self dissolves into selfless awareness of all creation is, ‘Lousy wizards can’t learn to look this stuff up online?

Photo copyright Catherine Todd, shared under a Creative Commons Attribution Non-Commercial 2.0 license.

Podcast: NP22 – Lecturing the Unconscious

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NP22

Welcome to Nostalgia Pilots! Tonight, Hugh and Jurd discuss Gundam Wing episode 22, “The Fight for Independence!”

Click HERE to listen!

This week, fans get the Septum family drama nobody asked for, Nichol guns for a promotion in the most Oz way possible, and you can dress Zechs up, but you can’t take him anywhere. Plus, Wu Fei runs out of gas, Lady Une finds a zesty chip mixed into her bag of cool ranch, and all the other pilots are on vacation this week!

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