PublisherMatt Makes Games
DeveloperMatt Makes Games
Release date25 Jan 2018
Help Madeline overcome her inward evil spirits by ascending the Celeste Mountain right now, hand-made stage game by the makers of the multiplayer exemplary TowerFall, an account single-player experience with an enchanting cast and a contacting story of self-revelation. A colossal mountain with 700 scenes loaded with no-nonsense difficulties and profound insider facts. Hard-hitting B-side parts that must be opened by the boldest mountain dwellers. IGF "Excellence in Audio" finalist with 2 hours + unique music joined by overpowering live Piano music and snappy synth beats. Cake Easy, available controls - simply hop, dash through the air, climb - however with layers of noteworthy profundity where each demise is an exercise. Exceptionally quick respawns keep you getting on as you reveal the insider facts of the mountain and oppose its numerous risks. Proceed, Madeline! Relax! You can do it!
Celeste is released by Matt Makes Games in 25 Jan 2018. The game is designed by Matt Makes Games. Celeste is a typical representative of the Adventure genre. Playing Celeste is a pleasure. It does not matter whether it is the first or a millionth hour in Adventure, there will always be room for something new and interesting. Thrilling levels and gameplay Celeste will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 25 Jan 2018 released games such as:
In addition to Celeste, the representatives of Adventure games also belong:
A complete list of games like Celeste can be found at AllGame here.
Celeste is versatile and does not stand still, but it is never too late to start playing. The game, like many Adventure games has a full immersion in gaming. AllGame staff continues to play it.
Celeste is perfect for playing alone or with friends.
At AllGame you can find reviews on Celeste, gameplay videos, screenshots of the game and other Adventure representatives.
Celeste - Analysis
Celeste part of a premise as simple as clear and direct: we have to climb a mountain. Regardless, and it will cost us, very much. An old woman who is in the first mountain pass tells us with sarcasm and some bad grapes: Celeste is not going to climb, we are not prepared for the ascent. However, our tenacious and intrepid protagonist, Madeleine, says he intends to reach the top yes or yes. And in this way, jump by jump, screen after screen and death after death, perhaps we can achieve it if we gather enough patience and let ourselves be infected by Madeleine's tenacity. With everything and with that, Celeste is not only a great platform game but also catches for its devilish and addictive gameplay, its amazing narrative, for the charisma of its characters and for a soundtrack that will give us strength to continue climbing.
The playable base and raison d'être of Celeste is to overcome the different scenarios and levels that represent the ascent to the mountain. These levels are composed of several themes and each of them will have its own obstacles which, obviously, we must overcome. The design of levels and screens is simply sublime, few current games recreate with such expertise the sections of platforms. Each jump, each abyss, each obstacle or item is thought as if it were the gear of a great machine in which everything must work with the most absolute precision. And that happens on every screen we see - according to the developers there are more than 600, and our faith is true because each level has multiple paths to travel and several secrets to discover. Because each one is a small puzzle to solve. A kind of trial and error to determine what is the best way to go to the other side and not die trying. Because it will be better to mentalize ourselves to die a lot (very much), and to stumble several times with the same stones.
Celeste is not a frustrating game but it does require a lot of patience. Likewise, dying does not matter since most of the time we will outline a smile before a failure and we will try again as many times as necessary until we overcome that area that resisted us. The "pique" with the game itself is more than guaranteed and there will be few occasions when we can resist to stop playing since Celeste's own mechanics invite you to continue. And, as one of the loading screen titles says, the fact of dying does not matter since in this way we will learn from mistakes and polish our technique. And that is totally true, although the game starts in a friendly way, it won't take long to prove the harsh reality supported by a masterful curve of difficulty. The game will become increasingly difficult but we will be cured of horror thanks to our own mistakes and hundreds of deaths.
However, all this fun difficulty would go to waste if a good control to support it. Fortunately for us, the Celeste control system, apart from simple and effective, is extremely precise something that, given the characteristics of the title, is absolutely essential. We can handle Madeleine with the stick or crosshead - both being equally practical - while with the B button we will jump and the A will help us to accelerate and lengthen the jump, on the other hand the right trigger will be used for Madeleine Climb up the walls. Although we have to take into account several factors: the acceleration is limited - only one use per jump and is reactivated by touching firm ground or taking yellow crystals strategically placed on the stage -, and Madeleine gets tired when climbing so it does not We can be a long time attached to the wall.
Another interesting point of Celeste is the collection of strawberries and the so-called Faces B that are spread over the levels. The collection of strawberries is entirely optional since it only serves to compare statistics with our friends. But it gives a touch of extra difficulty - as if the matter were already simple - and a perfect excuse to replay the levels until we get all the red fruits. On their own, Faces B are cassette tapes that will open new variables to the different scenarios of the base game.
We have already mentioned it before, everything in Celeste overflows great personality and charisma . And that is also seen and heard both in its graphic and sound section. The title of Matt Thorson has a very eighties pixel aesthetic, what this humble editor likes to call "fat brush pixel", both in the characters and on the stage. This retro aspect is not an obstacle for the game to enter through the eyes and be very nice to see thanks, above all, to a brilliant artistic section and a very varied and effective design of the scenarios.
Regarding the soundtrack, which has been composed by Lena Raine, we can say that it accompanies the game perfectly. It is assembled with care and delicacy to what we see on screen adapting its rhythm and cadence according to the situation . An excellent job and that in certain sections will encourage us to continue climbing.
All these variables come together to give the game a very considerable dynamism. In addition to the challenging nature itself and the very well adjusted difficulty - we assure you that you will have very bad intentions for your commands, keyboards or the Switch itself; just in case you play with the windows closed. As we say, all this combination of elements make Celeste one of the best platforms of recent times. And no, it is not an exaggeration.
This independent title can rub elbows, without any blush, with the great platforms that appeared these years. This demonstrates that high budgets are not needed to create a very good videogame but that with talent, a good idea and being able to carry it out is more than enough.
We gathered the finest game reviews for you to have a better idea of the Celeste
Mattia "Zave" RavanelliCeleste - Review
There are games that more than others manage to communicate the passion and painstaking care with which they were made. Celeste is one of these. Realizing it is...
Everything in Celeste looks perfectly in place. Each pixel, each color choice, each platform, even the fonts chosen to tell its story through the delicious dialogues between the characters, never taken for granted and moreover translated into Italian with elegant choices that respect the original tone. In short, falling in love with Madeleine and all this small world is almost inevitable.
But the game created by MattMakesGames (a name that, again, tells by itself the simple, naive and artisan approach behind Celeste) is not only "cute". It is not only "sweet" and full of warmth, too, when his little adventurer seems to sink into a whirlwind of paranoia and pain. Celeste is also and before all this a great platform game, designed in an elegant, intelligent and effective way ... and then created with equal capacity.
The work of the same author of the excellent Towerfall is rightfully part of the platform games genre, which explores without subverting the written rules too much, but by exploiting its findings in a precise and rigorous way. Madeleine can jump and attach to the walls and walls of the mountain, climbing them at least for a few moments before the resistance wears off and is destined to lose its grip. This is not all, however, given that the central mechanism around which the entire management of the movements rotates within the levels is represented by the click it can make in any direction. Even in midair.
Celeste thus becomes a game that requires the ability to analyze the situation, to understand how to "solve it" and then to apply the movements available to the small cluster of pixels that Madeleine displays on screen with perfect timing. The risk of failing is always around the corner and there are no discounts: if you die (a blow from a spike of ice is enough or of course the fall into an abyss) you start from the beginning of the room. Since in fact each chapter of the game is divided into many different "rooms".
Restarting is a matter of an instant thanks to instant uploads and it is precisely here that the best part of Celeste arrives: doing it is never heavy. Being wrong is not frustrating, but intriguing. Each time you have the feeling of being closer to the perfect movement, which will lead to the exit from the room and the next challenge. The difficulty is calibrated in a practically flawless way, so as to make the game demanding and severe, but never unfairly cruel. Even when it happens to make mistakes and fail and make mistakes repeatedly, perhaps ringing dozens of failures, it is difficult to abandon Madeleine disconsolate to her fate.
Daniel ZiegenerCeleste in the test - mountaineering for everyone
The pixelated platform game proves that challenging games can be there for everyone.
At first glance, Celeste is a classic hopping game that requires clever, precise navigation and mercilessly punishes mistakes. Together with heroine Madeline you climb the eponymous mountain Celeste. The path leads through ruins and over steep slopes. You will not only meet characters like the selfie-shooting tourist Theo, but also Madeline's evil twin sister, who wants to prevent her from climbing at all costs. The climbing section is divided into eight chapters, each with dozens of levels, which usually correspond to a screen. If Madeline dies, the section restarts immediately. And that happens often. Madeline plunges into the abyss hundreds of times, touches deadly spines or is crushed by platforms.
To prevent this, you have to budget with two scarce resources. The first is Madeline's perseverance. She can climb up the wall using the shoulder button, but can only stay there for a few seconds. As soon as she loses her footing, she falls. The second and most important resource is the dash maneuver . With this, Madeline can make a big jump in any direction in the air - but only once! The dash is only recharged when it touches the ground again or picks up a special crystal.
Simple, not easy
Three buttons for jumping, dash and climbing are enough. Instead of equipping Madeline with more and more skills, variety comes into play through the level design . Each chapter introduces new elements. In one section there are moving platforms that move simultaneously with the dash. Others offer air bubbles that let you take another jump in the air.
The simple dash must always be used a little differently. Finding the best route is more important than a precise landing. Each section is a small puzzle that can be solved with the right combination of Madeline's repertoire of movement and the environment (dash crystals!). Despite hundreds of sections, no idea repeats itself. You always have to rethink to conquer the mountain.
Do not give up
The further you go from sea level, the steeper the level of difficulty increases. The learning curve is perfectly coordinated. Celeste always presents you with challenges that are just the right bit harder than the previous ones. Again and again you jump into ruin, but you can immediately try your luck again.
Thanks to the extremely precise control and the demanding, but fair level of difficulty, there is no frustration after dozens of attempts. If an attempt fails, it is always clear where you made a mistake.
Steep wall climbing with safety line
Those who haven't had enough after completing the almost eight-hour main path can hunt for hidden strawberries. Although these have no effect on the game, they offer a challenge for daring gamers, hovering over distant precipices or hiding behind invisible walls. And even after that there are still particularly difficult versions of all existing levels with the so-called B-sides .
However, that shouldn't scare anyone. At the start of the game, similar to newer Nintendo games, you can activate a help mode that reduces the game speed or makes Madeline immortal. The developers want to encourage everyone to play through Celeste.
What also makes Celeste a real gem is the heartbreaking story. For many jump 'n' runs, rather an appendage, it plays an important role here. Despite the pastel pixel look, it gets surprisingly dark. It's about depression and self-doubt. The mountain metaphor was not chosen at random.
It is all the better then to master these difficulties together with her. Celeste manages to bring the rare feat, feel and story into almost perfect harmony . What Madeline experiences in history - overcoming an almost impossible challenge - is also reflected in the gameplay.
The figures and levels are bursting with details despite the large pixels. Drops of sweat warn of the impending crash, and Madeline's hair color shows whether she can use the dash maneuver. Each chapter has its own identity, which is reflected not only in the game mechanics, but also in a variety of colors and backgrounds. Sometimes the latter are even a bit too playful, so the legibility of the platforms suffers somewhat. Particularly noteworthy is the soundtrack by Lena Raine (Guild Wars 2). Sometimes melancholic, sometimes driving, sometimes triumphant, the mixture of electronic sound and chip tune underlines the emotional roller coaster ride of the game.
A little masterpiece
Celeste is in the tradition of games like Super Meat Boy or FEZ and doesn't have to shy away from this comparison. The big difference to other hardcore platforms is Celeste's attitude towards those who fail at the game. They are told here that asking for help is absolutely fine.
Madeline's goal is to climb the mountain, and everyone can do it at their own pace. It is this philosophy that makes Celeste so special. You never fight the game, but go on a journey with him. If you finish it, you will not only be rewarded with the view from the mountain top, but with a playful and narrative masterpiece - no matter how skillful you are with the controller.
Screenshots will help you evaluate the graphics and gameplay of Celeste.
If screenshots are not enough, you can enjoy creative videos from Matt Makes Games
But that's not all! We also carefully prepared the best strips from Celeste.
frozenflygoneStrawberry Jam Advanced Lobby 🍓🍓 first look at Advanced!
Parrot_DashStrawberry Jam - Expert Heartside Golden Attempts/Practice | !discord !progress !pb
KwevExpert Levels - Celeste Strawberry
rainplayaAll my homies hate the wind but how do they feel about 5b hmmmm | First Playthrough | Day 13 | !clip !brain | 18+
viddie_SJ deathless stuff pls dont lag today aaaa! | SJ Silver/Goldens (14/114) | Map: Psychokinetic
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