The controls are exquisitely calibrated, giving you room to adjust your trajectory in mid-air.
![Celeste](https://magarticles.magzter.com/articles/5196/263424/5a8575197337c/Celeste.jpg)
Partway through Celeste, our mountaineer protagonist Madeline suffers a panic attack. Luckily, her occasional climbing companion, the affable Theo, has a surefire method to calm her down. Visualise a feather, he says, and breathe in and out rhythmically – imagining that each breath out is keeping it airborne. Sure enough, it rises and falls as we push a button, and before long Madeline has regained her composure. That this comes after one of the game’s most frustrating sequences doesn’t appear to be accidental. The technique, it seems, is as much for the player’s benefit as for its hero’s.
That’s because Celeste is one of those games: a pixelart platformer that constantly teeters on the edge of a precipice, the finest of margins separating compulsion and frustration. And, boy, does designer Matt Thorson know it. It’s obvious from the outset, when Madeline tells an old woman of her ambition to climb the titular peak, and the woman’s mocking laughter follows her into the next screen. It’s there, too, when Madeline smashes a mirror and a purple-haired doppelganger emerges – this is, essentially, her inner doubt, the part of her that suggests she should turn back. “Are you the weak part of me, or the lazy part?” Madeline grunts. “I’m the pragmatic part,” her grinning double replies.
Diese Geschichte stammt aus der March 2018-Ausgabe von Edge.
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Diese Geschichte stammt aus der March 2018-Ausgabe von Edge.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
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Bulwark: Falconeer Chronicles
Anyone familiar with the concept of kitbashing is already halfway to understanding what Tomas Sala’s open-world builder is all about.
![Children Of The Sun](https://reseuro.magzter.com/100x125/articles/5196/1670775/GS2fLPwVu1713446045236/CHILDREN-OF-THE-SUN.jpg)
Children Of The Sun
René Rother’s acrid revenge thriller – an action game with its limbs broken and forcibly rearranged into the shape of a spatial puzzler – is at once a bonafide original and an unlikely throwback. Cast your eyes right and you wouldn’t blink if we told you this was a forgotten Grasshopper Manufacture game from the early PS3 era (we won’t be at all surprised if this finds a spot on Suda51’s end-of-year list).
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Post Script
What does Rise Of The Ronin say for PS5 exclusivity?
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Rise Of The Ronin
Falling in battle simply switches control to the next person up, and then quick revive fixes everything
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Post Script
The pawn and the pandemic
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Dragon's Dogma 2
The road from Vernworth to Bakbattahl is scenic but arduous. Ignore the dawdling mobs of goblins, and duck beneath the chanting harpies that circle on the currents overhead, and even moving at a hurried clip it is impossible for a party of four to complete the journey by nightfall.
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BLUE MANCHU
How enforced early retirement eventually led Jonathan Chey back to System Shock
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THE MAKING 0F.... AMERICAN ARCADIA
How a contrast of perspectives added extra layers to a side-scrolling platform game
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COMING IN TO LAND
The creator of Spelunky, plus a super-group of indie developers, have spent the best part of a decade making 50 games. Has the journey been worth it?
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VOID SOLS
This abstract indie Soulslike has some bright ideas