7 Reasons you should Speedrun Celeste

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments

Tbh none of this matters of you don't like the game. The only reason you should speedrun anything is because you like the game, and you want to. Doesn't matter if that's OoT or Goldeneye or fucking Pokémon Mystery Dungeon, if you want to run it you should run it. I'm not saying your points are invalid, but above all you should just want to run it, and the rest is just icing in the cake. You should never pick up a speedgame for the sole reason that you want to get a good time.

👍︎︎ 18 👤︎︎ u/conalfisher 📅︎︎ Jun 11 2018 🗫︎ replies

I really enjoyed this video, and subscribed! I'm just an observer of speedruns who played through Celeste, but this video highlights some things that I had not considered and makes me want to watch more speedruns of the game. Thanks!

👍︎︎ 3 👤︎︎ u/KyleF00 📅︎︎ Jun 11 2018 🗫︎ replies

I recently found your channel since the why you should speedrun heroes of the storm video and was really impressed how much effort you put in your video editing despite your channel size. I really feel like your videos are really underappreciated and hope you can reach success on youtube.

👍︎︎ 3 👤︎︎ u/Eclipsed75 📅︎︎ Jun 12 2018 🗫︎ replies

Number 3 will shock you!

👍︎︎ 3 👤︎︎ u/RepostThatShit 📅︎︎ Jun 11 2018 🗫︎ replies
Captions
Since I began getting more into speedrunning a few months ago, and watching more runs, one game, Celeste, stood out to me and quickly become one of my favorite runs to watch. 2D platformers tend to be popular speedrun games, and as such there are an overwhelming amount which are run. However celeste stood out due to it's artistry combined with the ridiculous movement and skips that runners have discovered and utilize with seeming ease. As such, this video will not only be discussing 7 reasons you should run celeste, but exploring why it’s such a great game for speedrunning in general. With that, let’s get right into number 1. It's easy to run poorly. This might seem like a bad thing, but in reality it’s exactly what you want for a speedrun game. For new runners it’s frustrating when you have to put in hundreds of hours before you can even start running, and so most people prefer games where you can start right away and all that’s needed is more practice. Celeste is a hard game, for sure, so runners with very little experience will die often, and consistently; And that’s a good thing. Since the game is so simple it's easy to tell where you make mistakes. If a runner isn't doing a technique correctly, they’ll die. Simple as that. But, the reason WHY they die is obvious as well. If you fall in a pit it means you jumped too early or did a movement option incorrectly. If you die to a hazard it means you might have mistimed, or pathed incorrectly. This sort of cause and effect punishment allows runners to make a mistake, quickly analyze why that mistake happened, and then work to fix it. It’s incredibly rewarding to constantly fail a difficult platformer segment, until you begin understanding what needs to be done, and finally nail it perfectly. This ties in to number 2; Celeste is forgiving. It's pretty easy to die, and all it takes is to mistime a jump by less than a quarter of a second. Even the world record runs aren't perfect in this regard, and most have several deaths throughout. This really lends to the idea that Celeste is incredibly difficult to master, but forgiving of mistakes. Dying will lose you only a few seconds for the majority of the game, which is helpful since, as we’ve discussed, you’ll be dying very often. While a game which is forgiving of deaths is beneficial for new players, as it encourages them to practice continuously, without the fear of having to watch a 30 second long death cutscene, reload the level and then try again; It is also very helpful for veteran players. Most Veteran runners have run sections of this game well over a thousand times, which translates to tens of thousands of deaths. If there was even a 5 second death cutscene that would translate to hours of time wasted watching a poor pixel girl die, over and over. Things that simply waste time in a speedrun, such as cutscenes, lengthy animations, and unskippable dialogue all slow down a speedrun, and cause a run to become bloated and drawn out. In all aspects Celeste successfully trims the fat, as all 3 of the aforementioned time wasters are fully skippable when they occur. Three: Pixel art allows for precision Since Celeste is a pixel art game, The hitboxes of hazards, and the hurtboxes on Madeline are quite precise. While they’re not perfect, and her hair and the very bottoms of her feet lack hurtboxes; for the most part, a hazard has to actually touch you for you to die. Not just be near you. Here; Watch this for an example (TAS footage 1:02 ) THis footage is a TAS run, and as such isn’t a human runner in real time, but it gives a good example of how precise the collision is in Celeste. Look how closely her feet skim the tops of the spikes, just barely touching. Now you might be wondering why this matters for speedrunning, but it’s actually quite important. Most games work on a series of boxes and bubbles that make up the character, with a model slapped on top that might not exactly line up. That's why if you’re playing something like fallout or CS:GO It might seem like you're caught on the edge of something that’s behind you. While playing normally this might be an annoyance, but in a speedrun unclear hitboxes can end an hour long run. 2d platformers tend to be a lot more accurate, but celeste is particularly good, mostly due to the game’s artstyle. The clear and clean pixel graphics allow runners to very clearly see hazards, and exactly how much space they take, as well as their own character’s hurtboxes. This makes the game feel fair, and reduces frustration. This combined with the previous 2 points really lends to a game which is rewarding, and aims to cut down a lot of the common frustrations that runners might face, and maybe this is because….: Celeste was quite literally designed for speedrunning. At least originally. The prototype of the game was created in a game jam by developers Matt Thorson and Noel Berry in Pico 8; And was specifically designed for speedrunning. They focused on the control and movement of the game, and included an in game timer, a post game timer and a death count. Their clear focus on a game which was fun, but that encouraged beating it as quickly as possible carried over into the full game, from the pico-8 version, which would later be called “Celeste classic”. Having a game which developers specifically considered for speedruns is refreshing, as many mechanics which make speedrunning frustrating are largely absent from Celeste, namely unskippable cutscenes and heavy RNG. As an aside, if you are interested in Celeste Classic it is playable for free by the developers online which I’ll link below. It’s short but pretty darn fun, and has a lot of mechanics which would later be fleshed out further in the full release. It also has a speedrun if you're interested, so I’ll link the leaderboards below as well. Each level has their own ‘gimmick’ Having a unique mechanic attributed to each level, which is explored thoroughly, expanded upon, and then unused in the other levels until all 7 unique mechanics cumulate in the final chapter keep the game interesting throughout the run. This might seem like more of an argument to play the game, rather than to specifically speedrun it, and that’s actually not wrong. While having a variety of unique mechanics to learn about as you run keeps things fresh, and providing a variety of unique challenges is important, nothing is more important than enjoying the game that you run. If you don’t love a game, or have deep interest in it, it’s unlikely you’ll stick with it for long, and be able to put in the practice to get a competitive time. Having a game which is fun and rewarding at its very core is truly integral to have a rewarding speedrun. The previous point is particularly important when you consider the next one; Celeste has a massive variety of movement mechanics, all with their own upsides, and all executed differently. Dash cancels, hyperdashes, and wavedashing are all ‘basic’ movement tech that aren’t difficult to learn but really open the game up to a massive amount of movement optimization. This also opens up a lot of pathing possibilities. Is it faster to use a dash cancel to circumvent several platforms entirely, or to more quickly jump platform to platform using a hyper dash? Questions like these lend a large amount of depth to the ru . Since simply running in a straight line to the finish isn't entertaining or fun, Pathing depth is one of the most important things for a speedrun to have. As a side note, Odd Bod’s movement guide is really well done, and would be a great watch if you’d like to know more about Celeste speedrunning, or to try it out the speedrun for yourself. And finally number 7; Celeste is simply a fun game. I guess this is a matter of opinion, as some people dislike platformers entirely; however if you do enjoy platformers, then odds are you’ll enjoy Celeste. Almost all of the reasons that make it a good speedrun game make it a fun g ame as well. Unless you're a masochist, you probably wouldn't enjoy running a game that is frustrating, overlong and boring. However the inverse is also true. If you're gonna be playing sections of a game a thousand times, it’ll be a lot more enjoyable if you enjoy at least the first few hundred attempts. Having a basic enjoyment of the game is important for speedrunning, and celeste is easy to enjoy. If you’ve watched this far, then it’s likely that you’re somewhat interested in celeste or speedrunning in general, so perhaps this point is somewhat moot. Speaking of which, thank you for watching! I’ve heavily enjoyed researching, recording and editing, so thank you for supporting me by watching. If you'd like to support the channel further, and watch more in the future, please consider subscribing and sharing your thoughts, as it’s the best way for me to understand what content you prefer. I have a really exciting announcement about the channel coming in the next week or two, so keep an eye out for that as well. Again, thank you for watching, and supporting the channel. And as always, I'll see you in the next one. What makes a speedrun? “I've seen many people argue that there is no such thing as a speedrun community, and that since most runners do not venture out of a specific series, or few games, that there's not enough interaction between runners to be considered a community
Info
Channel: Violet EXE
Views: 91,929
Rating: undefined out of 5
Keywords: Yue, Gaming, Speedrun, Celeste Speedrun, Reasons, You, Should, Celeste, Best Speedruns, What games to speedrun, What should I speedrun, Analysis, Game Analysis, Speedrun analysis
Id: Qou4138Af_Y
Channel Id: undefined
Length: 8min 47sec (527 seconds)
Published: Mon Jun 11 2018
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.