How Celeste Teaches You Its Mechanics - Good Game Design

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Alright guys, we’ve talked A LOT about rage games and challenging platformers lately, I think it’s time we take a break, ya know? I mean it’s not like a nearly perfect one has come out recently or anything... ...Aw crap. Jokes aside, Celeste has quickly become a force to be reckoned with and easily one of the most recommended titles to be covered here on Good Game Design. I’ll admit that at first, I was having a hard time loving it, the controls seemed a bit inconsistent and I wasn’t too sure about the combination of art styles going on. But as I persevered through each chapter, something elegant started to form. I gained an understanding of every technique as well as the charming tale it was trying to tell. Today on Good Game Design, let’s talk about how Celeste presents such a beefy amount of gameplay and manages to nail every aspect. Like all great platformers, Celeste isn’t complicated. There’s only 3 core abilities, jumping, dashing and climbing walls - that’s all you need to conquer the ominous mountain that lies before you. But the way it manages to stay fresh from start to finish is due to the sheer amount of varying gimmicks. Every single chapter has at least 3 new elements that switch up the gameplay, but often even more than that. From fluid space blocks that you can glide through to grumpy stone-face guys that can be moved with a dash, to the freeflowing feather that allows you to move in any direction for a short time. Just when you think you have a particular skill mastered, it’ll throw in more curve balls and build on top of the previous mechanics to test you even further. What surprised me, however, was how wonderfully the story fit right into the gameplay. Of course climbing Celeste Mountain won’t be easy, so along the way your doubts and fears manifest themselves into what I can only describe as your dark side. And this demon-like version of yourself will tease and torment as you try to complete chapters, eventually leading to a full confrontation of an epic boss battle. As you become more adept at tackling the obstacles in your way, the protagonist, Madeline, overcomes her own fears and leads to a phenomenal final chapter where not only do you reach the summit, but learn to believe in yourself and trust that you can defeat anything that stands in your way. It’ll still be extremely tough, and believe me there is a lot more waiting for you when you finish the base experience, but in a lot of ways, we have to vanquish our own doubts in our ability to finish these types of games. Probably the coolest example of this is Madeline thinking about keeping a feather afloat to calm herself down, and then implementing that concept as an actual system later on - a clever way to tell the PLAYER to keep their cool as well. While we may not be able outrun these negative thoughts, we can learn from our mistakes and become a stronger person because of them. It’s a powerful message, and done in a tastefully captivating way. But now, after finishing everything this game has to offer, from collecting all the strawberries, to the B Side and even C Side challenges, what I appreciate more than anything else from a game design perspective, is how flawlessly Celeste teaches you about its massive arsenal of mechanics. Let’s break it down a little bit. Right from the first stage, your shown the basic features of springs, spikes, and diamonds that replenish your dash, but it also has these moving traffic lights that fit the city theme aesthetically, but conveniently also teach you about momentum, which becomes a primary focus of traversal later on. Straight into world 2 it introduces those goopy space blocks I mentioned earlier to get around, but before you can feel comfortable with that, your shadow starts following behind you so you have to complete increasingly difficult rooms along with the looming threat of moving too slowly or retracing your steps and meeting your demise. Chapter 3 might be one of the most cohesive stories in itself as you journey through Mr. Oshiro’s hotel, cleaning up junk to clear pathways and realizing it’s Oshiro’s own insecurities that are causing the chaos around you. More and more of these black fuzzy blobs start appearing the deeper you get into the resort, and it caps off with a final chase sequence where you have to avoid Oshiro himself while going through a gauntlet of what that stage has taught you. The Golden Ridge is also quite cohesive - beginning with clouds to bounce on, green bubbles that give you a boost, pesky wind to throw off your sense of speed, and these arrow blocks that have adjustable trajectories as you cling on for dear life. But by the end, it will expand your knowledge of how they operate - pink clouds disappear after one bounce, wind can be used as an advantage just as much as a disadvantage, and sometimes you’ll have to move obstacles out of the way to keep those necessary platforms alive. And then, of course, it melds them all together. You see this is the recurring theme I started to notice with Celeste - each chapter will propose new pieces to the puzzle, but they’re taught individually at first, and then built upon as you progress, so eventually you’re flying through insane tests of endurance like it’s nothing because it prepared you for the journey every step of the way. Chapter 5 and 6 continue the trend - red bubbles are similar to their green counterparts but they continue the current path until they hit a wall. These gem-covered outcroppings move on a track every time you dash, expanding on the momentum taught in world 1, but this time you control when the platforms move, leading to some mind-bending puzzles. The finale involves spooky beholder monsters that’ll swallow you whole, making it start to feel similar to the Oshiro chase scene, but now they home in on you in any direction. The next area, entitled “Reflection”, starts in a serene garden while presenting the aforementioned feather and grumpy blocks, as well as these bumpers that can launch you great distances or into a wall of spikes if you’re not careful. And yup, you guessed it, this leads to combinations of all 3, bumpers into feathers into moving blocks, all while tackling a climactic boss sequence against your darker self. Now Chapter 7 and 8 decide to switch things up by adjusting your core abilities in addition to new features. You gain a 2nd dash maneuver for the final ascent as you go back through harder versions of all the previous levels, but using this newfound freedom to reach even higher heights along the way, ending with wind that moves up and down instead of left and right for a final test of everything you’ve learned up until this point. Then, if your resourceful enough to collect 4 colored hearts by either completing B Side challenges or scouring the areas for cryptic secrets, it unlocks The Core which is my favorite level in the entire game. Yet again it changes your default capabilities by not recharging a dash when you touch the ground. So now the only way to get those dashes back is by collecting a replenish diamond. But that’s simply the tip of the iceberg, as it hurls you through a cavern of fire and ice, swapping the temperatures with the flick of a switch and changing everything about the rooms constantly. Fireballs that should be avoided become stepping stones of ice, bouncy platforms that launch you high into the air now are brittle and shatter upon impact, and track pads that formerly lifted you up slip under your fingertips. It’s everything I wanted out of a final stage and had some incredibly tense moments near the end. But little did I know, that there was so much more waiting under the surface. I mentioned B Sides, which can be unlocked by finding cassette tapes in the regular levels, and these show off slick remixes of the music tracks (which are FIRE by the way), as well as more challenging forms of the stages you’ve completed. However, unlike most games, Celeste CONTINUES to teach you new mechanics and abilities that were previously untouched here, such as being able to jump out the end of the space blocks to gain more distance, or that you can attain a boost from a beholder by jumping near it when it respawns, or my personal favorite, an upward wall dash that is utterly hard to pull off, but can give you exceptionally more height if you time it right. What’s so cool about this is that they’ve always been available in the game, you just didn’t know about them. So now if you go through the original stages, you have even more mastery over the obstacles and can find new or faster ways to best them. But indeed, it doesn’t end there. After an incredible Core B Side level that utilizes all previous mechanics at once, it unlocks C Sides, and while these are the true final challenges, they unbelievably continue to teach new techniques. Most notably, this downward dash boost that without the knowledge of how to execute would make this area’s puzzles seem impossible to complete. What I love about Celeste is all of the hidden capabilities just begging to be discovered, like how you regain a dash by exiting and re-entering a screen transition, or that you move faster in the air by holding down. These are remarkably useful for speedrunning, which I have to assume is the final goal the devs want the player to do after finishing all of its trials. But unlike most speedruns, these tools for mobility are not only intentionally left in the game, but explicitly taught to you by the game itself. So why does all of this matter? Certainly Celeste isn’t the first game to show new elements and then build on them, in fact it’s very reminiscent of other platforming giants like Super Meat Boy, which also seemed to have a never-ending supply of pain. But because of how much Celeste keeps going, long past anyone would expect it to, and reuses old methods in newer ways, it feels like it leaves no stone unturned and that everything at your disposal had been used to its full potential. I never said to myself “oh man, I wish I saw more of THAT!” or “It would’ve been cool to see this thing COMBINED with that thing” because it actually DID all of it. Plus, Celeste gets rewards right, by giving you more game to play when you best the tasks it places in front of you. And while I never used it, it has a robust assist mode that can turn off hazards or slow down game time, which I think is important, so everyone can experience the amount of game they want to. And the way it’s presented fully encompasses the narrative it’s trying to tell. If the goal from the very start is to conquer our mountains, both physical and mental, the game needs to show you that you’re capable of doing it, by encouraging you every step of the way, and making sure you’re fully equipped to tackle the road that lies ahead - which is exactly what Celeste achieves so perfectly. If you’ve played Celeste, tell me why you’ve enjoyed it so much. Like I said, I’ve gotten a lot of requests to see an episode covering it, so I’m curious, what were the parts that stuck out to you the most? Tell me in the comments below and let’s talk about it. I don’t think I’ve ever had another game give me literal blisters on my thumbs, and yet I’m a little sad that now there isn’t more to experience - and I think that’s a surefire sign of a truly memorable adventure. Thanks for watching another episode of Good Game Design. I’ll see you guys next time, stay frosty my friends! Hey guys, I just wanted to remind you that if you ever want to help support the channel and get some cool merch in the process, you can check out the Snoman Gaming Store! We have shirts, phone cases, mugs, stickers, all kinds of stuff, and if you ever want to rep your favorite snowman, hey this is a great way to do so. Thanks to everyone for their continued support, I’ve officially gotten our 100k plaque here, which blows my mind, it’s been a wild and crazy ride. Here’s to 100k more and even more in store for 2018. I’ll see you guys later! Buh-bye!
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Channel: Snoman Gaming
Views: 365,720
Rating: 4.9221187 out of 5
Keywords: celeste, celeste gameplay, celeste design, celeste game design, good game design, celeste game, celeste pc, celeste switch, celeste pc game, celeste switch game, celeste review, celeste game review, celeste gameplay review, celeste pc gameplay, celeste switch gameplay, celeste analysis, celeste game design analysis, game design, game analysis, level design, level design analysis, level analysis, celeste mechanics
Id: lZoQ9a7oPvo
Channel Id: undefined
Length: 11min 36sec (696 seconds)
Published: Sat Feb 17 2018
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