I went into Celeste with hesitation. It’s a splatformer, also know as an extremely difficult type of action platformer, and while I somehow was able to beat Super Meat Boy and VVVVVV, I’ve never been great at these games. They require steady fingers and precise timing and, above all, patience, a quality I pride myself on having…but only to a point. For instance, I really don’t like unnecessarily aggressive drivers; here, let me tell you a recent story of an interaction I had the other week. A light was turning yellow, and I didn’t believe I could make it through so I slowed and stopped just as it turned red. The car behind me was annoyed at this; the driver was a middle-aged man on his cell phone, and he threw his unoccupied hand up in disgust and then flipped me the middle finger. My response? I waved cheerfully at him. There’s just no need for any of that, sir.
Anyways, Celeste is a platformer in which players control a girl named Madeline as she makes her way up a mountain while avoiding various deadly obstacles, such as spike pits and shadow beings. Along with jumping and climbing up walls for a limited amount of time, Madeline has the ability to perform a mid-air dash in the eight cardinal and intercardinal directions. This move can only be performed once and must be replenished by either landing on the ground, hitting certain objects, such as replenishing crystals, or moving to a new screen. Throughout each level, the player will encounter additional mechanics, such as springs that launch the player or feathers that allow for moments of brief flight.
Celeste is at its core a 2D platformer–you run, jump, climb walls, and air-dash. There’s no picking up special items, upgrading stats, or finding costumes that give you the power to shoot lightning from your hands or spit fireballs. You may occasionally grab strawberries, which are mostly collectibles to boast about your excellent masochistic platforming skills. They serve no greater purpose than tempting you to perform non-mandatory challenges liberally sprinkled onto each stage, and I’ve gotten a few here and there, but have no intention of going after all of them, as some definitely look extremely tricky to grab.
Here’s some light praise: Celeste has some of the best 2D pixel art I’ve ever seen. Clearly inspired by the sprites of the SNES era, the characters and environments are both vibrant and memorable, adding a beauty to a genre known for being somewhat ugly or more focused on killing you so quickly you have no time to take anything in. These gorgeous visuals are backed by a soundtrack from Lena Raine, whose synthy chiptune beats will time travel you back to the days off Donkey Kong Country and, more recently, Fez and FTL: Faster Than Light. Lastly, the adventure is constructed together by a low-poly 3D model of Celeste Mountain that helps to convey the scale and trajectory of the climb, as well as serving as a level select.
I’m not that far in Celeste, just a couple chapters, and a part of me worries that it is only going to get more difficult as I climb higher. I mean, that would only make sense; games often ease you into the challenge, unless you are Dark Souls then there are no rules. Still, there’s something called Assist Mode, which I may need to look into further. Evidently, there’s a handful of options available to cycle through at will, like becoming invincible, extending the all-important air dash ability, and slowing the whole game down in 10% intervals. Assist Mode allows for any combination of these to work at any time; for example, if my redheaded-climber keeps landing on spikes, I could just turn her invincible for a hot second to alleviate the pain and bypass the obstacle, and while some might see this as cheating or cheesing the game…I certainly don’t. In fact, this type of stuff allows me to experience more of the game, which is a good thing.
With that, I can hear the mountain calling me back. May I reach its top in due time, all in one piece, perhaps with a strawberry or two to munch on along the way. Perhaps.