

For example, in a recent run I managed to roll a Hard Light Gun that poisons enemies on hit, and a Hard Light Sword which dealt bonus damage to poisoned enemies. The two weapons can also be upgraded independently of one another, which lets you reroll your way into a complementary build. It feels stellar to fire a handful of shots to mark an enemy while rolling through their attacks, then tearing them apart with the sword. Enemies marked by the gun take guaranteed critical damage from the sword, creating an incredibly satisfying rhythm to your fights. Each weapon is functional in combat, but proper use requires alternating between the two of them. The gun works exactly like it does in Hyper Light Drifter, marking enemies with its shots and relying on successful melee hits to replenish its ammunition. The sword is a competent melee weapon, with a quick attack speed and surprisingly weighty animations, like the sword is desperately trying to carry itself forward with each attack. The Beheaded swings their sword at an archer drawing their bow, while massive towers loom in the distance.

Grimes Would Like Elon Musk to Sail 390.4 Million Miles AwayĬontroversial Assisted Suicide Pod Cleared for Use in Switzerland It's Unacceptable That People Are Still Worrying About Their Student LoansĬhinese Rover to Investigate ‘Mysterious Hut’ Spotted on Far Side of Moon More recently, sibling studio Evil Empire-a more typical corporation founded by Motion Twin’s former marketing director, took over further development, with Motion Twin still overseeing the game’s overall design direction and creative decisions. Upon its initial release, this organizational structure acted as a reminder that hierarchy, in all of its myriad forms, isn’t all that necessary to make a great video game. The studio is composed of about 10 people, all of whom share stake and profits in the studio’s success. In the three years since its release, it has become even better-and a more interesting indicator of where video games are at as a medium.ĭead Cells was the work of Motion Twin, a French worker co-op based out of Bordeaux. It feels like a near-perfectly designed game.

The side-scrolling combat and platforming are tight, the art is impeccable, and its progression system and unlock curve are among the best I’ve ever seen. The Beheaded sits with half a dozen weapons in their back amidst a pile of skulls, while massive skeletal hands close around them.
