Dan/Carrie yesterday: "We're probably going to play Celeste at some point on this channel. Not sure yet exactly how we're going to do it" Dan/Carrie today: "Hello everyone! It's Celeste finally!"
Hey, Carrie. Turn off infinite dashes and turn down the game speed. I've seen you play action games like Ditto and Cadence of Hyrule. You game skills are totally up to the task of beating Celeste. You just *twitch* a whole bunch at the end of actions and need to learn to slow down. Like, in this video alone you totally succeed a whole bunch, but then die because you keep pressing buttons after the success. So turn down the game speed. And press buttons with purpose. Actually, you should experiment with Assist mode a whole bunch to see what works for you, turning options on and off as you see fit, even turning everything off and playing default settings, experiment and play around, it's fun. Looking forward to more!
So, as my first experience with Carrie, she is freakin’ adorable and I am definitely looking forward to the rest of this series and the chemistry between these two.
Two Of my favourite lets play youtubers playing two of favourite games i played in 2019 back to back!! Hollow knight with Dan and now Celeste with Carrie and Dan!! This is the dream.You two will love this.
It seems like Carrie may be having some problems with the tight timing, so it sounds like turning down the game speed just a smidgeon would help a lot. Even just down to 90 or 80%. Yes, it really is that granular.
Slowing down game speed is what I'd go to first since she isn't used to platformers. I'm not sure the double dash will be needed with game speed slowed.
That's my guess too, I think a lot of the challenge she's been facing so far is just in thinking about how to navigate, and not having some ingrained reflexes that just come with experience. Dropping the speed just a little would give her a much better chance to take advantage of paths and moves she is just learning to find.
Yeah, if you look at what was actually causing her to struggle, it was she had a hard time getting the timing and direction right on some of the harder moves. The infinite zips are fine and all, and I'm not one of those people who will lose his lid over someone making a game easier on themselves (Hell, I did god mode cheats in single player RTS games back in the day because I'm really here for the story, not to figure out how far up the tech tree I need to climb to beat the guy with their own soft god mode), but there was a point where there were 5 screens in a row where Carrie stopped even trying to figure out what the intended play for the level was and turning everything into a Dash-Challenge. I'd say go down to two Dashes and maybe 80% speed, and I think what we've seen so far is well in the realm of possibility.
I was just watching back the 2018 highlight video and back when Dan first introduced Carrie as the editor of Story Mode she was like " Hush! that was a secret!" and now she's playing a precision platformer on the channel. I think that's incredibly brave, keep it up! ❤️ Also: yes, Celeste is pretty much the poster-child for how to handle difficulty options in intentionally hard games: One, it makes it *very* clear what the developers' intended "default" experience is; Two, it doesn't demean the player for choosing an easier option; and Three, it gives the player options to tune the difficulty to their preferred level of challenge.
And _type_ of challenge. If I were playing Celeste, I'd probably do the opposite of what Carrie is doing, forcing me to handle challenges with roughly the same toolbox the developers intended but without the time pressures of a stamina bar or, um, time.
Although the 2 jump actually makes some puzzles harder. Especially the ones where you fall into a spring that is placed falling distance away from the end of your dash. You will overshoot every time if you use the second dash.
I think lowering speed and infinite stamina would be more helpful than infinite zips, especially for someone with limited platforming experience. Less panics. Hope you guys enjoy it, Celeste is a real beauty of a game.
I agree, completely! Having more time to execute an idea is going to promote building skills and learning how novel terrain functions. Invincibility and infinite zips seems to mainly bypass puzzles, rather than adjust their difficulty
@@ChainsawSeesaw Have you done the B and C sides yet? What about Chapter 9? Or gone for Golden Strawberries? Trust me, there's almost always more to do in Celeste.
Not really though, this game has a very good learning curve that takes you from I can't jump to doing speedruns naturally. I know that because before Celeste the only platformer I'd p'ayed was Smash Brawl
@@booketoiles1600 Yes, but its far more brutal than a normal platform. And by normal i mean like, mario. Except the lost levels one because jesus christ mario lost levels is hard.
@@pmangano I'd actually say celeste difficulty isn't smooth. Baseline you need to enjoy difficult platformers and it gets hard really early really fast (as evidenced by this video in fact). But they do assist mode right, and you can't say that for many games that offer this as an option. I beat all of the normal levels, the B sides, and half of all C side levels without assist mode and despite that, I still agree with your initial assessment. Choosing this as your very first platformer is a bold choice indeed. It's still a great game, but it is definitely harder than most platformers in the market. Assist mode makes the transition smoother, but without it, it's a very steep learning curve for the beginner player.
@@booketoiles1600 While the skill curve is godlike in terms of pacing and design, the so-called starting point of the curve is far beyond the ability of a completely uninitiated platformer, what with it requiring four main buttons instead of the typical walk and jump. It's made with highly experienced players in mind and has tons of modifications and menus and options to help amateurs have as much fun as possible. As someone well-versed in Metroidvanias and platformers and who had just come off of Wings of Vi, one of the most sadistic gameplay experiences of all time, Celeste felt tailor-made to my interests and quickly became my favorite game, but I've seen many others have decidedly negative reactions to the early stages of the game and have too much pride to turn on Assist Mode. Glad Carrie is willing to adjust her experience to what best fits her.
I'm not interested in platformers in general but due to this and Epic Games having Celeste for free this became my "first" platformer. I have played Mario here and there when I was little but never got far. My reflexes are kinda poor in general.
As much as I hate to contradict Carrie, bats can indeed fly. They’re not (as a general rule) very good at producing lift, but they can do more than just glide. As a comparison, a bird might be able to climb a few hundred feet in elevation in a matter of 30 seconds to a minute or two, while a bat might take 30 MINUTES or more.
As an additional tidbit, they also are not good at jumping and generating that initial lift to get off the ground, which is why they need to climb up something to get started. Once they're going, though, they totally fly.
@@Grescheks Actually, even that's not true! Bats can absolutely take off from the ground. In fact, they do an adorable little push-up into the air with their amazing fore-arm muscles. Here's some slow-motion video of it! ua-cam.com/video/BNNAxCuaYoc/v-deo.html
248 Deaths!?! Gotta pump those numbers up! THOSE ARE ROOKIE NUMBERS!! Seriously though. I was fresh off the heels of Hollow Knight platforming, and the muscle memory from it was the source of many...accidents. I swear I died more on the first chapter of Celeste than in my entire Hollow Knight playthrough. And yet it's still one of my favorite games of all time. Can't wait to see more of Carrie playing Celeste!
This was fun to watch, but I would have recommend trying the game with single dash and instead the game slowed down to 70% or so. There were many places where the multiple dashes was actually making things harder as you tried to do multiple things very fast instead of doing a single thing precisely. Slowing down keeps the core gameplay the same, but gives you more time to react and some room for error.
I hope this doesn't sound condescending ;; (Midway through the video) You can rebind the buttons any way you like to Maybe Carrie could try putting dash in one of the bumpers so there's only one command in each part of the controller Left bump for grabbing, right bumper for dashing, right buttons for jumping It's the way I played
Watching this makes me admire a twitch streamer I used to watch now. He used to speedrun this game, and the last stream he did was him finishing this game in a little over an hour I think. He was really fucking good at it.
Yay! The most wholesome duo. And they're playing a game I'm immensely curious about. That old lady at the start of the game is every creepy old man from horror movies and scooby doo episodes. Like forreals.
Coming to this as someone that started Celeste with little platforming experience that eventually beat farewell. It's a hell of a ride, I know i'm about 3 years late but it feels really nostalgic
Some bats (as well as large birds) do needs to get up high before they can fly; they can keep themselves aloft, but gaining altitude is tricky for creatures of their size or build, and it's all the trickier when there's a bunch of dirt in the way of your wings.
It is super cool to see someone who really struggles with the platforming play this for youtube! I'd love to see you try to play with the slowdown instead of the extra dashes/invincibility since that would allow you to see the intended way to clear the screens while giving you more time to react to the obstacles.
You very rarely see letsplayers that are somewhat beginners. It can be slightly disheartening for a viewer to pick up a beautiful game that you saw a UA-camr breeze through and then find yourself wrestling (and losing) with unfamiliar controls and very bad reflexes*. I'm struggling to find a way to say this that doesn't sound condescending, but it is very comforting to see someone else like you treated with support and encouragement and know that "not being familiar with things" is not something that makes you "not suited" to certain games. What I am trying to say is don't be stressed out Carrie! Your journey is our journey and we're here to cheer you on :) (*Never picked up a controller in my life; bought Hollow Knight because damn; very much stuck; gonna fight on :D)
Came here to say the same exact thing. Watching people struggle during letsplays helps me remember that this is a skill I can learn too - with enough practice. Lots and lots of practice.
@@safabekr I love that game more than anything! I got to the ending* and even beat some endgame challenges! ( *some* ) Keep at it, it is incredibly good at teaching you everything you need to overcome every obstacle ^^ what is giving you trouble? *I don't want to spoil >anything
@@essneyallen6777 oh no worries, I’ve seen Dan’s whole playthrough + others so I can’t be spoiled on anything! 🤣 Did you even get through T** R*d****e? For my own, I think it’s actually the minibosses who give me trouble? I got through Hornet after lots of tries but I found the Moss Knights really tough. Im not so good at precision strikes and dodging counterattacks. Also: I cannot pogo jump, basically at all.
This is great. Dan already has a great listening to voice and Carrie also has one, so both together just are even better. Plus despite all the editing she's had to do for Dan, she has this... innocence to her gaming that is just precious. And though a few things make me cringe a little, I don't want to poke about it too much because that's how you ruin people just wanting to have fun.
It's fascinating to watch this series as a demonstration of brain plasticity. You start with someone who has almost no platformer muscle memory, but a functional understanding of video games, and watch Carrie slowly build the muscle memory over the course of playing. It's a very clear demonstration of her brain wiring itself unfolding before your eyes.
Sometimes it's not about the difficulty, it's about the journey. And more than any other game in recent history IMO, Celeste does an amazing job of conveying that idea. Do not lose hope Carrie. Stay determined. Be persistent. Do not this game get you down. Let it lift you up, and show you what you are capable of. EDIT: Also Dan, in case you aren't aware, old singer trick for sore throats when you've been talking/singing a lot, tea with honey really helps.
Don't discount the game speed and infinite stamina modifiers. I'm really bad at platformers and fast reaction time stuff but the two of those give me the grace period I need to figure out what I need to do or hit the right buttons. You can miss out on a lot of fun and rewarding mechanics by just increasing the number of dashes.
Well this is great timing to play Celeste, a free DLC is coming on its way! It's a whole new chapter with its challenges and stuff. Gonna be really hard though.
I recommend you two try experimenting with the game speed assist option. I think that would be really helpful for Carrie both short term and long term. I'm someone that is pretty bad at platformers (they've just never been my thing), and I've recently played a couple games that have really demanded more skill than I had to offer (I actually just spent a number of hours yesterday bashing my head against an area named the Path of Pain in Hollow Knight). What I've found my biggest challenge to be is I wasn't fluent enough in the language of platforming actions (dashing, double jumps, short hops, ect.) to be able to chain these actions together quickly in new situations. I don't play many platformers, so I just don't have these fundamental skills built up. Until Hollow Knight forced me to build those skills, when I'd get into complex platforming challenges I'd basically "button panic" after a few actions. The issue wasn't an inability to figure out the puzzle (i.e. the sequence of actions to pass an area), it was my in ability to actually execute more complex strings of movement actions (because I wasn't familiar enough with the abilities to do them automatically). Slowing down time would have been particularly helpful for getting comfortable with chaining actions together. All I really needed was a second or two to think about how to mechanically execute each of the actions I wanted to perform. Basically, it would've let me do one action at a time, rather than attempt to do a chain of four actions I wasn't comfortable linking together. I'd imagine playing a challenging platformer like Celeste as someone with little platformer skill is much like someone pretty comfortable with platformers playing a game on 2x speed. Even if the player can see the chain of actions needed to pass an area, they may have a lot of trouble executing the inputs that quickly without having to memorize them each time (and memorization is definitely the slow painful method Hollow Knight's tougher areas forced me to use). I think having Carrie play with the game speed lowered a bit could really help her become comfortable with the movement actions. It also would promote the game's ability to teach her how to handle the new terrain elements I know this game will continue to throw at her (like the moving stoplight blocks). I can only assume later levels will be built around the assumption that the player has been gradually learning how to traverse/use these new terrain elements, so it could be problematic if she manages to get to those situations without learning how to use those elements. Also, if you two were avoiding slowing the game speed because you're concerned people more interested in the game play would find it unpleasant for a letsplay, I don't think that would be a problem for most. People more interested in the game play would likely be more excited to see Carrie engaged and succeeding at the platforming puzzles. They'd also probably be excited to see Carrie more quickly get comfortable with the fundamentals of platforming that time slowing would promote. They are also the people who probably are most bothered by using assist mode to move past puzzles without "solving" them the way they were originally built. So, yeah, I'd say experiment with the game speed, and see how that helps. I am super excited to see the rest of this playthrough. I really like that Carrie is playing it, and I think you guys will have a great time with it!
When I played Celeste, even as a relatively experienced platformer-er, it eventually got to a point that I just turned on Assist Mode, because I wanted to get through it. As much as possible, I tried to solve each screen the way it was meant to be, but I wasn't afraid of taking that help. All that to say, the Assist mode is a thing of wonder, and I'm glad its inclusion means you two can share this game in this way
I... It's surreal. I'm not trying to be rude, but as someone who's played platformers since I was literally two years old (I had very supportive/sadistic older brothers), it's like watching my childhood, that reality before you build up that pristine muscle memory for feathering inputs and trusting your avatar as an extension of yourself. The game feels like a machine your're trying to control rather than just an environment you're exploring through your character. It's kinda nostalgic. It's like the first time driving a clutch, in a way.
So... given what we've seen before (no hardcore platformers for Carrie) Is that, Carrie's SideQuest? Will we see The End Is Nigh next? I love Celeste & you guys, it's the best!
that assist mode actually convinced me about buying the game! like, I suck at games, and I don't like how often, a good story is being gated from me because I suck. and I don't have the mental stamina to "ged gud". So Celeste allowing me to adjust the difficulty, but not just make it an ambiguous "easy mode" but actually fine-tune the experience so it is just the right amount of difficult for each individual is AMAZING! and so I bought this game :-)
Hey Dan and Carrie, try playing around with the game speed before going for infinazip. infinazip is one of the most powerful assist tools that can actually make the game harder since the dash is a set distance and speed, adding to the panic. Speed down is really there to help with people having a hard time getting the timing and basics of platforming right and I think it can really help you while still letting you enjoy the story as it's meant to be ^^ Love the play-through and best of luck ♥
YEEESSS FINALY!!!! Edit: if you guys want to have a easyer game and also have an experience closer to no-assist, just set the game speed to 90% or 80% and let the other stuf on standard. This makes timing and reaction less an issue without bypassing the platform challenges. The other stuf is better as a last resort kinda thing.
Thanks Dan for encouraging easy modes that do not mock the players. The worst of all, in my opinion, are the ones that arbitrarily prevent you from finishing the game or seeing the entire story through
I've seen multiple let's plays of this and it just occurred to me that the game not only teaches you how to dash but it also shows you the maximum distance of the move with that life-or-death time-stop. That's pretty awesome.
Ok this LP is adorable and wholesome and gives me faith in humanity. Also just wondering but Is that first hour available to watch unedited? For research purposes of course. Also not to backseat game but using regular jumps may make things easier instead of mostly zipping, but no matter if it is to be this mountain shall be scaled with the zips and I will love every second of it. Keep going carrie, I believe in u.
From the earlier footage, it looked like a big issue Carrie was having was with juggling the separate jump and dash buttons. With two dashes, it's like she's got that first jump on the same button. It'll be interesting to see how she handles the momentum-based mechanics with "just use dashes" in her muscle memory though, since they don't carry momentum from platforms like the regular jumps do. Edit: I also think she's using the control stick rather than the D-Pad based on the struggles to dash in a straight line - I'm a seasoned platform game player and I had a lot of trouble with that before I switched to the D-Pad.
Watching a few playthroughs, including this one, I never really thought this game would be for me. Not that I lack the skill, but more so that I thought I'd lack the patience. However, it was part of the recent charity bundle so I figured might as well give it a shot... and so far it's less frustrating than I thought it would be. Granted, I'm playing with assist mode on, although only infinite climbing stamina for now, but I've managed to clear the first three stages without too much trouble. I don't know when or if I'll hit a wall, but for now I'm actually enjoying the challenge.
I'm gonna echo the comments suggesting to slow the game down but keep the default dashes, because I think the biggest difficulty in Celeste is the timing, whether it's fitting a dash between some spikes, jumping at the right time off launchpads, catching a wall during a drop, or various moving obstacles in the future. The appeal of Celeste to me was not mastering these timing challenges, but being able to see the layout of a room, make a plan to navigate it, then execute the plan; following the limits set by the designer informs that plan making process. Slow motion seems the ideal way to ease the burden of execution while not disrupting any aspect of the learning curve.
"Discovery" alongside "Challenge" is another gameplay aesthetic of this game. When you first see some parts, your first thought is, "This is impossible." Figuring out a set of actions which can get you through is the first part of the challenge. Executing on it is the second. That's also another argument for slowing down game speed rather than using infinite dashes, so you get to experience that discovery part of the game. You're both amazing! I love that you're doing a Celeste play through!
Good luck Carrie! So proud of you! I'm curious to see if the game speed assist option can help when you know what you want to do but your hands aren't fast enough to execute it.
I love this game. Cost me a thumb (metaphorically) to finish this. I love watching Carrie dying and losing because I feel this game is about it. I believe in her. As much as I believe most of us believe in get.
The deadpan "Ha Ha Ha" is the best Also Celeste's assist mode is so good, and helped me finish the game. My favourite thing about it is that it doesn't talk down to you or belittle you for going to the lower difficulty options 1800's classifies as old ruins? Maybe it's because I'm English not americo-Canadian but old ruins have to be at least 1500's or older at the least. Also to anyone who needs assist mode, I really recommend turning game speed down, before trying the more potent assists because you'll be surprised how much even 10% slower makes the game a lot easier.
I SUPPORT THIS GAME!!!! (Delving for secrets is HIGHLY recommended. DO NOT USE THE INTERNET, most people don't bother to find the secrets without help but for me it was the BEST part of the game, and I would love to see you two solving puzzles together.
Good job, i love this game and look forward to you two playing it. With the assist mode i think you might get more mileage with slowing the game down and more stamina. A lot of the game is a mix of puzzle to find a solution then execution to do it. So Carrie might have a easier time by using more time to get those inputs in while still solving things in the same way.
related to game difficulty, i love the sweet hearted spirit you both have, but i also like the rust, dust, sweat and pain of fighting a game so brave to challenge me, i tell it:"come at me, insult me, at the end you'll be down and i'll find another challenge to defeat". In every kind of art there are pieces not meant for everyone, from too sweet to too gore, and i respect that they wanted to give a story with a challenge, but you can keep the first part only, BUT i consider that if the designer doesn't want that it's fine, some endings are not that valuable if you didn't go through all the challenges the game throws at you, and as i joke about "casual gamers" that is perfectly fine, i don't mind playing on the easiest difficulties when i don't feel like taking the challenge and i don't care what a game says, even more when it's a joke. Furthermore, i think THIS is a good reason to keep them, life is rough, and games can be a safe way to understand that oneself's value is not determined by what other say. it's like what i heard of some gym goers, they want harder, they want you to go harder, but maybe don't use that machine, and maybe use that other with less weight, STILL they support you and praise every improvement you make, doesn't matter if they lift triple than you, because at the end it's yourself who you have to beat
The assist options could also help "getting it" and might be removed later, when actions are more natural, like a training wheel. The multiple dash helps training muscle memory faster, I think.
This reminds me of my first playthrough. I had over 300 deaths in chapter 1, and that’s with me being an experienced platformer player. I think it’s great that you kept trying and didn’t give up. That is so much in the spirit of this game, which I love so much
Carrie mentions she's gripping and causing her movement to drift, are you using the thumbstick over the d-pad? (Or well, it's not a d-pad on the switch but) I find for platformers that using arrows is more precise than an analog stick. Analog is good for 3D first/person stuff, not so good for 2D.
As a fellow very-bad-at-video-games person, I'm honestly in awe of Carrie's amazing attitude. I can tell that even though you're dying so much, you're having a lot of fun and not getting too frustrated! Shows that you really can enjoy games even if you're bad at them. I have to take a page out of your book and learn to love the experience of playing more ^^ I'm so happy that I get to watch Carrie play and I can't wait for you to experience the rest of the game!
Invincibility makes you immune to any hazard - you can walk on spikes, objects won't crush you, you can bounce along bottomless pits, etc. It is basically an insta-skip option.
Now that I've finally gotten around to playing Celeste I can watch this series. Looking forward to the adorable adventures of Carrie and Madeline. And Dan too, why not? He's adorable enough to count.
I love this. There's an interesting special charm to seeing complete beginners play a game. Especially for Celeste where most playthroughs online are from experienced platformers.
Rewatching this for the 3rd time because I can't stop talking about this game and all the things it gets right in my Game Design class and you give one of the best breakdowns of why the assist mode is so good.
Better not. The TAS made me lose faith in humanity (and, specifically, in myself). For a game that is all about overcoming challenges, seeing something that no human can expect to replicate, it's heartbreaking. 😓
@@SystemBD I really liked the TAS for reasons that I usually like TASs, because of the insane tricks that they're able to do that even the devs didn't think were possible. Nobody is claiming that humans should be able to replicate this (in case you thought so), it's an hour-long run of frame-perfect inputs.
@@SystemBD The TAS and RTA speedrunning communities have been tight for years now. They're always finding new tricks for each other, ever offering insight to improve the other's records. Which is awesome, because there used to be a bit of friction between them. I've always found that inhuman perfection rather inspiring. All of the tricks are technically possible, and that possibility leads to those tricks bleeding into (or being found by) the real-time runners. Both kinds are beautiful to behold, for different reasons. No one should aspire to match a machine that was literally built for the purpose of playing a single game perfectly. :D
The one knock I think you could have against the assist system is that using it might lead you to missing certain game features that you might need later. I haven't played this but to me seeing the blocks drop and cover the spikes at 41:30 kinda seems important and might come back in a later stage.
One more thing: No matter how hard things get, no matter how thick the struggle, NEVER SURRENDER!!!! There's no shame in dying to learn; with no assist mode, I accumulated 10,000 deaths by the end of the struggle. YOU GO GUYS!!
I'll admit, as much as I agree with what Dan was saying about assist mode, I was slightly worried that it might make this observation less likely. I am so very glad to be proven wrong. This game taught me something incredible, and this observation was key to that. I won't say any more because spoilers, just that /this game is freaking incredible/.
I was so hoping Carrie would be the one playing Celest. It shows pretty well how accessible Celeste can be. (I hope that didn't sound condescending. Carrie said on several occasions she is not good at playing with a controller)
No option to add a dash aiming indicator, or to separate movement/air control from dash direction? Those would probably solve most of the problems people have with it without influencing how the game is played.
the difficulty-mode discussion reminded me of when I played Skyrim. The idea of "you can get to this area, but you're not ready for it" was not a thing for me yet. I did things I perceived as related all at once, and I was constantly adjusting the difficulty back and forth between min and max in order to smooth out what I perceived as erratic difficulty changes.
What's this? Hollow Knight and Celeste at the same time? You guys just keep picking some of my favorite games. I feel quite spoiled:) Also, I promise not to give any spoilers, or even vague hints. This is definitely a game that should be experienced with as little prior knowledge as possible to get the full experience. And let me tell you, it is a beautiful experience.
I've always loved this game and the assist mode options. But so far everyone I've seen play it has been very good at platformers and hasn't needed it, so it's really nice to get an opportunity to see the game being played this way, and seeing the assist mode being used as intended!
So, I am IN LOVE with Carrie's voice. She has the prettiest, most melodic, adorable voice I've ever heard not come from a voice actress. I'm genuinely sorry if this comes off as creepy (I really hope not), but I am just in awe. Also, both of you are great, uplifting, wholesome people and your chemistry is, unsurprisingly, off the charts. You are a joy to watch.
I've been meaning to pick this game up, but been scared by the difficulty. And it's weird having watched speedruns already. But Carrie, I'd suggest dropping the game speed down. I don't know exactly what it'll do, but I think it would help a lot with getting the timing right for when you do your zips. (Also,
"Stay determined"? I think you mean- "Carrie on"
No one:
Me: Carrie on my way word buuuug kiiiiight. There will be lore when you are done. Lay your weary nail to rest. Don't you die no more.
Hello, Sans!
@@hackersremix I will fight people, because you deserve more likes for that! So good! Thank you!
*rim shot*
"Thank you! I'll be here all week! Don't forget to tip the waitstaff!"
…..
Oh, by the way, Theo's Instagram contains spoilers, so I would suggest not looking it up for now.
Thank you for this so many people wouldn't post that.
Dan/Carrie yesterday: "We're probably going to play Celeste at some point on this channel. Not sure yet exactly how we're going to do it"
Dan/Carrie today: "Hello everyone! It's Celeste finally!"
Hey, Carrie.
Turn off infinite dashes and turn down the game speed.
I've seen you play action games like Ditto and Cadence of Hyrule.
You game skills are totally up to the task of beating Celeste.
You just *twitch* a whole bunch at the end of actions and need to learn to slow down.
Like, in this video alone you totally succeed a whole bunch, but then die because you keep pressing buttons after the success.
So turn down the game speed.
And press buttons with purpose.
Actually, you should experiment with Assist mode a whole bunch to see what works for you, turning options on and off as you see fit, even turning everything off and playing default settings, experiment and play around, it's fun.
Looking forward to more!
So, as my first experience with Carrie, she is freakin’ adorable and I am definitely looking forward to the rest of this series and the chemistry between these two.
Carrie is great!
Check out their Overcooked and Stardew series too, they're very enjoyable!
Go watch ther Armello playthrough. Two episodes, good chemistry, and a great lemur voice.
If you have the time, the Night in the Woods one is their best playthrough in my opinion. Fully voiced!
This. This sums up what I was thinking. Actually, all of this applies to me.
IZSM Also the Dream Daddy walkthrough! Arguably less than NitW since Dream Daddy has many more paths but still incredibly fun to watch.
Two Of my favourite lets play youtubers playing two of favourite games i played in 2019 back to back!!
Hollow knight with Dan and now Celeste with Carrie and Dan!!
This is the dream.You two will love this.
It seems like Carrie may be having some problems with the tight timing, so it sounds like turning down the game speed just a smidgeon would help a lot. Even just down to 90 or 80%. Yes, it really is that granular.
I think so too. Think it might help enough to even go back to just a single dash.
Slowing down game speed is what I'd go to first since she isn't used to platformers. I'm not sure the double dash will be needed with game speed slowed.
That's my guess too, I think a lot of the challenge she's been facing so far is just in thinking about how to navigate, and not having some ingrained reflexes that just come with experience. Dropping the speed just a little would give her a much better chance to take advantage of paths and moves she is just learning to find.
Another vote here that decreasing game speed is probably more helpful for her struggles than the extra dash.
Yeah, if you look at what was actually causing her to struggle, it was she had a hard time getting the timing and direction right on some of the harder moves. The infinite zips are fine and all, and I'm not one of those people who will lose his lid over someone making a game easier on themselves (Hell, I did god mode cheats in single player RTS games back in the day because I'm really here for the story, not to figure out how far up the tech tree I need to climb to beat the guy with their own soft god mode), but there was a point where there were 5 screens in a row where Carrie stopped even trying to figure out what the intended play for the level was and turning everything into a Dash-Challenge. I'd say go down to two Dashes and maybe 80% speed, and I think what we've seen so far is well in the realm of possibility.
I was just watching back the 2018 highlight video and back when Dan first introduced Carrie as the editor of Story Mode she was like " Hush! that was a secret!" and now she's playing a precision platformer on the channel. I think that's incredibly brave, keep it up! ❤️
Also: yes, Celeste is pretty much the poster-child for how to handle difficulty options in intentionally hard games: One, it makes it *very* clear what the developers' intended "default" experience is; Two, it doesn't demean the player for choosing an easier option; and Three, it gives the player options to tune the difficulty to their preferred level of challenge.
And _type_ of challenge. If I were playing Celeste, I'd probably do the opposite of what Carrie is doing, forcing me to handle challenges with roughly the same toolbox the developers intended but without the time pressures of a stamina bar or, um, time.
Although the 2 jump actually makes some puzzles harder. Especially the ones where you fall into a spring that is placed falling distance away from the end of your dash. You will overshoot every time if you use the second dash.
I think lowering speed and infinite stamina would be more helpful than infinite zips, especially for someone with limited platforming experience. Less panics.
Hope you guys enjoy it, Celeste is a real beauty of a game.
This needs to be seen. A+ advice
I agree, completely! Having more time to execute an idea is going to promote building skills and learning how novel terrain functions. Invincibility and infinite zips seems to mainly bypass puzzles, rather than adjust their difficulty
I support this comment
Celeste is awesome but I finished it so fast. 12 hours or so. I just wish it was longer.
@@ChainsawSeesaw Have you done the B and C sides yet? What about Chapter 9? Or gone for Golden Strawberries? Trust me, there's almost always more to do in Celeste.
For someone not used to platformers starting with celeste is a very bold choice.
Not really though, this game has a very good learning curve that takes you from I can't jump to doing speedruns naturally.
I know that because before Celeste the only platformer I'd p'ayed was Smash Brawl
@@booketoiles1600 Yes, but its far more brutal than a normal platform.
And by normal i mean like, mario.
Except the lost levels one because jesus christ mario lost levels is hard.
@@pmangano I'd actually say celeste difficulty isn't smooth. Baseline you need to enjoy difficult platformers and it gets hard really early really fast (as evidenced by this video in fact). But they do assist mode right, and you can't say that for many games that offer this as an option.
I beat all of the normal levels, the B sides, and half of all C side levels without assist mode and despite that, I still agree with your initial assessment. Choosing this as your very first platformer is a bold choice indeed. It's still a great game, but it is definitely harder than most platformers in the market. Assist mode makes the transition smoother, but without it, it's a very steep learning curve for the beginner player.
@@booketoiles1600 While the skill curve is godlike in terms of pacing and design, the so-called starting point of the curve is far beyond the ability of a completely uninitiated platformer, what with it requiring four main buttons instead of the typical walk and jump. It's made with highly experienced players in mind and has tons of modifications and menus and options to help amateurs have as much fun as possible.
As someone well-versed in Metroidvanias and platformers and who had just come off of Wings of Vi, one of the most sadistic gameplay experiences of all time, Celeste felt tailor-made to my interests and quickly became my favorite game, but I've seen many others have decidedly negative reactions to the early stages of the game and have too much pride to turn on Assist Mode. Glad Carrie is willing to adjust her experience to what best fits her.
I'm not interested in platformers in general but due to this and Epic Games having Celeste for free this became my "first" platformer. I have played Mario here and there when I was little but never got far. My reflexes are kinda poor in general.
As much as I hate to contradict Carrie, bats can indeed fly. They’re not (as a general rule) very good at producing lift, but they can do more than just glide. As a comparison, a bird might be able to climb a few hundred feet in elevation in a matter of 30 seconds to a minute or two, while a bat might take 30 MINUTES or more.
As an additional tidbit, they also are not good at jumping and generating that initial lift to get off the ground, which is why they need to climb up something to get started. Once they're going, though, they totally fly.
Exactly.
@@Grescheks Actually, even that's not true! Bats can absolutely take off from the ground. In fact, they do an adorable little push-up into the air with their amazing fore-arm muscles. Here's some slow-motion video of it! ua-cam.com/video/BNNAxCuaYoc/v-deo.html
248 Deaths!?! Gotta pump those numbers up! THOSE ARE ROOKIE NUMBERS!!
Seriously though. I was fresh off the heels of Hollow Knight platforming, and the muscle memory from it was the source of many...accidents.
I swear I died more on the first chapter of Celeste than in my entire Hollow Knight playthrough.
And yet it's still one of my favorite games of all time. Can't wait to see more of Carrie playing Celeste!
This was fun to watch, but I would have recommend trying the game with single dash and instead the game slowed down to 70% or so. There were many places where the multiple dashes was actually making things harder as you tried to do multiple things very fast instead of doing a single thing precisely.
Slowing down keeps the core gameplay the same, but gives you more time to react and some room for error.
I hope this doesn't sound condescending ;;
(Midway through the video)
You can rebind the buttons any way you like to
Maybe Carrie could try putting dash in one of the bumpers so there's only one command in each part of the controller
Left bump for grabbing, right bumper for dashing, right buttons for jumping
It's the way I played
Watching the two of you play together is so sweet and wholesome that I think I might be getting cavities from watching.
Man, I was really hoping for that "Gangplank Galleon" intro to segue into a rapid-fire DK-musical montage.
Always a delight watching you guys!
Carrie’s voice OMG……😭 one of the most beautiful and peaceful sound I’ve ever heard 🥺
Watching this makes me admire a twitch streamer I used to watch now. He used to speedrun this game, and the last stream he did was him finishing this game in a little over an hour I think. He was really fucking good at it.
1:47 carrie : "i have not done much platforming"
1:48 carrie : dies
well we had been warned
Yay! The most wholesome duo. And they're playing a game I'm immensely curious about.
That old lady at the start of the game is every creepy old man from horror movies and scooby doo episodes. Like forreals.
Coming to this as someone that started Celeste with little platforming experience that eventually beat farewell. It's a hell of a ride, I know i'm about 3 years late but it feels really nostalgic
I love how supportive Dan is! it's really wholesome
Carrie, that pink hair makes you look absolutely DASHING
i boo you for that pun, sir and/or madam. it physically hurt to read.
Bats absolutely do fly. You're thinking of flying squirrels. Or sugar gliders. Or the gargoyles from the classic disney cartoon, Gargoyles.
Some bats (as well as large birds) do needs to get up high before they can fly; they can keep themselves aloft, but gaining altitude is tricky for creatures of their size or build, and it's all the trickier when there's a bunch of dirt in the way of your wings.
It is super cool to see someone who really struggles with the platforming play this for youtube! I'd love to see you try to play with the slowdown instead of the extra dashes/invincibility since that would allow you to see the intended way to clear the screens while giving you more time to react to the obstacles.
Oh my god how are both of your voices soothing?? I mean I'm putting this here two years after it was made but my god.
You very rarely see letsplayers that are somewhat beginners. It can be slightly disheartening for a viewer to pick up a beautiful game that you saw a UA-camr breeze through and then find yourself wrestling (and losing) with unfamiliar controls and very bad reflexes*. I'm struggling to find a way to say this that doesn't sound condescending, but it is very comforting to see someone else like you treated with support and encouragement and know that "not being familiar with things" is not something that makes you "not suited" to certain games. What I am trying to say is don't be stressed out Carrie! Your journey is our journey and we're here to cheer you on :)
(*Never picked up a controller in my life; bought Hollow Knight because damn; very much stuck; gonna fight on :D)
Omg same. I really do appreciate this series!!!
Came here to say the same exact thing. Watching people struggle during letsplays helps me remember that this is a skill I can learn too - with enough practice. Lots and lots of practice.
How did Hollow Knight go for you? I got stuck in the first area, got unstuck a year later, and now I’m stuck in the second area somewhere 😂
@@safabekr I love that game more than anything! I got to the ending* and even beat some endgame challenges! ( *some* ) Keep at it, it is incredibly good at teaching you everything you need to overcome every obstacle ^^ what is giving you trouble?
*I don't want to spoil >anything
@@essneyallen6777 oh no worries, I’ve seen Dan’s whole playthrough + others so I can’t be spoiled on anything! 🤣 Did you even get through T** R*d****e?
For my own, I think it’s actually the minibosses who give me trouble? I got through Hornet after lots of tries but I found the Moss Knights really tough. Im not so good at precision strikes and dodging counterattacks. Also: I cannot pogo jump, basically at all.
I see that legendary patience is a Floyd Family trait. You can do it, Carrie. We all believe in you!
omg their voices are perfect for theo and madeline!
This is great. Dan already has a great listening to voice and Carrie also has one, so both together just are even better. Plus despite all the editing she's had to do for Dan, she has this... innocence to her gaming that is just precious. And though a few things make me cringe a little, I don't want to poke about it too much because that's how you ruin people just wanting to have fun.
It's fascinating to watch this series as a demonstration of brain plasticity. You start with someone who has almost no platformer muscle memory, but a functional understanding of video games, and watch Carrie slowly build the muscle memory over the course of playing. It's a very clear demonstration of her brain wiring itself unfolding before your eyes.
Sometimes it's not about the difficulty, it's about the journey. And more than any other game in recent history IMO, Celeste does an amazing job of conveying that idea. Do not lose hope Carrie. Stay determined. Be persistent. Do not this game get you down. Let it lift you up, and show you what you are capable of.
EDIT: Also Dan, in case you aren't aware, old singer trick for sore throats when you've been talking/singing a lot, tea with honey really helps.
Generally hot lemon tea with honey. I'm not sure if the lemon really matters though.
Don't discount the game speed and infinite stamina modifiers. I'm really bad at platformers and fast reaction time stuff but the two of those give me the grace period I need to figure out what I need to do or hit the right buttons. You can miss out on a lot of fun and rewarding mechanics by just increasing the number of dashes.
Well this is great timing to play Celeste, a free DLC is coming on its way! It's a whole new chapter with its challenges and stuff. Gonna be really hard though.
I recommend you two try experimenting with the game speed assist option. I think that would be really helpful for Carrie both short term and long term.
I'm someone that is pretty bad at platformers (they've just never been my thing), and I've recently played a couple games that have really demanded more skill than I had to offer (I actually just spent a number of hours yesterday bashing my head against an area named the Path of Pain in Hollow Knight). What I've found my biggest challenge to be is I wasn't fluent enough in the language of platforming actions (dashing, double jumps, short hops, ect.) to be able to chain these actions together quickly in new situations. I don't play many platformers, so I just don't have these fundamental skills built up. Until Hollow Knight forced me to build those skills, when I'd get into complex platforming challenges I'd basically "button panic" after a few actions. The issue wasn't an inability to figure out the puzzle (i.e. the sequence of actions to pass an area), it was my in ability to actually execute more complex strings of movement actions (because I wasn't familiar enough with the abilities to do them automatically). Slowing down time would have been particularly helpful for getting comfortable with chaining actions together. All I really needed was a second or two to think about how to mechanically execute each of the actions I wanted to perform. Basically, it would've let me do one action at a time, rather than attempt to do a chain of four actions I wasn't comfortable linking together.
I'd imagine playing a challenging platformer like Celeste as someone with little platformer skill is much like someone pretty comfortable with platformers playing a game on 2x speed. Even if the player can see the chain of actions needed to pass an area, they may have a lot of trouble executing the inputs that quickly without having to memorize them each time (and memorization is definitely the slow painful method Hollow Knight's tougher areas forced me to use).
I think having Carrie play with the game speed lowered a bit could really help her become comfortable with the movement actions. It also would promote the game's ability to teach her how to handle the new terrain elements I know this game will continue to throw at her (like the moving stoplight blocks). I can only assume later levels will be built around the assumption that the player has been gradually learning how to traverse/use these new terrain elements, so it could be problematic if she manages to get to those situations without learning how to use those elements.
Also, if you two were avoiding slowing the game speed because you're concerned people more interested in the game play would find it unpleasant for a letsplay, I don't think that would be a problem for most. People more interested in the game play would likely be more excited to see Carrie engaged and succeeding at the platforming puzzles. They'd also probably be excited to see Carrie more quickly get comfortable with the fundamentals of platforming that time slowing would promote. They are also the people who probably are most bothered by using assist mode to move past puzzles without "solving" them the way they were originally built.
So, yeah, I'd say experiment with the game speed, and see how that helps. I am super excited to see the rest of this playthrough. I really like that Carrie is playing it, and I think you guys will have a great time with it!
When I played Celeste, even as a relatively experienced platformer-er, it eventually got to a point that I just turned on Assist Mode, because I wanted to get through it. As much as possible, I tried to solve each screen the way it was meant to be, but I wasn't afraid of taking that help. All that to say, the Assist mode is a thing of wonder, and I'm glad its inclusion means you two can share this game in this way
I just subscribed for one amazing game, and you immediately start playing another amazing game
I... It's surreal.
I'm not trying to be rude, but as someone who's played platformers since I was literally two years old (I had very supportive/sadistic older brothers), it's like watching my childhood, that reality before you build up that pristine muscle memory for feathering inputs and trusting your avatar as an extension of yourself. The game feels like a machine your're trying to control rather than just an environment you're exploring through your character. It's kinda nostalgic.
It's like the first time driving a clutch, in a way.
So... given what we've seen before (no hardcore platformers for Carrie)
Is that, Carrie's SideQuest?
Will we see The End Is Nigh next?
I love Celeste & you guys, it's the best!
that assist mode actually convinced me about buying the game! like, I suck at games, and I don't like how often, a good story is being gated from me because I suck. and I don't have the mental stamina to "ged gud". So Celeste allowing me to adjust the difficulty, but not just make it an ambiguous "easy mode" but actually fine-tune the experience so it is just the right amount of difficult for each individual is AMAZING! and so I bought this game :-)
Also, speaking of "condescending" easy mode: MGS5 chicken hat?
Hey Dan and Carrie, try playing around with the game speed before going for infinazip. infinazip is one of the most powerful assist tools that can actually make the game harder since the dash is a set distance and speed, adding to the panic. Speed down is really there to help with people having a hard time getting the timing and basics of platforming right and I think it can really help you while still letting you enjoy the story as it's meant to be ^^
Love the play-through and best of luck ♥
YEEESSS FINALY!!!!
Edit: if you guys want to have a easyer game and also have an experience closer to no-assist, just set the game speed to 90% or 80% and let the other stuf on standard. This makes timing and reaction less an issue without bypassing the platform challenges. The other stuf is better as a last resort kinda thing.
I absolutely adored this episode. I love that assist mode exists. It takes away literally nothing from people who want a more challenging experience.
Thanks Dan for encouraging easy modes that do not mock the players. The worst of all, in my opinion, are the ones that arbitrarily prevent you from finishing the game or seeing the entire story through
I've seen multiple let's plays of this and it just occurred to me that the game not only teaches you how to dash but it also shows you the maximum distance of the move with that life-or-death time-stop. That's pretty awesome.
Ok this LP is adorable and wholesome and gives me faith in humanity.
Also just wondering but Is that first hour available to watch unedited? For research purposes of course.
Also not to backseat game but using regular jumps may make things easier instead of mostly zipping, but no matter if it is to be this mountain shall be scaled with the zips and I will love every second of it. Keep going carrie, I believe in u.
From the earlier footage, it looked like a big issue Carrie was having was with juggling the separate jump and dash buttons. With two dashes, it's like she's got that first jump on the same button.
It'll be interesting to see how she handles the momentum-based mechanics with "just use dashes" in her muscle memory though, since they don't carry momentum from platforms like the regular jumps do.
Edit: I also think she's using the control stick rather than the D-Pad based on the struggles to dash in a straight line - I'm a seasoned platform game player and I had a lot of trouble with that before I switched to the D-Pad.
Watching a few playthroughs, including this one, I never really thought this game would be for me. Not that I lack the skill, but more so that I thought I'd lack the patience. However, it was part of the recent charity bundle so I figured might as well give it a shot... and so far it's less frustrating than I thought it would be.
Granted, I'm playing with assist mode on, although only infinite climbing stamina for now, but I've managed to clear the first three stages without too much trouble. I don't know when or if I'll hit a wall, but for now I'm actually enjoying the challenge.
Heck Yeah! im so glad to see y’all playing Celeste! Im playing this game for the first time aswell and it looks AMAZING!
I'm gonna echo the comments suggesting to slow the game down but keep the default dashes, because I think the biggest difficulty in Celeste is the timing, whether it's fitting a dash between some spikes, jumping at the right time off launchpads, catching a wall during a drop, or various moving obstacles in the future. The appeal of Celeste to me was not mastering these timing challenges, but being able to see the layout of a room, make a plan to navigate it, then execute the plan; following the limits set by the designer informs that plan making process. Slow motion seems the ideal way to ease the burden of execution while not disrupting any aspect of the learning curve.
You are getting better! Watch this video and you'll see how much progress you've made! Keep it up Carrie!
"Discovery" alongside "Challenge" is another gameplay aesthetic of this game. When you first see some parts, your first thought is, "This is impossible." Figuring out a set of actions which can get you through is the first part of the challenge. Executing on it is the second. That's also another argument for slowing down game speed rather than using infinite dashes, so you get to experience that discovery part of the game.
You're both amazing! I love that you're doing a Celeste play through!
How serendipitous that Theo is also from Seattle! You know, I bet there's even a guy that looks like Theo that lives there...
Ok, one thing I've noticed in platformers like this, is that the D-pad is much better than a joystick, if a bit more painful after a while.
One thing I heard about Celeste be proud about your death count it shows you are learning
I just wanted to say that I just bought the game and I'm going to be playing along with you so come on Carrie I know we can do this.
Good luck Carrie! So proud of you! I'm curious to see if the game speed assist option can help when you know what you want to do but your hands aren't fast enough to execute it.
I am so happy for Carrie's triumphs, so excited to see her develop her gamepad and platforming skills throughout this series! :D
I think slowing down the game will be way more helpful for her then infinite zips
I love this game. Cost me a thumb (metaphorically) to finish this. I love watching Carrie dying and losing because I feel this game is about it. I believe in her. As much as I believe most of us believe in get.
The real treasure is the additional zips we added to our character along the way.
The deadpan "Ha Ha Ha" is the best
Also Celeste's assist mode is so good, and helped me finish the game. My favourite thing about it is that it doesn't talk down to you or belittle you for going to the lower difficulty options
1800's classifies as old ruins? Maybe it's because I'm English not americo-Canadian but old ruins have to be at least 1500's or older at the least.
Also to anyone who needs assist mode, I really recommend turning game speed down, before trying the more potent assists because you'll be surprised how much even 10% slower makes the game a lot easier.
To Europeans, 100 miles is a long distance, to Americans, 100 years is a long time.
Trite, but accurate.
The best part of this video is how supportive Dan is of Carrie. :)
170 deaths!? Carrie, I'm also proud of you! I would've given up SO long ago!
I've finished the game with like 4000 deaths. At the size of the screens, it's not that punishing to start over.
I'm sorry, great video, but both of your voices sound so nice like WHAT
I SUPPORT THIS GAME!!!! (Delving for secrets is HIGHLY recommended. DO NOT USE THE INTERNET, most people don't bother to find the secrets without help but for me it was the BEST part of the game, and I would love to see you two solving puzzles together.
Watching Carrie play games is like watching a kid play their first game, which is rather adorable :P
Bats are the only mammal that can sustain true flight. Flying squirrels can only glide.
The editing and the wholesome commentary was so good
Good job, i love this game and look forward to you two playing it.
With the assist mode i think you might get more mileage with slowing the game down and more stamina. A lot of the game is a mix of puzzle to find a solution then execution to do it. So Carrie might have a easier time by using more time to get those inputs in while still solving things in the same way.
You know, when you said you would probably play Celeste soon, I didn't expect "soon" to be less than twenty four hours.
I'm excited about this because I've heard good things about Celeste but never played or watched it. Now I get to experience it with you guys!
related to game difficulty, i love the sweet hearted spirit you both have, but i also like the rust, dust, sweat and pain of fighting a game so brave to challenge me, i tell it:"come at me, insult me, at the end you'll be down and i'll find another challenge to defeat". In every kind of art there are pieces not meant for everyone, from too sweet to too gore, and i respect that they wanted to give a story with a challenge, but you can keep the first part only, BUT i consider that if the designer doesn't want that it's fine, some endings are not that valuable if you didn't go through all the challenges the game throws at you, and as i joke about "casual gamers" that is perfectly fine, i don't mind playing on the easiest difficulties when i don't feel like taking the challenge and i don't care what a game says, even more when it's a joke. Furthermore, i think THIS is a good reason to keep them, life is rough, and games can be a safe way to understand that oneself's value is not determined by what other say.
it's like what i heard of some gym goers, they want harder, they want you to go harder, but maybe don't use that machine, and maybe use that other with less weight, STILL they support you and praise every improvement you make, doesn't matter if they lift triple than you, because at the end it's yourself who you have to beat
Also, the Madeline voice sounds are adorable ^^
can I just point out that 170 deaths in an hour is 10 short of 3 per minute or 1 every 20 secs
The assist options could also help "getting it" and might be removed later, when actions are more natural, like a training wheel. The multiple dash helps training muscle memory faster, I think.
This reminds me of my first playthrough. I had over 300 deaths in chapter 1, and that’s with me being an experienced platformer player. I think it’s great that you kept trying and didn’t give up. That is so much in the spirit of this game, which I love so much
Carrie mentions she's gripping and causing her movement to drift, are you using the thumbstick over the d-pad? (Or well, it's not a d-pad on the switch but) I find for platformers that using arrows is more precise than an analog stick. Analog is good for 3D first/person stuff, not so good for 2D.
As a fellow very-bad-at-video-games person, I'm honestly in awe of Carrie's amazing attitude. I can tell that even though you're dying so much, you're having a lot of fun and not getting too frustrated! Shows that you really can enjoy games even if you're bad at them. I have to take a page out of your book and learn to love the experience of playing more ^^ I'm so happy that I get to watch Carrie play and I can't wait for you to experience the rest of the game!
Carrie, I love your persistence
Invincibility makes you immune to any hazard - you can walk on spikes, objects won't crush you, you can bounce along bottomless pits, etc. It is basically an insta-skip option.
You're a very patient player Carrie! I can't wait to see you beat the rest of the game.
Now that I've finally gotten around to playing Celeste I can watch this series. Looking forward to the adorable adventures of Carrie and Madeline. And Dan too, why not? He's adorable enough to count.
I love this. There's an interesting special charm to seeing complete beginners play a game. Especially for Celeste where most playthroughs online are from experienced platformers.
Rewatching this for the 3rd time because I can't stop talking about this game and all the things it gets right in my Game Design class and you give one of the best breakdowns of why the assist mode is so good.
After you both finish celeste i would recommend watching the speedrun of it, especially the tas and be amazed ^^
Better not. The TAS made me lose faith in humanity (and, specifically, in myself). For a game that is all about overcoming challenges, seeing something that no human can expect to replicate, it's heartbreaking. 😓
@@SystemBD I really liked the TAS for reasons that I usually like TASs, because of the insane tricks that they're able to do that even the devs didn't think were possible. Nobody is claiming that humans should be able to replicate this (in case you thought so), it's an hour-long run of frame-perfect inputs.
I just watched the Tas from this years AGDQ. I felt like the guy in the crowd yelling "WHAT?!" every time it did dashes through spike walls and stuff.
@@SystemBD The TAS and RTA speedrunning communities have been tight for years now. They're always finding new tricks for each other, ever offering insight to improve the other's records. Which is awesome, because there used to be a bit of friction between them.
I've always found that inhuman perfection rather inspiring. All of the tricks are technically possible, and that possibility leads to those tricks bleeding into (or being found by) the real-time runners. Both kinds are beautiful to behold, for different reasons. No one should aspire to match a machine that was literally built for the purpose of playing a single game perfectly. :D
The one knock I think you could have against the assist system is that using it might lead you to missing certain game features that you might need later. I haven't played this but to me seeing the blocks drop and cover the spikes at 41:30 kinda seems important and might come back in a later stage.
Here i am re-watching this playthrough. Its always so comforting to come back and watch :)
One more thing: No matter how hard things get, no matter how thick the struggle, NEVER SURRENDER!!!! There's no shame in dying to learn; with no assist mode, I accumulated 10,000 deaths by the end of the struggle. YOU GO GUYS!!
"I'm surprised at how long this [chapter] is" -- please remember this! For reasons!
I'll admit, as much as I agree with what Dan was saying about assist mode, I was slightly worried that it might make this observation less likely. I am so very glad to be proven wrong. This game taught me something incredible, and this observation was key to that. I won't say any more because spoilers, just that /this game is freaking incredible/.
34:35 "spikes are your friends" would make for a cool in-game poster/background/shirt/real poster
I was so hoping Carrie would be the one playing Celest. It shows pretty well how accessible Celeste can be.
(I hope that didn't sound condescending. Carrie said on several occasions she is not good at playing with a controller)
I recommend that when you're done with Celeste you look up the GDQ playthroughs of Celeste. Either human or bot played; either way it's unbelievable.
Carrie is IMMEDIATELY the voice of Madeline to me, forever.
No option to add a dash aiming indicator, or to separate movement/air control from dash direction? Those would probably solve most of the problems people have with it without influencing how the game is played.
I realize this is three years old, but yes. There is a dash assist that lets you be super sure what direction you’re dashing ^_^
the difficulty-mode discussion reminded me of when I played Skyrim. The idea of "you can get to this area, but you're not ready for it" was not a thing for me yet. I did things I perceived as related all at once, and I was constantly adjusting the difficulty back and forth between min and max in order to smooth out what I perceived as erratic difficulty changes.
What's this? Hollow Knight and Celeste at the same time? You guys just keep picking some of my favorite games. I feel quite spoiled:)
Also, I promise not to give any spoilers, or even vague hints. This is definitely a game that should be experienced with as little prior knowledge as possible to get the full experience. And let me tell you, it is a beautiful experience.
I got both at the same time and it was hard to play both at the same time.
@@Weird_One_ Yeah, I played one after another
@@Weird_One_ Oof, I can imagine.
I've always loved this game and the assist mode options. But so far everyone I've seen play it has been very good at platformers and hasn't needed it, so it's really nice to get an opportunity to see the game being played this way, and seeing the assist mode being used as intended!
So, I am IN LOVE with Carrie's voice. She has the prettiest, most melodic, adorable voice I've ever heard not come from a voice actress.
I'm genuinely sorry if this comes off as creepy (I really hope not), but I am just in awe.
Also, both of you are great, uplifting, wholesome people and your chemistry is, unsurprisingly, off the charts. You are a joy to watch.
Love Celeste, love you guys!
Carrie is so pacient, and the assist in this game is really cool xD
I want to see you finish it!
I've been meaning to pick this game up, but been scared by the difficulty. And it's weird having watched speedruns already. But Carrie, I'd suggest dropping the game speed down. I don't know exactly what it'll do, but I think it would help a lot with getting the timing right for when you do your zips.
(Also,