Congratulations on getting the thing on the wall behind you! You worked so hard for it, and you totally deserve that picture of two cats wearing human clothes
You and Snowman Gaming are both the best game design analysis channels I have ever seen. I love you Dungeon keys series. Your analysis on Vanquished is awesome as well.
My favorite part is teaming up with the manifestation of your darker side to tackle a challenge. Because it's not that our darker aspects are what's wrong with us and need to be purged, but rather that our refusal to move with them that is
Honestly yeah, that's one of the things I love the most. I don't think a game like this ever brought me to tears, but this platforming game did unexpectedly since it hit so close to home. You can't avoid your fear/doubt/anxious/sad side to make it actually go away, you have to treat it as a part of you. If there's anything I learned through therapy, it's that. I'm happy Madeline's mom is as supportive as mine through panic attacks.
Thanks for the like, Snowman. I actually thought a lot about Getting Over It while playing Celeste - specifically the narration. I remember when Foddy said he didn't think the original Sexy Hiking was intended to be a frustrating game, but frustration was intrinsic to the act of climbing a mountain. So much of the frustration in Celeste's difficulty is reflective of Madeline's (and the player's) own self doubt about even being able to climb the mountain. Both games aren't just about the mountain, but about what conquering that mountain means for the player and main character's sense of self.
I think the thing I love most about Celeste is that, from the outside, it seems like a rage game. Doing the same thing over and over again, dying each time, until you master it. But... Though I occasionally got angry, I never felt like the game was unfair. I never wanted to ragequit. I would get irritated, yeah, but then I would keep going cause I couldn’t help it. After I beat the main story, I went back and tried to collect all the strawberries before playing the B-Sides. And when I was replaying the base levels, I realized how easily I was able to run through the game again. Rooms that took me 20 minutes before I could now beat in 1 or 2 deaths. The game builds your skill level, and just when you think you’ve mastered it, the B-Side appears. And it’s like starting from the beginning. I never felt like this game was too easy. I never felt like this game was too hard. I never felt like this game was dull, unfair, cheesy, or anything like that. It is honestly a true masterpiece in my mind. The fact that it was made by so few people just makes it so much better. Celeste is undoubtedly one of my top 5 games I’ve ever played.
I like to contrast this game with other games in it's genre because like, The attitude behind celeste is the very foundation of what makes it capable of being as good as it was. Not ragging on Super Meat Boy and similar but... they're sort of discouraging in their aesthetic. They're all made under the assumption that spite is what drives a player. You get the sense that those games are always saying "LOL you suck! Don't like it? Prove me wrong!" because that's sort of the obvious attitude to have with a game like that. Celeste doesn't do that though. It resists the urge to be "HARDCORRRRE" and takes the opposite approach. It's encouraging, it causes frustration sure but it doesn't revel in it. It wants you to know that it thinks you can do it. That attitude opens up possibilities that would never have occurred to other games, like the assist mode that is so incredibly robust that it's clear the devs have faith in the player knowing what the best experience would be. The sincere character-based story integrated into the gameplay that makes it more than just an arbitrary obstacle course. Even the color palette used seems more informed by this attitude.
Just wanted to clear up that Super Meat Boy was not a hard game. There was literally zero RNG, making it one of the most predictable and controlled experiences you'll ever find in video games. Hard games are ones you have limited control over. Kthxbye.
Completely agree with your assessment. Most hard platformers are at best indifferent to your struggle with the game, and in some cases will to varying degrees rub your nose in it. Celeste is the first hard platformer I can remember that actively acknowledges your struggle and roots for you to succeed. It plays into it with it's themes and narrative and it's in my opinion the main reason Madeline is such a relatable character. You feel a deep sense of empathy for her because her struggle mirrors your own. You want to succeed because you want Madeline to succeed and the game wants Madeline to succeed because it wants you to succeed and it constantly feeds into this by encouraging you to move on. I was a wreck when I came down the home stretch of my initial playthrough, sweaty hands and all, and I was literally whimpering with every death. When I finally beat it I felt a sense of elation I honestly can't remember feeling ever before in a video game. It was a sense of accomplishment that stayed with me for far longer than what beating meat boy even came close to. Saying that I beat the game almost seems weird because it implies that the relationship I had with the game was antagonistic in nature, when in my mind it felt much more like a sort of, I don't know, collaborative effort? Celeste in a gameplay vaccuum is unquestionably one of the best 2D platformers I have ever played, the level design, the controls, the variety, it all is god tier stuff. But the narrative and theme and how they intertwine with the gameplay make it so much more than a platformer. I honestly believe it is a seminal piece of art and one of the best, most cohesive games we have seen in over a decade.
Nana Stores Not bait. I didn't play celeste yet, but I intend to... that being said, I didn't get the sense that smb was rubbing my nose in it. It presented me with a challenge, and I could have said "no thank you". It's really that simple. If celeste has some sort of difficulty setting then that's the wrong way to go about balancing a game imo. Again, I didn't play it or watch the video because of spoilers so I could be wrong.
TekaiGuy Celeste doesn't have difficulty settings, it has an assist mode (which is basically an euphemism for cheat mode in this case). With that out of the way, a challenge being predictable or having no RNG doesn't automatically make it not hard. Is pulling an extremely long combo in the KoF XIII trials (or long combos in any fighting game for that matter, I just used the hardest that came to mind) easy? Of course not, those trials are harder than the entirety of these games yet they are even more predictable, have no fail state and literally have the prompts for which buttons you need to press on screen. It's hard because it requires very demanding execution. In Super Meat Boy, Celeste, and several other games, the difficulty comes almost entirely from execution, not unpredictability. There are also very easy games with A LOT of RNG. Would you consider Minecraft harder than Super Meat Boy? Or for a less extreme example, what about loot based ARPGs like Torchlight and Grim Dawn?
Hard-as-nails 2D platformers like Super Meat Boy, VVVVVV, and The End is Nigh are my jam. I will eat those games up. So as soon as I heard of this game, I knew I had to try it. And to my surprise, Celeste managed to add in something that most games of this genre don't even attempt to have: a beautiful, emotional story. This game seriously exceeded my expectations. My favourite part was Chapter 7. The way you play through tougher versions of the previous chapters while the music keeps building up slowly as you advance and your dark side gets more confident was amazing to see. And the final stretch of checkpoint flags with the summit in sight really pushed me to beat those final challenges. When I first reached the summit, I was speechless. It's a perfect final level.
I have to say that I deeply admire Celeste's creators. They really put a lot of thought and work into making the game accessible and fun to both, casual gamers and hard-core fans of platformers.
As a huge fan of Super Meat Boy, I never thought another platformer could match its gameplay, control, music and grace. But I must say that Celeste really toppled the SMB pedestal and replaced it with its own. Teaching new mechanics near the end of the game really woke me up to what I’ve been missing from so many games, regardless of genre.
Dixit Dominus, negative on that. I’m assuming it’s recommended? I happened upon Celeste when I noticed Mark Brown live streaming it. Looked like something I’d fall into, and man was that an understatement.
Adam Santini yeah yeah totally recommended, it's also made by the same guys that made super meat boy. At first glance it's seems like a Super meat boy 2 but it's really different mechanically and in its challenge
Yeah I thought SMB is the ultimate modern platformer, but then comes The End is Nigh.. Feels very similar and as smooth as SMB, but different mechanics and better story (not that it's important haha), so yeah definitely give it a try
In regards to the story, the game touches on something really important in nowadays society: mental illnesses. From someone being diagnosed with depression and anxiety, the story touched me in a deeper level, specially with Badeline, being an archetype to all our insecurities and self-sabotaging behaviors on the journey to reach our hardest goals.. Celeste also teached me an important lesson: over and over I've stopped playing because it was super hard and frustrating (specially the b-sides), but the fast respawn mechanics allowed me to see that if I just kept trying again and again in smarter ways and keeping my cool, I would prove to myself over and over again that yes, despite being hard and despite all my insecurities and self-sabotaging behaviors, I actually could do anything in this game if I just kept saying to myself "not yet" and simply not giving up. And this is a lesson I'll take for my entire life.
@@nowonmetube This guy's comment clearly resonated with a lot of people here, including myself, and just because you may not have experienced tough times 'mentally' that doesn't mean you should tell others to stfu about it. Besides it relates to the core message of this game, why wouldn't he talk about it?
I absolutely loved how well the story mirrored the gameplay. It seemed like the developers had paid attention to lessons learned in your videos and in the videos of people like Mark Brown. It’s one of the best crafted games I’ve played in years, and you can really tell they’ve learned every lesson about game design that could be taught. The game is also helped by its availability on the Switch. Not just the portability, but the way you can almost instantaneously walk away, then come back and try again within seconds. What an incredible game, the story, the art style, and the amazing platforming challenges offered. (I also loved the inclusion of the pico-8 original game the devs has made in a game jam to test the concept)
If you know the team behind Celeste, it comes as no surprise the level of quality. They are one of the most talented teams out there. They are also very public and even put out tutorials for people who want to learn to make games.
I think what I like the most about Celeste is how well everything fits together. Like, the music, art, gameplay, story, level design, etc are all pretty good on their own... but the way they interact together just makes it all great. For example, how the music changes in the Old Site as the story progresses, or how the artstyle shifts to a darker tone in the Mirror Temple, or how you never get powerups, only the gimmicks in the level change... except for the climax in the story, where you get the double dash powerup. It's not like the story fits the game, or the game fits the story, but that they were both just... meant for each other in a way.
If it wasn't for Assist Mode, I would never have played this wonderful game. And even better, using Assist Mode doesn't seem to lock you out of anything at all, not even the secret stuff. I won't miss any of the experience just because my reflexes aren't up to the task. More games should take this friendly approach.
I love how it wasn't just a simple "easy" mode or "cheat" mode either. It let you adjust the game's difficulty in exactly the way you think you might need it. It feels less like "giving up" and more like the game being open to negotiation with the player.
Definitely. More games need to handle difficulty like that, it's been a thing I've low-key been in love with since playing Spheres of Chaos (A mid 90s asteroids style game with really surreal visuals that I discovered in the early 00s, procedural builds the waves levels based on the customizable difficulty sliders the game offers, while also offering a simpler, standard set of presets) - Even just stuff like Danganronpa's or Silent Hill 2's separate puzzle and action sliders makes me happy to see. (And why I'm kind of annoyed by Mario Odyssey's easy mode - Those three things it does (Take damage from falling off stages rather than dying, six health rather than three, show you the path it thinks you should be following) should be separate toggles, not bundled together. Not because there won't be people who find all three useful, but someone having no desire to do exploration gameplay and just want a guided tour through the levels doesn't mean they want more forgiving fights and platforming, someone wanting more forgiving platforming doesn't necessarily want more health, and so on.)
KozSwag I might agree with you for something like Super Meat Boy, but Celeste has a quality story that deserves to be experienced, even by people who aren't great at platformers. I loved the scalability of the assist mode. I rarely used it, but every now and again it was nice to use it to "ignore" the beginning of a long sequence and just practice the part you're struggling with or likewise when you're trying to 100% the game, "skipping" the rooms you've already cleared so that you can get to the remaining strawberries faster
part the "experience" comes from "playing" the game. its a learning experience your reflexes will improve. Mine suck, the b-sides have been killing me all day, but i learned and made it through. you are *literally* climbing a mountain (obvious metaphor for overcoming large obstacles). By playing in assist mode, you are taking that away, and now the story and its themes isnt a reward or something you feel you earned but is just handed to you, and the difficulty (and the felling of accomplishment for beating a hard part) is lessened or removed entirely. Im not saying you cant play the game how you want, they put the feature in the game, so they expect people to use it. but i do disagree on your final statement. A game should be as hard as the developers want it to be. you said you wont miss any of the experience with assist mode. but you are missing out on feeling the intended challenge (depending on how much you relied on the assists).
Gatekid3 "the intended challenge" isn't a constant though. Some people just have slower reflexes and are less precise. Like me compared to younger me 20 years ago! Younger me wouldn't begrudge older me a 10% slowdown in order to have what then amounts to the same experience.
A beautiful story about overcoming depression and hardships, accepting your flaws, and learning that every emotion has a potential to help you grow and improve yourself.
The music of Celeste impressed me more than anything. In the prologue, they give you a scare chord as part of the opening theme when you first get stopped by the bridge collapse cutscene. That scare chord returns whenever your anxiety drops in again to ruin your day. But in the final rise to the summit, it's part of the background track, playing against the main theme. Except now it's urging you forwards, not to stop, and the victory jungle joins in - and all those pavlovian responses kick in to make you feel like an unstoppable god.
I'm utterly speechless about how this generic-looking game ended up being an emotional rollercoaster at all ends for me when I sat down to play it. It's really humble in its presentation and I only learned about it thanks to a friend, but when I picked it up I was completely taken in by the story, enjoying every second of the gameplay and grinning and laughing every time the game kept going in introducing more elements. The lengths this game goes are insane and it's the most "complete" game I've ever played. One of the moments I remember most fondly though was during the chase sequence of Chapter 3. There's a long room where the sky shifts from nighttime to morning and I got stuck on it for a while because I kept staring at the background, hah. An utterly breathtaking game in every aspect, thank you for covering it!
I love Celeste because it is so encouraging. At first, it's like, "here, climb this mountain. It's hard, but you can do it." Then, it's like, "so you've done that, here are the B-side levels, the hard versions." And then after that, it's like, "good job! Now try some challenges that are almost impossible. And then do it all again with one life." From the challenging to the superhuman, Celeste is positive and encouraging all the way. It's like a rage game, but with sincere smiles instead of rage.
What do I love about Celeste? That I've put 67 hours into it, died over 17,500 times, and I'm still looking forward to my next chance to play it. The story was engaging, the characters full of life, and that reeled me in. Even doing Chapter 7C, I was really hoping a character would have something to say, like Madeline did at the end of 7B. But the story only lasts so long, certainly not 67 hours. The game is amazingly fun to play. It controls like a dream, it's super satisfying to accomplish any task, the atmosphere is fantastic, and the soundtrack? Don't even get me started. I spent...I don't remember...a long time on 7C. Died 1100 times. I was on the third screen for, I think, 3 hours straight. It was hard. But I didn't get frustrated. I didn't get bored. I was performing the same maneuvers over and over, but I was having a blast. Every mistake is my fault, and I'm always able to identify what I did wrong. So why do I love Celeste, really? I love Celeste because it took a part of me, a part I hate, the part that rages and get incredibly frustrated at failure, and calmed it down. Celeste keeps me calm, while posing significant mental and physical challenges. I've played a lot of good games, but none have ever affected me like this one
I loved celeste because instead of relying on pixel-perfect jumps, it relies on mastering the mechanics, and out of the 706 Rooms, there was none i found unfair (although i haven't tried chapter 4-8's c-side yet) and the characters have so much personality to them, the way the old lady (forgot her name) warms up to you and the upbeat attitude of Theo (especially in chapter 5) and the overall matureness of Madeline (but not _too_ serious), and the amazing soundtrack meant to emphasize moments (especially in chapter 7) , finally, the cute and charming but deep and slightly emotional story, overall, this game was amazing.
I was just breathless when they started teaching new mechanics to me in the C sides. Like how they teach you at the beginning of the 2nd one that you can also cancel all momentum out of the space blocks by holding on to them on your way out. Props to the devs for making the absolute most movement options, with only 3 actions available. Who knew there was so much more than just jumping dashing and climbing
Something I loved about Celeste was it's music. In the final stage, the music coupled with the unexpected countdown checkpoints managed to really hype me up for the top. I haven't player the B-sides or the core yet, so I do kinda regrer spoiling myself. Didn't even know C-sides were a thing. However, I have to say I knew of the downward dash thingy since early on :D I certainly have even more gameplay than I expected when I get back from vacations.
It was a simple moment when I knew I would love this game: when the camera panned up and showed the words "you can do this." Such a simple yet powerful way to encourage the player. Oh, and the summit music is so hype I couldn't stop.
i've yet to finish celeste, i haven't even gotten a single heart or done any of the b-sides, but i can say for a fact that i did not expect it to also deliver such an emotional and engaging story with such likeable characters. I was honestly suprised when the start of "reflection" was a dialouge with theo where you could control what questions they asked. This made me like madeline so much more than i already did, because now instead of a stubborn girl, she was a person who was struggling with themselves and their own mental state, and it was the reason i even pushed through chapter 6 and 7, because now i wanted her to succeed.
i wasnt sure about this game at first, im not a big fan of "rage games" but i kept going... and going... and i was having a good time, even if i was dying over and over again, i knew exactly what i had to do, i just had to do it, and that kept me going. i finished the main game, and im currently playing the core, im having a rough time but i love it
Celeste was one of if not the best platformer I had ever played. I found myself streaming it and wanting to stay up till ridiculous hours trying to finish everything because it was so good. Every piece of the game felt like an accomplishment and one I was proud to exclaim to my friends as I moved through the game. At first the story seemed kinda meh but with all of the layers of demons within and around us it felt really good to overcome those both literal and figurative demons. The boss battle in Chapter 6 was the most epic feeling battle since the final fight of Shovel Knight, it also helped that the music just got you pumped up. Also you definitely tell no lies when you mention the B-side remixes being fire. I found myself multiple times just standing there cause the jam was so hot. Like Snoman said, if you haven't played Celeste and like platformers you are truly missing out and should definitely pick it up.
It's kinda crazy to me that like, the longer I let it simmer and think about my time with it, the more I love it. Might be one of my fav platformers of all time as well
Definitely what I love about Celeste is that every task seems impossible at first, but because of that you have to change your perspective and adapt, all culminating in a great feeling when you get a strawberry first try that originally got you 80 deaths.
I enjoyed it most because while I enjoy core platforming mechanically, my real jam is exploration, which via the core crystals and B-Side tapes, along with more open level design and branching environments, rather than the simple linear A to B with optional pickup C of most platforming games of this style. Also - So relaxing, throughout, even when dying to the same obstacle in a variety of ways over and over. It's structured like the genre you call rage, but I never found it remotely frustrating (And while I'm taking a break for Dandara right now, I'll be hopping back in to get more core crystals and complete more B sides at some point)
Dandara is great, too! I bought it and finished it before purchasing CELESTE. They're both great games, though I sort of wish there was more to do in Dandara... I believe I found every room and accessed almost every chest before finishing the story. That being said, it was a lot of fun and I'm glad other people are experiencing what Dandara has to offer.
I don't know if you got it or not yet, but my dude, I cannot stand platformers, but I was able to get my hands on this one for free so I figured I'd try it. I love it. First ever time a platformer got me completely hooked. If you haven't gotten it, do it.
I loved it personally because of the difficulty, and the fact that you can make your own modded challenges with Everest, the officially supported modded client for Celeste.
Celeste is a triumph of both game design and storytelling through this medium. Its one of the only games in recent years that I truly believe deserves a perfect 10. Every stage is jam packed with side collectibles, that make you feel like a genius for finding, and will reward you for your hard effort in the end. The one drawback I did have, I couldn't even rightfully blame on the game. That was that depending on what controller you use, the act of dashing can sometimes take you in the wrong direction if you use the traditional analog stick, or any dpad that has all of the directions connected to one input. Also some of the crystal hearts might just be a bit TOO well hidden IMO. I haven't even gone through all this game has to offer yet I love how every player can choose where there personal stopping point is (learning there are c sides makes me very happy and afraid at the same time). From what I can tell there are about 4 different "end points": 1. Finishing the story 2. Claiming the heart of the mountain 3. A full run with all 16 hearts. 4. 100% completion.
I love how Celeste combines Game play with Story telling. That was definitely my favorite part of it. You can literally feel the Dopamine rush as you complete a screen that had you stumped for like 15 minutes at a time. At the same time you understand how much effort it takes for people battling depression of other mental illnesses to find those moments of true joy. Celeste might be the best Indie game I've ever played as it is challenging, rewarding, encouraging, uplifting, and completely fair.
As an absolute atmosphere connoisseur, I have to go with that as my favorite aspect. For those of you who really paid attention to the music and story, you know what I am talking about. Not only did Lena Raine write some incredibly atmospheric music in and of itself, but the way it intertwines with the story and how it builds tension and gives huge emotional payoffs is up there with the greatest soundtracks in games imo.
I love how accomplished it makes you feel once you pull of something difficult, how it can blow your mind with how cool and dreative the puzzles are, and also how they manage to make the dialogue super interesting with super mimimalist tools
I think you kinda hit the nail on the head there for me. I actually am impressed at how Celeste challenges you to reach new plateaus of skill at the same time leaving this area where if you want to move on and consider that you're done with the game it's absolutely fine and doesn't feel like you're being punished for doing so. If you want to quit after achieving the canon ending, that's absolutely fine, as is quiting after B side or C side. Even if you've completed 100% of the game you can just jump straight in to speedrunning the game because it gave you the tools to do so, you don't have to do it, but you have every single tool available that in other games would take weeks of researching and practicing to actually implement, it's not that the game is forcing new challenges upon you, it's simply saying that there's always one more mountain to climb if you so choose to climb it, even if that mountain is technically outside of the bounds of the game world.
If you found the pico 8 machine you might remember how each level starts of with a box telling you how many meters up you are. This was kinda cute. But when they brought that back for the final level it was so much more. Everything from the graceful arc of her coming on screen, the forceful third of the landing, the whir of that meter counter ticking ever higher, all capped with with that perfect little PING as the box swells to announce the new height you’ve reached, everything about it was perfect.
The best thing about celeste for me was the fact... that I never got overly frustrated. There was never a point where I had an intense desire to stop, which I've never experienced in most other games if not any. Whenever I die in celeste, it's mostly silent and a nod, even in long hard screens where it may be accompanied by a "damn" or whatnot. I just wanted to keep going. Every death felt like progress, every slip up or mis-input was a step closer to success. There was no such thing as failure in celeste, as every mistake betters yourself, learning, training muscle memory. Anyways, that's what stood out to me most in celeste, and why I liked it so much.
Probably my favorite thing is how _everything_ in the game fits together thematically. The story, the characters, the mechanics, heck, even the soundtrack all support this narrative of dealing with anxiety. Lena Raine, the composer, did a couple of interviews talking some specifics about the soundtrack, about the leitmotifs, the symbolism and all that. It's _super_ fascinating. I also love how encouraging it is. I have died thousands of times, but can count the number of times I felt frustrated on one hand. But not so frustrated as to want to stop. And never once did I get angry. It really tries to be accessible and fun to everyone, no matter their skill level. You absolutely hit the nail on the head with everything being used to its full potential. I've only played chapters 1-7 A-B so far, but there were so many parts where I wondered "Wait, _they can do that?"_ It does so many clever things with all these, in isolation, very simple mechanics. I have already died more than you did in the whole game, but that's fine. I know I'm getting better, and I will persevere.
my favourite part is just how much it means to me as a trans person. It’s a game that makes me feel loved and appreciated, through it’s story and it’s music. You can enjoy this game perfectly without even paying attention to the trans undertones but the fact that they are there for people like me is wonderful and I can say that I’ve never felt so connected to a game before. It also has great replayability and exploration, mechanics, and prettt much everything you could list off about it as a game.
Looks like speedrun tutorial in its whole honestly. Learn the game hard way to memorize the levels, learn new mechanics, get better at starter levels you now remember well but you can do much faster due to new mechanics and how you use them. Great video by the way !
What I love about Celeste is I never felt that it was unfair or that a challenge was badly designed. I had a couple of screens where I died 50+ times (or maybe even 100+ times...), but I never put down the controller in anger and instead kept trying until I succeeded. I think some reasons for this are the really quick and pleasant respawn and that the length of the challenges (screens) is just right: the game does not punish you more than necessary by not stringing together one insane challenge after the other until you reach the next checkpoint. Awesome game!
The way it does its mechanics, combined with a genuinely heartwarming and serious story (in a 2D platformer of all things), and the way it presents and expands upon its difficulty... it's hard to NOT say it's one of the greats. The devs completely nailed it. I've actually completely hit a brick wall on the mirror temple C-side final room, and I won't use assist mode out of respect for the design. One day..... ONE DAYYY!!
My favorite part of Celeste was the building on old mechanics in the b sides, like when the wall jump dash boost was introduced my mind was blown that they had introduced no new mechanics but still had such a substantial move to learn.
The best part about this game, is the fact that it doesn’t feel like the game did something wrong, but you did. It never felt like,” why did I die? I wasn’t even close to those spikes!” It was always,” c’mon! I dashed too soon!”
With rare exceptions i agree. There can be times where some quirk of a mechanic will show up out of nowhere and destroy you when you didn’t even know it was possible. For example i think if you’re too close to a pufferfish it will launch you even further than normal. I only learned that after it killed me several times where that tech wasn’t beneficial
@@JellylampsIt happens with the bumpers as well! They throw you REALLY far if you dash into them at the right moment. I used that tech purposefully on 6C to skip a section of the final room. It definitely got me killed a few times, but once you gain awareness of it, it just becomes another mechanic to master.
@@gebdemedici I actually learned since that you get a larger boost if you hold the direction you’re being boosted when you hit it. It’s not how close you are
@@Jellylamps oh, huh. I'll definitely have to go back and test it out then. I might've just brute forced my way through thinking I learned some tech lmao.
I love how the level design introduces each new mechanic with an implicit tutorial, where nothing is explained, but the player is guided through learning ins and outs of the new mechanic. For example, the first screen with the green spheres lets you just jump into them and use the "default" of launching you horizontally, teaching you that these spheres are launch pads. Then the very next screen forces you to learn how to launch yourself in a different direction by holding that direction while the sphere launches you. It keeps building up your understanding of each mechanic one step at a time, always by encouraging you to experiment and without ever explaining anything directly. Another example: in the mirror temple, the first time you encounter a door-opening button, the game literally slams you directly into one with a red sphere, so you immediately learn what these buttons do without having to do anything.
Especially because it's taught well, you have to conquer small rooms instead of save states, and the controls are tight. I really appreciate all of that.
Snowman, this entire video is the best one you’ve ever made. You talk about how the momentum and movement is constantly being changed flawlessly. The way you explain the B and C side’s importance is magnificent because not only is it harder but you say how it shows you things you could’ve done without you even knowing
Your videos are so consistently awesome. You’re not cynical, but fair. You can tell that you truly love games and appreciate all the amazing things that this unique medium can accomplish.
Bit of a late comment but now that I've finished the entire game (including chapter 9) I just wanna say that the thing I love the most about Celeste is the encouragement. It always tells you that you can do it and to just keep going. Playing it made me better at other 2D platformers because I was confident in my abilities. It's truly a masterpiece I could recommend to anyone.
I got spoiled, saw this comment and thought you were kidding that there was a warning. Had to rewind and check, then I saw the visual warning. I was just hearing the video, thats why i got spoiled. Now I am mad. Please, next time also SAY IT OUT LOUD that you will be spoiling the game.
I guess this is aimed at me? I said I was sorry for not noticing. It was most likely due to an ad which happens to cover the text if you don't click the cross in time. And he didn't spoil anything for me since I've already beaten the game. I was mainly just afraid someone else would get spoiled. It already saddens me to see people at work watch someone else stream the game without them experiencing the game by themselves. I don't think you can get the same experience if you decide to do that. On another note, I see you have videos similar to Snoman's and Mark Brown's. I'll have to check them out. You might have gained a new subscriber, albeit probably by quite different means than usual.
Well it's not aimed at you specifically (AFAIK) It's just channels like this that analyse video game elements, story beats, design and what not often usually have issues with people telling them that "Oh, you spoiled this game for me" or "Gosh, spoiler warning?!" (Excerpts I can remember) The oft used counter argument is 'how can they talk about these games /without/ spoiling them?' Let just say there's no love lost between these two groups. You don't need to feel like you're personally being targeted though. You seem fairly reasonable and have a good excuse at the very least. I'm aware my own biases may be slipping in to this, and for that I apologize.
my favourite part is chapter 9 as even with its brutally hard difficulty, nothing compares to that feeling and vibe you get toward the end of the chapter, as well as the amazing soundtrack
Already a frontrunner for one of the best games of 2018. Man, it's really, *really* good. My only gripe is that sometimes when I'm searching a level for strawberries, I'll accidentally progress, and get locked out of going backwards, meaning I need to play the level again if I want all the strawberries. Really sucks when you beat a level for the first time but missing only 2 berries... But yeah, aside from that one gripe, absolute masterpiece.
Late reply, but what I loved most about Celeste was the general atmosphere, and the way every aspect of the game complements each other. The story and characters start out simple but fun, and it's all pretty chilled out, so to speak. As you get further in, there's a shift. It delves into deeper themes and ideas about depression, mental illness and the impact it has on a person. It weaves together a real story, while never straying too far from the base themes and simplicity of the earlier levels. The music and level design, both ascetically and difficulty-wise, stays with the story every step of the way. I never got frustrated with this game. Most of the time, after struggling with the same level/section/enemy for a while, I'd get angry. Frustrated. Salty. Plain mad. Not so with Celeste. Every time I messed up and died, it became my goal to get past it, to conquer it, to show that I could beat it. Some of the screens, specially on the B-sides, took me dozens, even hundreds of attempts to get through. But I didn't mind. I just kept going. I finished the main story in about a week, with about 130 strawberries, and two or three of the B-sides done already. I even beat Pico-8 while I was at it. Another week, and I had completed all the B-sides except for Core's, and gotten all 175 strawberries. Another few days, and I got the last few Crystal Hearts I was missing, without even using the Internet (except for the one in Chapter 2, and the gem in 1000 meters in Summit. Those I needed help with). Now I just need to beat Core B-side, and unlock and beat the C-sides, and I've 100% beaten the game! Needless to say, I'm a Celeste nut. I'll be so sad when my journey finally ends. I'm not a speedrunner, but if I ever become one, it'll be for Celeste, no question.
I'm playing through Celeste right now and the reason why I love it is that the music and graphics are incredible, deaths aren't discouraging, and the story is pretty damn good
I knew you'd make a video about Celeste. It's just perfect in so many ways. However, I wish you had some kind of warning at the start of the video saying that you should really experience the game yourself first and that the video is going very in-depth. I'm so glad I found that heart from chapter 2 earlier today. Would've really spoiled my mood otherwise. I fell in love with Celeste after the first 10 minutes. I have taken it pretty slow. I've beaten the story but I've only collected everything in the first 3 chapters. That said, I have done a 0 death run in chapters 1 and 2. Got to 4 deaths in chapter 3 today. Anyone dare beat my time in the classic PICO-8 Celeste? All 18 strawberries, 0 deaths, 3 minutes and 22 seconds. To me, the PICO-8 Celeste is just as awesome as the rest of the game. I'm glad it was included as a bonus.
Nice. I guess I'll have to get a better time at some point. I'm focusing on the collectibles right now but after I watched an actual speedrun of the classic Celeste, I got an urge to try again. I missed so many shortcuts. I'm certainly not a speedrunner but Celeste is trying to make me one.
Oh. Sorry. I didn't notice it at all. I must have either looked the other way or I didn't read it since I wasn't expecting there to be anything besides the usual Snoman Gaming logo. Or maybe I read it but it just didn't register. Maybe I did notice it but didn't expect anything major now that I've beaten the game already? I don't know. Sorry again. The game is amazing. I've spent over 15 hours so far and as I said, I'm not even close to completing it.
I know it's a bit random to come back to this topic but I think I figured out why I didn't see the spoiler warning. It was most likely due to an ad which pops up conveniently right on top of the spoiler warning.
The story is what got me hooked. I always heard that Celeste was a good platformer but the when I finally played it recently the impact of the story is what took me by surprise. Each character represents something or someone in my life right now and I look at the Mountain as a representation of life. Mr. Oshiro was the most profound character for me. His hotel felt like a representation of his mental state. He opened up to Madeline and she got to see inside his head and how much of a mess it is. All the dust bunnies that you avoid and tip toe around are products of his self doubt, making it harder for someone to get deeper into their mind. And yes, sometimes people snap no matter how much you help them. In the end the hotel became a mess again and the sad truth is that you can’t help everyone. They need to confront their own problems just as Madeline does with her alternate self. I could go on but every character in this game represents something bigger to me.
+Lemon Drizl because clearly, being fat affects your knowledge about game design. Anyone who enjoys Edmund McMillen's games must be the biggest virgin, then?
I really loved the ending of the base game. The way they set it up and how it rewarded you for everything you had done up to that point was amazing. I also love how lighthearted, but slightly somber it is.
"in fact it's very reminiscent of platforming giants like Super Meat Boy" It makes me sad to hear that. Most people don't know nowadays that Super Meat boy is an overtly shameless copy of a game series that Celeste developer MattMakesGames made far before named Jumper where the style of game mechanics, feel, and even art style of the main character are very blatantly almost identical in many ways (down to the character design Ogmo vs Meat Boy) Matt even got super upset and called Super Meat boy a ripoff. He's since talked to the Meat Boy teams and he's been really nice and stopped calling Meat Boy a Jumper ripoff and they've even included his character Ogmo as a playable Meat Boy Character, but a lot of Matt fans kinda think he's just being nice because there's nothing he can do about it at this point. I'm not saying Meat Boy is mean spirited or that I hate the developers, but it definitely stings to see people say Matt's games feel inspired by or reminiscent of Meat Boy when he basically made Meat Boy 4+ years before it existed and gets called out to this day for copying something that copied his game.
They're free! I'd highly recommend his old games Jumper 3/FLaiL (both free downloads at the mattmakesgames site) if you get bored and want a tightly designed rage platformer for a few hours. You can really see how his design progressed from those into his later games TowerFall and Celeste :D. Love your videos by the way! Best video game content on youtube :D
I used to play Jumper and An Untitled Story when I was young and also fiddling with YoYoGame's GameMaker. I'm so happy that this game was made by a team with Matt, as when I saw "Matt Makes Games" on Steam I was like "Okay I'm buying this no matter what, I can't believe that, I missed his stuff so much!"
To me, the best thing about Celeste is that playing it is like reading a good book. This is not only due to the story, which is surprisingly robust as well as deep, but also because of the gameplay and how it progresses. It's sort of like this: when you find a good book, you never want to put it down. You may think to yourself "I'll stop after this paragraph," but that paragragh turns into a page, then a chapter, then another chapter. You can't help but continue on because it's so engrossing and you want to know what happens at the end. Celeste is the same way. Every screen is like a paragraph in this book. When you start it, you want to make it to the end not just because you want to prove you can do it, but because you enjoy the journey. But when you finish, you can't simply put it down. You think "Just one more screen." Next thing you know you're at the beginning of the next chapter. And just as any good book slowly introduces new plot details and characters, so too does Celeste add in new mechanics and ways to use them. It's impossible to get bored of, and impossible to put down. Additionally, finding any hidden item just adds to the desire to keep reading the game's story, and not just because of the Crystal Hearts. There are so many hidden items in the game, including *spoilers* _the Pico-8, the hidden room above the elevator shaft in Reflection, the inverted music and voice clip in the Mirror Temple,_ *end spoiler* and more. The game finds many ways to reward a curious player, letting them get just as much of the story as they want. Finally, when you are finished with the game, you know you'll pick it up again some day and relive the story told in the pages of that digital download. It will remind you all of the fun times you had, the bonds you've made, and why you decided to keep on reading the first time.
The thing I love about Celeste is the story. I found it emotionally resonating enough where I wanted to reach the summit, not because that was the games end goal, but because Madeline needed to reach it. Also the game just feels nice as it encourages you to move forward instead of saying “haha like to see you get past this one.”
It's amazing to see how this channel has grown from "that guy who posts the start times on GDQ videos" to "wow I actually enjoy this content." Keep up the good work!
This is one of my favorite games ever, and certainly my favorite platformer. It's a game I kind of don't want to finish, because of how much I'm enjoying it. I've just been peppering it in between long sessions of Monster Hunter to wind down.
Perfect video Snoman, long time fan and more every day! Celeste is my GOTY so far, I'm still trying to complete the last deathless chapters and I'm still far from being burnt out of this game. It's just perfect in almost every aspect :)
What i love, is that i could spend 1hour on a single room, *without raging,* like, the gameplay is *SO* good that you don’t mind replaying a level over and over
The game is genuinely about self love and perseverence. Its story will revolutionize gamedesign way Steven Universe's story has innovated in cartoons. They inspire you to believe in yourself and others more. Then, it's a perfect platformer in design and execution. I can love how beautiful and varied the levels are Its up there with the greatest platformers ever made along with Mario 3 and Mario World and Donkey Kong Country 2. I really think it's going to be influential going forward. GOTY so far, easily best thing since Mario Odyssey and Breath of the Wild
This has probably been my favorite episode of GGD. You did an excellent job of building up your argument for why the game is great, the same way the game build up it's mechanics! Just an overall very well done, very well structured video! I haven't played Celeste, but I feel that I have to now!
I love how tight the controls are. Thats what i loved most in celeste. When you failed a level it was entirely your fault. Paying attention and learning the controls are so easy in this game as it slowly keeps ading new stuff. I love how the controls are super fun to CONTROL. The character does what you expect her to when you do an ability a certain way. Its really enjoyable
Ah, what you said about a game giving you blisters on your thumbs, that reminded me of something. It has quite literally nothing to do with Celeste, but the very first game I finished was Phantom Hourglass, on an emulator. Without a mouse. I would just keep pressing the trackpad straight for around an hour or more each day, and drawing what I had to draw with the trackpad was exasperating. Especially the last bosses. I feared I wouldn’t be able to finish the game simply because I didn’t have a mouse! But I did. It was weird, and didn’t make much sense how I had been able to draw the hourglasses in time, but I did, and finished the game. A little memory I thought I’d share.
I really like Celeste’s tight movement that lets you start and stop immediately . I also like how it usually is more about figuring out what to do than struggling to physically do it
What made this game such a hit for me is what you said about the way it teaches game mechanics and expands upon them. There are no start-of-the-game tutorials that last half an hour. CELESTE puts you straight into the action and lets you learn as you go, which is amazing. The story also hit a home run for me, seeing Madeline's inner struggle as she learns to work with "Part of Her" as opposed to fighting against her. Great work! I agree wholeheartedly with everything you said. CELESTE is a must-buy.
I loved the fact that you get rewarded for doing chapter 1 dashless, and I also love that it's actually possible without assist mode. It took me a while to do, but it was fun.
After playing and beating Celeste, I had a burning desire to speedrun the game. I loved it so much, that I was willing to push into the unknown and figure out how to do speedrun. As you said, the game elegantly shows you how to surmount your obstacles, without outright telling you or leaving you to discover it all. So I was never left not knowing how to continue. So far, I've only run the game once. I beat the game in just under 2 hours. But it was such a rewarding experience, and I hope that others can find that - even from their own choices of game and genre. Happy playing!
So, this game hooked me in two ways, or rather "stages". At first I just celebrated the lovely art style and the carefully crafted platforming challenges. The story opened up more and more and although I can't relate to Madeline's depression, I have many friends with such issues and this game helped me understand their problems a little bit better. The emotional moments and conversations really got me and Chapter 7 / Reflection was my absolute favorite part of the game as it made me cry when she finally came to peace with her evil self. After reaching the summit, the second stage of enjoyment kicked in. As a completionist with lots of patience and persistence I of course wanted to collect all the strawberries, complete the B- and C-Sides and clear Chapter 9 / Farewell (which of course hadn't been released when you made this video). I think that anyone who has played Chapter 9 gained a new understanding of the word "suffering". But also, every single completion of a screen gives such an overwhelmingly rewarding emotion so that you gain enough determination to attempt the next, even harder screen. The combination of these two very different kinds of enjoyment is what easily makes this game one my all-time favorite platformers, alongside Ori and the Blind Forest. @Snoman, if you enjoyed the game building on "unintended" uses of existing mechanics, you should definitely play Chapter 9 if you haven't yet! Wavedashing will blow your mind ... and your patience :D
The wall jump almost made me quit the game, the places it gives you to learn it are really hard and punishing, I tought it was a mistake from the developers to put such and advanced technique in the last 3-5 rooms of the game, but after 200-300 tries I pulled trough, now I comprehend it and know how to use it, it is cool.
What I loved in Celeste... Pretty much everything! First of all, unlike other platforming games like Super Meat Boy, The End is Nigh, etc... It does not lag. Graphisms are so simple, and I love that. The story is really good, music fits perfect, mechanics are awesome! But the best is the drawings you see in the game. They are beauuuuutiful!!! This is the perfect platforming game. One of the best I ever seen. EDIT: for everyone who enjoys drawings in the game, there's also a hidden Instagram Account. You can discover it by talking to Theo in Chapter 1 until it hides the Interact Button.
Congratulations on getting the thing on the wall behind you! You worked so hard for it, and you totally deserve that picture of two cats wearing human clothes
LOL I really wish the cat picture was what you get for 1 million subs
You and Snowman Gaming are both the best game design analysis channels I have ever seen. I love you Dungeon keys series. Your analysis on Vanquished is awesome as well.
Mark Please make a Gamemaker's Toolkit Episode on Celeste! I would love to hear your take on it as well!
Oh my god, I was literally watching you before this video
666 likes
devil's coming
My favorite part is teaming up with the manifestation of your darker side to tackle a challenge. Because it's not that our darker aspects are what's wrong with us and need to be purged, but rather that our refusal to move with them that is
if you say so
Know what’s really scary? I’m starting to believe you
My dad said you have to embrace your dark side not reject it. You should allow it into your body as it will help you in the future.
Honestly yeah, that's one of the things I love the most. I don't think a game like this ever brought me to tears, but this platforming game did unexpectedly since it hit so close to home. You can't avoid your fear/doubt/anxious/sad side to make it actually go away, you have to treat it as a part of you. If there's anything I learned through therapy, it's that. I'm happy Madeline's mom is as supportive as mine through panic attacks.
Well said. One of the best aspects of this game.
10:39 "...and yet I'm a little sad that there isn't more to experience."
Oh, buddy, the Farewell chapter was MADE for you.
Farewell to my sanity
@Pretzel is that a failboat reference?
I Think I Forgot Something
if you forgot then it wasnt important
yeah, you're right
mod : ...
m o d d e d c e l e s t e
@@Wenbebis I want to try the e sides
I don't get it. How do you climb a mountain without a hammer?
Thanks for the like, Snowman. I actually thought a lot about Getting Over It while playing Celeste - specifically the narration. I remember when Foddy said he didn't think the original Sexy Hiking was intended to be a frustrating game, but frustration was intrinsic to the act of climbing a mountain. So much of the frustration in Celeste's difficulty is reflective of Madeline's (and the player's) own self doubt about even being able to climb the mountain. Both games aren't just about the mountain, but about what conquering that mountain means for the player and main character's sense of self.
@@rayflyers "It's the climb." -Miley Cyrus
I took this as an ice climbers reference at first am I dumb?
@@jeconiahdexter140 I also thought of that.
*cough cough* getting over it
I think the thing I love most about Celeste is that, from the outside, it seems like a rage game. Doing the same thing over and over again, dying each time, until you master it. But... Though I occasionally got angry, I never felt like the game was unfair. I never wanted to ragequit. I would get irritated, yeah, but then I would keep going cause I couldn’t help it.
After I beat the main story, I went back and tried to collect all the strawberries before playing the B-Sides. And when I was replaying the base levels, I realized how easily I was able to run through the game again. Rooms that took me 20 minutes before I could now beat in 1 or 2 deaths. The game builds your skill level, and just when you think you’ve mastered it, the B-Side appears. And it’s like starting from the beginning.
I never felt like this game was too easy. I never felt like this game was too hard.
I never felt like this game was dull, unfair, cheesy, or anything like that.
It is honestly a true masterpiece in my mind. The fact that it was made by so few people just makes it so much better.
Celeste is undoubtedly one of my top 5 games I’ve ever played.
Couldn't agree more!
I know, right? Everything is so well designed, and challenges are easy to get used to, so everytime you die it's your own fault, and you can learn.
HappyHam when i went back the earlier levels were like a walk in the park
Same here, and it was interesting to do the B-Sides using the same mechanics but much much harder.
I hated the Celestial Resort B-Side. xD
I only felt the flying golden strawberry was unfair lol
I like to contrast this game with other games in it's genre because like, The attitude behind celeste is the very foundation of what makes it capable of being as good as it was.
Not ragging on Super Meat Boy and similar but... they're sort of discouraging in their aesthetic. They're all made under the assumption that spite is what drives a player. You get the sense that those games are always saying "LOL you suck! Don't like it? Prove me wrong!" because that's sort of the obvious attitude to have with a game like that.
Celeste doesn't do that though. It resists the urge to be "HARDCORRRRE" and takes the opposite approach. It's encouraging, it causes frustration sure but it doesn't revel in it. It wants you to know that it thinks you can do it. That attitude opens up possibilities that would never have occurred to other games, like the assist mode that is so incredibly robust that it's clear the devs have faith in the player knowing what the best experience would be. The sincere character-based story integrated into the gameplay that makes it more than just an arbitrary obstacle course. Even the color palette used seems more informed by this attitude.
Just wanted to clear up that Super Meat Boy was not a hard game. There was literally zero RNG, making it one of the most predictable and controlled experiences you'll ever find in video games. Hard games are ones you have limited control over. Kthxbye.
TekaiGuy Nice bait.
Completely agree with your assessment. Most hard platformers are at best indifferent to your struggle with the game, and in some cases will to varying degrees rub your nose in it. Celeste is the first hard platformer I can remember that actively acknowledges your struggle and roots for you to succeed. It plays into it with it's themes and narrative and it's in my opinion the main reason Madeline is such a relatable character. You feel a deep sense of empathy for her because her struggle mirrors your own. You want to succeed because you want Madeline to succeed and the game wants Madeline to succeed because it wants you to succeed and it constantly feeds into this by encouraging you to move on.
I was a wreck when I came down the home stretch of my initial playthrough, sweaty hands and all, and I was literally whimpering with every death. When I finally beat it I felt a sense of elation I honestly can't remember feeling ever before in a video game. It was a sense of accomplishment that stayed with me for far longer than what beating meat boy even came close to. Saying that I beat the game almost seems weird because it implies that the relationship I had with the game was antagonistic in nature, when in my mind it felt much more like a sort of, I don't know, collaborative effort?
Celeste in a gameplay vaccuum is unquestionably one of the best 2D platformers I have ever played, the level design, the controls, the variety, it all is god tier stuff. But the narrative and theme and how they intertwine with the gameplay make it so much more than a platformer. I honestly believe it is a seminal piece of art and one of the best, most cohesive games we have seen in over a decade.
Nana Stores Not bait. I didn't play celeste yet, but I intend to... that being said, I didn't get the sense that smb was rubbing my nose in it. It presented me with a challenge, and I could have said "no thank you". It's really that simple. If celeste has some sort of difficulty setting then that's the wrong way to go about balancing a game imo. Again, I didn't play it or watch the video because of spoilers so I could be wrong.
TekaiGuy Celeste doesn't have difficulty settings, it has an assist mode (which is basically an euphemism for cheat mode in this case). With that out of the way, a challenge being predictable or having no RNG doesn't automatically make it not hard. Is pulling an extremely long combo in the KoF XIII trials (or long combos in any fighting game for that matter, I just used the hardest that came to mind) easy? Of course not, those trials are harder than the entirety of these games yet they are even more predictable, have no fail state and literally have the prompts for which buttons you need to press on screen. It's hard because it requires very demanding execution. In Super Meat Boy, Celeste, and several other games, the difficulty comes almost entirely from execution, not unpredictability. There are also very easy games with A LOT of RNG. Would you consider Minecraft harder than Super Meat Boy? Or for a less extreme example, what about loot based ARPGs like Torchlight and Grim Dawn?
Hard-as-nails 2D platformers like Super Meat Boy, VVVVVV, and The End is Nigh are my jam. I will eat those games up. So as soon as I heard of this game, I knew I had to try it. And to my surprise, Celeste managed to add in something that most games of this genre don't even attempt to have: a beautiful, emotional story. This game seriously exceeded my expectations.
My favourite part was Chapter 7. The way you play through tougher versions of the previous chapters while the music keeps building up slowly as you advance and your dark side gets more confident was amazing to see. And the final stretch of checkpoint flags with the summit in sight really pushed me to beat those final challenges. When I first reached the summit, I was speechless. It's a perfect final level.
5:03 "you are flying through insane tests of endurance like it was nothing".... and shows a room in which I died 300x
If you wanna cry, watch a speedrun of Celeste. They make the hardest bits look as easy as playing the first level of super mario bros
Sounds like shit
i died 1771 times throughout the entire game :(
all a, b and c sides?
ive only been through a and b so far and got 5k plus deaths
mood !!
I have to say that I deeply admire Celeste's creators. They really put a lot of thought and work into making the game accessible and fun to both, casual gamers and hard-core fans of platformers.
As a huge fan of Super Meat Boy, I never thought another platformer could match its gameplay, control, music and grace. But I must say that Celeste really toppled the SMB pedestal and replaced it with its own. Teaching new mechanics near the end of the game really woke me up to what I’ve been missing from so many games, regardless of genre.
Have you played The End is Nigh?
Dixit Dominus, negative on that. I’m assuming it’s recommended? I happened upon Celeste when I noticed Mark Brown live streaming it. Looked like something I’d fall into, and man was that an understatement.
Adam Santini yeah yeah totally recommended, it's also made by the same guys that made super meat boy.
At first glance it's seems like a Super meat boy 2 but it's really different mechanically and in its challenge
Dixit Dominus, giving it a try then!
Yeah I thought SMB is the ultimate modern platformer, but then comes The End is Nigh.. Feels very similar and as smooth as SMB, but different mechanics and better story (not that it's important haha), so yeah definitely give it a try
In regards to the story, the game touches on something really important in nowadays society: mental illnesses. From someone being diagnosed with depression and anxiety, the story touched me in a deeper level, specially with Badeline, being an archetype to all our insecurities and self-sabotaging behaviors on the journey to reach our hardest goals..
Celeste also teached me an important lesson: over and over I've stopped playing because it was super hard and frustrating (specially the b-sides), but the fast respawn mechanics allowed me to see that if I just kept trying again and again in smarter ways and keeping my cool, I would prove to myself over and over again that yes, despite being hard and despite all my insecurities and self-sabotaging behaviors, I actually could do anything in this game if I just kept saying to myself "not yet" and simply not giving up. And this is a lesson I'll take for my entire life.
"Hello there! I have a mental illness! I'm depressed and anxious!" stfu dude. Especially on the internet.
Dude chill out
@@snow-ld8yx This dude is shitting everywhere in this comment section
@@nowonmetube This guy's comment clearly resonated with a lot of people here, including myself, and just because you may not have experienced tough times 'mentally' that doesn't mean you should tell others to stfu about it. Besides it relates to the core message of this game, why wouldn't he talk about it?
Stay determined
10:53 The important thing is that you tried your best, Ms. Snoman.
XD
I absolutely loved how well the story mirrored the gameplay. It seemed like the developers had paid attention to lessons learned in your videos and in the videos of people like Mark Brown. It’s one of the best crafted games I’ve played in years, and you can really tell they’ve learned every lesson about game design that could be taught.
The game is also helped by its availability on the Switch. Not just the portability, but the way you can almost instantaneously walk away, then come back and try again within seconds.
What an incredible game, the story, the art style, and the amazing platforming challenges offered. (I also loved the inclusion of the pico-8 original game the devs has made in a game jam to test the concept)
If you know the team behind Celeste, it comes as no surprise the level of quality. They are one of the most talented teams out there. They are also very public and even put out tutorials for people who want to learn to make games.
HEH. Mirrored.
OH SHIT.
I think what I like the most about Celeste is how well everything fits together. Like, the music, art, gameplay, story, level design, etc are all pretty good on their own... but the way they interact together just makes it all great. For example, how the music changes in the Old Site as the story progresses, or how the artstyle shifts to a darker tone in the Mirror Temple, or how you never get powerups, only the gimmicks in the level change... except for the climax in the story, where you get the double dash powerup.
It's not like the story fits the game, or the game fits the story, but that they were both just... meant for each other in a way.
The music changing when you unlock the cosmic brownie things... that was when I knew the game was gonna be good
If it wasn't for Assist Mode, I would never have played this wonderful game. And even better, using Assist Mode doesn't seem to lock you out of anything at all, not even the secret stuff. I won't miss any of the experience just because my reflexes aren't up to the task. More games should take this friendly approach.
I love how it wasn't just a simple "easy" mode or "cheat" mode either. It let you adjust the game's difficulty in exactly the way you think you might need it. It feels less like "giving up" and more like the game being open to negotiation with the player.
Definitely. More games need to handle difficulty like that, it's been a thing I've low-key been in love with since playing Spheres of Chaos (A mid 90s asteroids style game with really surreal visuals that I discovered in the early 00s, procedural builds the waves levels based on the customizable difficulty sliders the game offers, while also offering a simpler, standard set of presets) - Even just stuff like Danganronpa's or Silent Hill 2's separate puzzle and action sliders makes me happy to see.
(And why I'm kind of annoyed by Mario Odyssey's easy mode - Those three things it does (Take damage from falling off stages rather than dying, six health rather than three, show you the path it thinks you should be following) should be separate toggles, not bundled together. Not because there won't be people who find all three useful, but someone having no desire to do exploration gameplay and just want a guided tour through the levels doesn't mean they want more forgiving fights and platforming, someone wanting more forgiving platforming doesn't necessarily want more health, and so on.)
KozSwag I might agree with you for something like Super Meat Boy, but Celeste has a quality story that deserves to be experienced, even by people who aren't great at platformers. I loved the scalability of the assist mode. I rarely used it, but every now and again it was nice to use it to "ignore" the beginning of a long sequence and just practice the part you're struggling with or likewise when you're trying to 100% the game, "skipping" the rooms you've already cleared so that you can get to the remaining strawberries faster
part the "experience" comes from "playing" the game. its a learning experience your reflexes will improve. Mine suck, the b-sides have been killing me all day, but i learned and made it through. you are *literally* climbing a mountain (obvious metaphor for overcoming large obstacles). By playing in assist mode, you are taking that away, and now the story and its themes isnt a reward or something you feel you earned but is just handed to you, and the difficulty (and the felling of accomplishment for beating a hard part) is lessened or removed entirely.
Im not saying you cant play the game how you want, they put the feature in the game, so they expect people to use it. but i do disagree on your final statement. A game should be as hard as the developers want it to be.
you said you wont miss any of the experience with assist mode. but you are missing out on feeling the intended challenge (depending on how much you relied on the assists).
Gatekid3 "the intended challenge" isn't a constant though. Some people just have slower reflexes and are less precise. Like me compared to younger me 20 years ago! Younger me wouldn't begrudge older me a 10% slowdown in order to have what then amounts to the same experience.
A beautiful story about overcoming depression and hardships, accepting your flaws, and learning that every emotion has a potential to help you grow and improve yourself.
The music of Celeste impressed me more than anything. In the prologue, they give you a scare chord as part of the opening theme when you first get stopped by the bridge collapse cutscene. That scare chord returns whenever your anxiety drops in again to ruin your day. But in the final rise to the summit, it's part of the background track, playing against the main theme. Except now it's urging you forwards, not to stop, and the victory jungle joins in - and all those pavlovian responses kick in to make you feel like an unstoppable god.
I'm utterly speechless about how this generic-looking game ended up being an emotional rollercoaster at all ends for me when I sat down to play it. It's really humble in its presentation and I only learned about it thanks to a friend, but when I picked it up I was completely taken in by the story, enjoying every second of the gameplay and grinning and laughing every time the game kept going in introducing more elements. The lengths this game goes are insane and it's the most "complete" game I've ever played.
One of the moments I remember most fondly though was during the chase sequence of Chapter 3. There's a long room where the sky shifts from nighttime to morning and I got stuck on it for a while because I kept staring at the background, hah.
An utterly breathtaking game in every aspect, thank you for covering it!
I love Celeste because it is so encouraging. At first, it's like, "here, climb this mountain. It's hard, but you can do it." Then, it's like, "so you've done that, here are the B-side levels, the hard versions." And then after that, it's like, "good job! Now try some challenges that are almost impossible. And then do it all again with one life." From the challenging to the superhuman, Celeste is positive and encouraging all the way. It's like a rage game, but with sincere smiles instead of rage.
What do I love about Celeste? That I've put 67 hours into it, died over 17,500 times, and I'm still looking forward to my next chance to play it.
The story was engaging, the characters full of life, and that reeled me in. Even doing Chapter 7C, I was really hoping a character would have something to say, like Madeline did at the end of 7B.
But the story only lasts so long, certainly not 67 hours. The game is amazingly fun to play. It controls like a dream, it's super satisfying to accomplish any task, the atmosphere is fantastic, and the soundtrack? Don't even get me started.
I spent...I don't remember...a long time on 7C. Died 1100 times. I was on the third screen for, I think, 3 hours straight. It was hard. But I didn't get frustrated. I didn't get bored. I was performing the same maneuvers over and over, but I was having a blast. Every mistake is my fault, and I'm always able to identify what I did wrong.
So why do I love Celeste, really? I love Celeste because it took a part of me, a part I hate, the part that rages and get incredibly frustrated at failure, and calmed it down. Celeste keeps me calm, while posing significant mental and physical challenges. I've played a lot of good games, but none have ever affected me like this one
I loved celeste because instead of relying on pixel-perfect jumps, it relies on mastering the mechanics, and out of the 706 Rooms, there was none i found unfair (although i haven't tried chapter 4-8's c-side yet) and the characters have so much personality to them, the way the old lady (forgot her name) warms up to you and the upbeat attitude of Theo (especially in chapter 5) and the overall matureness of Madeline (but not _too_ serious), and the amazing soundtrack meant to emphasize moments (especially in chapter 7)
, finally, the cute and charming but deep and slightly emotional story, overall, this game was amazing.
@Younes Outlaptic • 11 years ago yes
I was just breathless when they started teaching new mechanics to me in the C sides. Like how they teach you at the beginning of the 2nd one that you can also cancel all momentum out of the space blocks by holding on to them on your way out. Props to the devs for making the absolute most movement options, with only 3 actions available. Who knew there was so much more than just jumping dashing and climbing
Something I loved about Celeste was it's music. In the final stage, the music coupled with the unexpected countdown checkpoints managed to really hype me up for the top.
I haven't player the B-sides or the core yet, so I do kinda regrer spoiling myself. Didn't even know C-sides were a thing.
However, I have to say I knew of the downward dash thingy since early on :D
I certainly have even more gameplay than I expected when I get back from vacations.
It was a simple moment when I knew I would love this game: when the camera panned up and showed the words "you can do this." Such a simple yet powerful way to encourage the player.
Oh, and the summit music is so hype I couldn't stop.
i've yet to finish celeste, i haven't even gotten a single heart or done any of the b-sides, but i can say for a fact that i did not expect it to also deliver such an emotional and engaging story with such likeable characters. I was honestly suprised when the start of "reflection" was a dialouge with theo where you could control what questions they asked. This made me like madeline so much more than i already did, because now instead of a stubborn girl, she was a person who was struggling with themselves and their own mental state, and it was the reason i even pushed through chapter 6 and 7, because now i wanted her to succeed.
i wasnt sure about this game at first, im not a big fan of "rage games" but i kept going... and going... and i was having a good time, even if i was dying over and over again, i knew exactly what i had to do, i just had to do it, and that kept me going. i finished the main game, and im currently playing the core, im having a rough time but i love it
Celeste was one of if not the best platformer I had ever played. I found myself streaming it and wanting to stay up till ridiculous hours trying to finish everything because it was so good. Every piece of the game felt like an accomplishment and one I was proud to exclaim to my friends as I moved through the game.
At first the story seemed kinda meh but with all of the layers of demons within and around us it felt really good to overcome those both literal and figurative demons.
The boss battle in Chapter 6 was the most epic feeling battle since the final fight of Shovel Knight, it also helped that the music just got you pumped up.
Also you definitely tell no lies when you mention the B-side remixes being fire. I found myself multiple times just standing there cause the jam was so hot.
Like Snoman said, if you haven't played Celeste and like platformers you are truly missing out and should definitely pick it up.
It's kinda crazy to me that like, the longer I let it simmer and think about my time with it, the more I love it. Might be one of my fav platformers of all time as well
Me going into the video: Okay, I'm on core B-Side, he can't spoil THAT much...
Me after video: *WHY ARE THERE C-SIDES?!?*
Not sure but I think there are d sides too
My bad it's a mod.
I like how you enabled game audio when showing certain things to show off how satisfying the sound effects are. Good stuff.
Hahah yeah exactly! it has great sound effects!
Definitely what I love about Celeste is that every task seems impossible at first, but because of that you have to change your perspective and adapt, all culminating in a great feeling when you get a strawberry first try that originally got you 80 deaths.
i like celeste because the story is amazing. also isnt there a chapter 9 comin out? it's on the devs twitter
Oh ye-yea oh no flashbacks LOOK CHAPTER 9 IS SO HARD but the music is good really good
@Jaxsen Phillips ez
@Jaxsen Phillips its now been a month, have already beaten it?
The side b sounds like ddr and i love it
I enjoyed it most because while I enjoy core platforming mechanically, my real jam is exploration, which via the core crystals and B-Side tapes, along with more open level design and branching environments, rather than the simple linear A to B with optional pickup C of most platforming games of this style.
Also - So relaxing, throughout, even when dying to the same obstacle in a variety of ways over and over. It's structured like the genre you call rage, but I never found it remotely frustrating (And while I'm taking a break for Dandara right now, I'll be hopping back in to get more core crystals and complete more B sides at some point)
Gizensha Fox im the guy that 100% chapter 1 before jumping to chapter 2. This game is prob the game for me
Dandara is great, too! I bought it and finished it before purchasing CELESTE. They're both great games, though I sort of wish there was more to do in Dandara... I believe I found every room and accessed almost every chest before finishing the story. That being said, it was a lot of fun and I'm glad other people are experiencing what Dandara has to offer.
Every time I'm on the fence for a game, you make a GGD video on it and I'm instantly sold. Looking forward to trying this one out!
Bluecoolman Celeste is so worth it. I finished the main story and keep going back to try and 100%. Go get it
Haha, will do! And it's on Switch, so SIGN ME UP!
I don't know if you got it or not yet, but my dude, I cannot stand platformers, but I was able to get my hands on this one for free so I figured I'd try it. I love it. First ever time a platformer got me completely hooked. If you haven't gotten it, do it.
I loved it personally because of the difficulty, and the fact that you can make your own modded challenges with Everest, the officially supported modded client for Celeste.
Celeste is a triumph of both game design and storytelling through this medium. Its one of the only games in recent years that I truly believe deserves a perfect 10. Every stage is jam packed with side collectibles, that make you feel like a genius for finding, and will reward you for your hard effort in the end. The one drawback I did have, I couldn't even rightfully blame on the game. That was that depending on what controller you use, the act of dashing can sometimes take you in the wrong direction if you use the traditional analog stick, or any dpad that has all of the directions connected to one input. Also some of the crystal hearts might just be a bit TOO well hidden IMO.
I haven't even gone through all this game has to offer yet I love how every player can choose where there personal stopping point is (learning there are c sides makes me very happy and afraid at the same time). From what I can tell there are about 4 different "end points": 1. Finishing the story 2. Claiming the heart of the mountain 3. A full run with all 16 hearts. 4. 100% completion.
5: 114% completion (collecting all golden strawberries)
Ten minutes into this game and I thought "Snoman is gonna have a video on this", and man is it deserved. Amazing game!
I love how Celeste combines Game play with Story telling. That was definitely my favorite part of it. You can literally feel the Dopamine rush as you complete a screen that had you stumped for like 15 minutes at a time. At the same time you understand how much effort it takes for people battling depression of other mental illnesses to find those moments of true joy. Celeste might be the best Indie game I've ever played as it is challenging, rewarding, encouraging, uplifting, and completely fair.
Celeste is one of those games that keeps on giving that's one of many reasons why celeste is so special at least in my opinion
As an absolute atmosphere connoisseur, I have to go with that as my favorite aspect. For those of you who really paid attention to the music and story, you know what I am talking about. Not only did Lena Raine write some incredibly atmospheric music in and of itself, but the way it intertwines with the story and how it builds tension and gives huge emotional payoffs is up there with the greatest soundtracks in games imo.
I love how accomplished it makes you feel once you pull of something difficult, how it can blow your mind with how cool and dreative the puzzles are, and also how they manage to make the dialogue super interesting with super mimimalist tools
I think you kinda hit the nail on the head there for me. I actually am impressed at how Celeste challenges you to reach new plateaus of skill at the same time leaving this area where if you want to move on and consider that you're done with the game it's absolutely fine and doesn't feel like you're being punished for doing so. If you want to quit after achieving the canon ending, that's absolutely fine, as is quiting after B side or C side.
Even if you've completed 100% of the game you can just jump straight in to speedrunning the game because it gave you the tools to do so, you don't have to do it, but you have every single tool available that in other games would take weeks of researching and practicing to actually implement, it's not that the game is forcing new challenges upon you, it's simply saying that there's always one more mountain to climb if you so choose to climb it, even if that mountain is technically outside of the bounds of the game world.
If you found the pico 8 machine you might remember how each level starts of with a box telling you how many meters up you are. This was kinda cute.
But when they brought that back for the final level it was so much more. Everything from the graceful arc of her coming on screen, the forceful third of the landing, the whir of that meter counter ticking ever higher, all capped with with that perfect little PING as the box swells to announce the new height you’ve reached, everything about it was perfect.
The best part about celeste is how they taught you what an enemy does by making you play as it for a dream sequence.
Reminded me of Last of Us II :O
The best thing about celeste for me was the fact... that I never got overly frustrated. There was never a point where I had an intense desire to stop, which I've never experienced in most other games if not any. Whenever I die in celeste, it's mostly silent and a nod, even in long hard screens where it may be accompanied by a "damn" or whatnot. I just wanted to keep going. Every death felt like progress, every slip up or mis-input was a step closer to success. There was no such thing as failure in celeste, as every mistake betters yourself, learning, training muscle memory. Anyways, that's what stood out to me most in celeste, and why I liked it so much.
This is legit one of my new favorite platformers maybe even games of all time!!!
How 😑
@@nowonmetube have you even played celeste, buddy?
@@jacknoir4289 Have you heard of opinions, buddy?
@@defectivesickle5643 mate whe are on the Internet.
*Opinions dont matter and everyone Is triggered*
Probably my favorite thing is how _everything_ in the game fits together thematically. The story, the characters, the mechanics, heck, even the soundtrack all support this narrative of dealing with anxiety. Lena Raine, the composer, did a couple of interviews talking some specifics about the soundtrack, about the leitmotifs, the symbolism and all that. It's _super_ fascinating.
I also love how encouraging it is. I have died thousands of times, but can count the number of times I felt frustrated on one hand. But not so frustrated as to want to stop. And never once did I get angry. It really tries to be accessible and fun to everyone, no matter their skill level.
You absolutely hit the nail on the head with everything being used to its full potential. I've only played chapters 1-7 A-B so far, but there were so many parts where I wondered "Wait, _they can do that?"_ It does so many clever things with all these, in isolation, very simple mechanics.
I have already died more than you did in the whole game, but that's fine. I know I'm getting better, and I will persevere.
My favorite parts of celeste are:
- MOVEMENT
- MECHANICS
- Story
my favourite part is just how much it means to me as a trans person. It’s a game that makes me feel loved and appreciated, through it’s story and it’s music. You can enjoy this game perfectly without even paying attention to the trans undertones but the fact that they are there for people like me is wonderful and I can say that I’ve never felt so connected to a game before. It also has great replayability and exploration, mechanics, and prettt much everything you could list off about it as a game.
and the best part... is that maddie made it while not even knowing about her own gender!! her own game transed her gender hehe x3
Looks like speedrun tutorial in its whole honestly. Learn the game hard way to memorize the levels, learn new mechanics, get better at starter levels you now remember well but you can do much faster due to new mechanics and how you use them. Great video by the way !
Yeah that adds a whole new layer of awesomeness to be honest
What I love about Celeste is I never felt that it was unfair or that a challenge was badly designed. I had a couple of screens where I died 50+ times (or maybe even 100+ times...), but I never put down the controller in anger and instead kept trying until I succeeded. I think some reasons for this are the really quick and pleasant respawn and that the length of the challenges (screens) is just right: the game does not punish you more than necessary by not stringing together one insane challenge after the other until you reach the next checkpoint. Awesome game!
I'm so glad that you made a video about this game! It sure deserves all praise it can get
I love how hard it is, but never demotivating. Also the way the story blends into the gameplay is just perfect.
The way it does its mechanics, combined with a genuinely heartwarming and serious story (in a 2D platformer of all things), and the way it presents and expands upon its difficulty... it's hard to NOT say it's one of the greats. The devs completely nailed it.
I've actually completely hit a brick wall on the mirror temple C-side final room, and I won't use assist mode out of respect for the design. One day..... ONE DAYYY!!
My favorite part of Celeste was the building on old mechanics in the b sides, like when the wall jump dash boost was introduced my mind was blown that they had introduced no new mechanics but still had such a substantial move to learn.
The best part about this game, is the fact that it doesn’t feel like the game did something wrong, but you did. It never felt like,” why did I die? I wasn’t even close to those spikes!” It was always,” c’mon! I dashed too soon!”
With rare exceptions i agree. There can be times where some quirk of a mechanic will show up out of nowhere and destroy you when you didn’t even know it was possible. For example i think if you’re too close to a pufferfish it will launch you even further than normal. I only learned that after it killed me several times where that tech wasn’t beneficial
Or “D’oh I jumped too late” it’s not “the game didn’t give me any earring on THAT”
@@JellylampsIt happens with the bumpers as well! They throw you REALLY far if you dash into them at the right moment. I used that tech purposefully on 6C to skip a section of the final room. It definitely got me killed a few times, but once you gain awareness of it, it just becomes another mechanic to master.
@@gebdemedici I actually learned since that you get a larger boost if you hold the direction you’re being boosted when you hit it. It’s not how close you are
@@Jellylamps oh, huh. I'll definitely have to go back and test it out then. I might've just brute forced my way through thinking I learned some tech lmao.
I love how the level design introduces each new mechanic with an implicit tutorial, where nothing is explained, but the player is guided through learning ins and outs of the new mechanic. For example, the first screen with the green spheres lets you just jump into them and use the "default" of launching you horizontally, teaching you that these spheres are launch pads. Then the very next screen forces you to learn how to launch yourself in a different direction by holding that direction while the sphere launches you. It keeps building up your understanding of each mechanic one step at a time, always by encouraging you to experiment and without ever explaining anything directly. Another example: in the mirror temple, the first time you encounter a door-opening button, the game literally slams you directly into one with a red sphere, so you immediately learn what these buttons do without having to do anything.
New concepts taught in the hard levels? OMG! It's kaizo done right. :3
Especially because it's taught well, you have to conquer small rooms instead of save states, and the controls are tight. I really appreciate all of that.
Snowman, this entire video is the best one you’ve ever made. You talk about how the momentum and movement is constantly being changed flawlessly. The way you explain the B and C side’s importance is magnificent because not only is it harder but you say how it shows you things you could’ve done without you even knowing
Your videos are so consistently awesome. You’re not cynical, but fair. You can tell that you truly love games and appreciate all the amazing things that this unique medium can accomplish.
Sketchy Junk 😂😂😂 oh man... I bet you’re so popular at school!
Bit of a late comment but now that I've finished the entire game (including chapter 9) I just wanna say that the thing I love the most about Celeste is the encouragement. It always tells you that you can do it and to just keep going. Playing it made me better at other 2D platformers because I was confident in my abilities. It's truly a masterpiece I could recommend to anyone.
DUDE I CANT BELIEVE YOU SPOILED THE GAME WITH A BIG SPOILER WARNING WHAT TO HECK
I got spoiled, saw this comment and thought you were kidding that there was a warning. Had to rewind and check, then I saw the visual warning. I was just hearing the video, thats why i got spoiled. Now I am mad. Please, next time also SAY IT OUT LOUD that you will be spoiling the game.
It was pretty subtle, too.
I guess this is aimed at me? I said I was sorry for not noticing. It was most likely due to an ad which happens to cover the text if you don't click the cross in time. And he didn't spoil anything for me since I've already beaten the game. I was mainly just afraid someone else would get spoiled. It already saddens me to see people at work watch someone else stream the game without them experiencing the game by themselves. I don't think you can get the same experience if you decide to do that.
On another note, I see you have videos similar to Snoman's and Mark Brown's. I'll have to check them out. You might have gained a new subscriber, albeit probably by quite different means than usual.
Well it's not aimed at you specifically (AFAIK)
It's just channels like this that analyse video game elements, story beats, design and what not often usually have issues with people telling them that "Oh, you spoiled this game for me" or "Gosh, spoiler warning?!" (Excerpts I can remember)
The oft used counter argument is 'how can they talk about these games /without/ spoiling them?'
Let just say there's no love lost between these two groups. You don't need to feel like you're personally being targeted though. You seem fairly reasonable and have a good excuse at the very least.
I'm aware my own biases may be slipping in to this, and for that I apologize.
Im sorry man.
my favourite part is chapter 9 as even with its brutally hard difficulty, nothing compares to that feeling and vibe you get toward the end of the chapter, as well as the amazing soundtrack
Already a frontrunner for one of the best games of 2018. Man, it's really, *really* good.
My only gripe is that sometimes when I'm searching a level for strawberries, I'll accidentally progress, and get locked out of going backwards, meaning I need to play the level again if I want all the strawberries. Really sucks when you beat a level for the first time but missing only 2 berries...
But yeah, aside from that one gripe, absolute masterpiece.
Late reply, but what I loved most about Celeste was the general atmosphere, and the way every aspect of the game complements each other. The story and characters start out simple but fun, and it's all pretty chilled out, so to speak. As you get further in, there's a shift. It delves into deeper themes and ideas about depression, mental illness and the impact it has on a person. It weaves together a real story, while never straying too far from the base themes and simplicity of the earlier levels. The music and level design, both ascetically and difficulty-wise, stays with the story every step of the way.
I never got frustrated with this game. Most of the time, after struggling with the same level/section/enemy for a while, I'd get angry. Frustrated. Salty. Plain mad. Not so with Celeste. Every time I messed up and died, it became my goal to get past it, to conquer it, to show that I could beat it. Some of the screens, specially on the B-sides, took me dozens, even hundreds of attempts to get through. But I didn't mind. I just kept going.
I finished the main story in about a week, with about 130 strawberries, and two or three of the B-sides done already. I even beat Pico-8 while I was at it. Another week, and I had completed all the B-sides except for Core's, and gotten all 175 strawberries. Another few days, and I got the last few Crystal Hearts I was missing, without even using the Internet (except for the one in Chapter 2, and the gem in 1000 meters in Summit. Those I needed help with). Now I just need to beat Core B-side, and unlock and beat the C-sides, and I've 100% beaten the game! Needless to say, I'm a Celeste nut. I'll be so sad when my journey finally ends. I'm not a speedrunner, but if I ever become one, it'll be for Celeste, no question.
Welp! I figured out the part I was stuck on from watching this vid! Thanks so much Snofaqs!
I'm playing through Celeste right now and the reason why I love it is that the music and graphics are incredible, deaths aren't discouraging, and the story is pretty damn good
It also makes me actually want to get better at the game. Grinding levels over and over again for hours doesn't feel bad which is pretty insane to me
I knew you'd make a video about Celeste. It's just perfect in so many ways. However, I wish you had some kind of warning at the start of the video saying that you should really experience the game yourself first and that the video is going very in-depth. I'm so glad I found that heart from chapter 2 earlier today. Would've really spoiled my mood otherwise.
I fell in love with Celeste after the first 10 minutes. I have taken it pretty slow. I've beaten the story but I've only collected everything in the first 3 chapters. That said, I have done a 0 death run in chapters 1 and 2. Got to 4 deaths in chapter 3 today. Anyone dare beat my time in the classic PICO-8 Celeste? All 18 strawberries, 0 deaths, 3 minutes and 22 seconds. To me, the PICO-8 Celeste is just as awesome as the rest of the game. I'm glad it was included as a bonus.
Late My record is all strawberries, no deaths, 3 minutes 18 seconds :)
Nice. I guess I'll have to get a better time at some point. I'm focusing on the collectibles right now but after I watched an actual speedrun of the classic Celeste, I got an urge to try again. I missed so many shortcuts. I'm certainly not a speedrunner but Celeste is trying to make me one.
I did put a spoiler warning at the beginning tbf :P
Glad you liked the game tho, it's so dang good
Oh. Sorry. I didn't notice it at all. I must have either looked the other way or I didn't read it since I wasn't expecting there to be anything besides the usual Snoman Gaming logo. Or maybe I read it but it just didn't register. Maybe I did notice it but didn't expect anything major now that I've beaten the game already? I don't know. Sorry again.
The game is amazing. I've spent over 15 hours so far and as I said, I'm not even close to completing it.
I know it's a bit random to come back to this topic but I think I figured out why I didn't see the spoiler warning. It was most likely due to an ad which pops up conveniently right on top of the spoiler warning.
The story is what got me hooked. I always heard that Celeste was a good platformer but the when I finally played it recently the impact of the story is what took me by surprise. Each character represents something or someone in my life right now and I look at the Mountain as a representation of life. Mr. Oshiro was the most profound character for me. His hotel felt like a representation of his mental state. He opened up to Madeline and she got to see inside his head and how much of a mess it is. All the dust bunnies that you avoid and tip toe around are products of his self doubt, making it harder for someone to get deeper into their mind. And yes, sometimes people snap no matter how much you help them. In the end the hotel became a mess again and the sad truth is that you can’t help everyone. They need to confront their own problems just as Madeline does with her alternate self. I could go on but every character in this game represents something bigger to me.
I was wondering whether or not I should buy the game and you've convinced me. Thank you!
+Lemon Drizl
because clearly, being fat affects your knowledge about game design. Anyone who enjoys Edmund McMillen's games must be the biggest virgin, then?
I really loved the ending of the base game. The way they set it up and how it rewarded you for everything you had done up to that point was amazing. I also love how lighthearted, but slightly somber it is.
"in fact it's very reminiscent of platforming giants like Super Meat Boy"
It makes me sad to hear that. Most people don't know nowadays that Super Meat boy is an overtly shameless copy
of a game series that Celeste developer MattMakesGames made far before named Jumper where the style of game mechanics, feel, and even art style of the main character are very blatantly almost identical in many ways (down to the character design Ogmo vs Meat Boy) Matt even got super upset and called Super Meat boy a ripoff. He's since talked to the Meat Boy teams and he's been really nice and stopped calling Meat Boy a Jumper ripoff and they've even included his character Ogmo as a playable Meat Boy Character, but a lot of Matt fans kinda think he's just being nice because there's nothing he can do about it at this point.
I'm not saying Meat Boy is mean spirited or that I hate the developers, but it definitely stings to see people say Matt's games feel inspired by or reminiscent of Meat Boy when he basically made Meat Boy 4+ years before it existed and gets called out to this day for copying something that copied his game.
That is REALLY interesting I had no idea, I'll have to check out the original
They're free! I'd highly recommend his old games Jumper 3/FLaiL (both free downloads at the mattmakesgames site) if you get bored and want a tightly designed rage platformer for a few hours. You can really see how his design progressed from those into his later games TowerFall and Celeste :D. Love your videos by the way! Best video game content on youtube :D
I used to play Jumper and An Untitled Story when I was young and also fiddling with YoYoGame's GameMaker. I'm so happy that this game was made by a team with Matt, as when I saw "Matt Makes Games" on Steam I was like "Okay I'm buying this no matter what, I can't believe that, I missed his stuff so much!"
To me, the best thing about Celeste is that playing it is like reading a good book. This is not only due to the story, which is surprisingly robust as well as deep, but also because of the gameplay and how it progresses.
It's sort of like this: when you find a good book, you never want to put it down. You may think to yourself "I'll stop after this paragraph," but that paragragh turns into a page, then a chapter, then another chapter. You can't help but continue on because it's so engrossing and you want to know what happens at the end.
Celeste is the same way. Every screen is like a paragraph in this book. When you start it, you want to make it to the end not just because you want to prove you can do it, but because you enjoy the journey. But when you finish, you can't simply put it down. You think "Just one more screen." Next thing you know you're at the beginning of the next chapter.
And just as any good book slowly introduces new plot details and characters, so too does Celeste add in new mechanics and ways to use them. It's impossible to get bored of, and impossible to put down.
Additionally, finding any hidden item just adds to the desire to keep reading the game's story, and not just because of the Crystal Hearts. There are so many hidden items in the game, including *spoilers* _the Pico-8, the hidden room above the elevator shaft in Reflection, the inverted music and voice clip in the Mirror Temple,_ *end spoiler* and more. The game finds many ways to reward a curious player, letting them get just as much of the story as they want.
Finally, when you are finished with the game, you know you'll pick it up again some day and relive the story told in the pages of that digital download. It will remind you all of the fun times you had, the bonds you've made, and why you decided to keep on reading the first time.
The thing I love about Celeste is the story. I found it emotionally resonating enough where I wanted to reach the summit, not because that was the games end goal, but because Madeline needed to reach it. Also the game just feels nice as it encourages you to move forward instead of saying “haha like to see you get past this one.”
"there isn't more to experience"
Farewell comes out
I'm so excited to see godlike speedruns of this game.
It's already down to sub 40 minutes if you can believe it!
+Snoman Gaming now it's sub 29 haha
It's amazing to see how this channel has grown from "that guy who posts the start times on GDQ videos" to "wow I actually enjoy this content." Keep up the good work!
Hahaha yeah those were the days :P
I quit because they started changing the length of the videos after they post them so the timings are off
This is one of my favorite games ever, and certainly my favorite platformer. It's a game I kind of don't want to finish, because of how much I'm enjoying it. I've just been peppering it in between long sessions of Monster Hunter to wind down.
The soundtrack is amazing. The music is so dynamic and they add so much emotion and feeling to the levels.
Perfect video Snoman, long time fan and more every day! Celeste is my GOTY so far, I'm still trying to complete the last deathless chapters and I'm still far from being burnt out of this game. It's just perfect in almost every aspect :)
What i love, is that i could spend 1hour on a single room, *without raging,* like, the gameplay is *SO* good that you don’t mind replaying a level over and over
The game is genuinely about self love and perseverence. Its story will revolutionize gamedesign way Steven Universe's story has innovated in cartoons. They inspire you to believe in yourself and others more. Then, it's a perfect platformer in design and execution. I can love how beautiful and varied the levels are Its up there with the greatest platformers ever made along with Mario 3 and Mario World and Donkey Kong Country 2. I really think it's going to be influential going forward. GOTY so far, easily best thing since Mario Odyssey and Breath of the Wild
This has probably been my favorite episode of GGD. You did an excellent job of building up your argument for why the game is great, the same way the game build up it's mechanics!
Just an overall very well done, very well structured video!
I haven't played Celeste, but I feel that I have to now!
YES a video on this amazing game.
I love how tight the controls are. Thats what i loved most in celeste. When you failed a level it was entirely your fault. Paying attention and learning the controls are so easy in this game as it slowly keeps ading new stuff. I love how the controls are super fun to CONTROL. The character does what you expect her to when you do an ability a certain way. Its really enjoyable
Hell yeah, Celeste is amazing! And the music is indeed fire, Lena Raine did an amazing job on this game!
Ah, what you said about a game giving you blisters on your thumbs, that reminded me of something.
It has quite literally nothing to do with Celeste, but the very first game I finished was Phantom Hourglass, on an emulator. Without a mouse.
I would just keep pressing the trackpad straight for around an hour or more each day, and drawing what I had to draw with the trackpad was exasperating. Especially the last bosses. I feared I wouldn’t be able to finish the game simply because I didn’t have a mouse!
But I did. It was weird, and didn’t make much sense how I had been able to draw the hourglasses in time, but I did, and finished the game.
A little memory I thought I’d share.
This game is a 10/10, one of the best things I've played in a looooong time!
Heartwarming art and music, difficult but not so frustrating, diverse, complete, a good moral behind it... the perfect platformer
What I loved about Celeste? EVERY SINGLE FUCKIN' THING
I really like Celeste’s tight movement that lets you start and stop immediately . I also like how it usually is more about figuring out what to do than struggling to physically do it
Wait I've watched 2 playthroughs of the game and didn't know it had C sides.
What made this game such a hit for me is what you said about the way it teaches game mechanics and expands upon them. There are no start-of-the-game tutorials that last half an hour. CELESTE puts you straight into the action and lets you learn as you go, which is amazing. The story also hit a home run for me, seeing Madeline's inner struggle as she learns to work with "Part of Her" as opposed to fighting against her. Great work! I agree wholeheartedly with everything you said. CELESTE is a must-buy.
oh jesus, there are C sides???? I-I’ll be right back, gotta go finish the B sides....
I loved the fact that you get rewarded for doing chapter 1 dashless, and I also love that it's actually possible without assist mode. It took me a while to do, but it was fun.
I honestly thought this game was another generic "Super Meat Boy, walljumping, spike and buzzsaw" platformer until this video. I was wrong.
After playing and beating Celeste, I had a burning desire to speedrun the game. I loved it so much, that I was willing to push into the unknown and figure out how to do speedrun. As you said, the game elegantly shows you how to surmount your obstacles, without outright telling you or leaving you to discover it all. So I was never left not knowing how to continue. So far, I've only run the game once. I beat the game in just under 2 hours. But it was such a rewarding experience, and I hope that others can find that - even from their own choices of game and genre. Happy playing!
I honestly thought 1:25 was bad by my standards but I have 38 minutes after 6 attempts :)
loved this game :)
....
you ok ?
yes thank you
So, this game hooked me in two ways, or rather "stages".
At first I just celebrated the lovely art style and the carefully crafted platforming challenges. The story opened up more and more and although I can't relate to Madeline's depression, I have many friends with such issues and this game helped me understand their problems a little bit better. The emotional moments and conversations really got me and Chapter 7 / Reflection was my absolute favorite part of the game as it made me cry when she finally came to peace with her evil self.
After reaching the summit, the second stage of enjoyment kicked in. As a completionist with lots of patience and persistence I of course wanted to collect all the strawberries, complete the B- and C-Sides and clear Chapter 9 / Farewell (which of course hadn't been released when you made this video). I think that anyone who has played Chapter 9 gained a new understanding of the word "suffering". But also, every single completion of a screen gives such an overwhelmingly rewarding emotion so that you gain enough determination to attempt the next, even harder screen.
The combination of these two very different kinds of enjoyment is what easily makes this game one my all-time favorite platformers, alongside Ori and the Blind Forest.
@Snoman, if you enjoyed the game building on "unintended" uses of existing mechanics, you should definitely play Chapter 9 if you haven't yet! Wavedashing will blow your mind ... and your patience :D
The wall jump almost made me quit the game, the places it gives you to learn it are really hard and punishing, I tought it was a mistake from the developers to put such and advanced technique in the last 3-5 rooms of the game, but after 200-300 tries I pulled trough, now I comprehend it and know how to use it, it is cool.
ICharlyl ko
You only have to hit the walls and jump, so my Mario experience helped from that
And of course have a dash available
What I loved in Celeste...
Pretty much everything!
First of all, unlike other platforming games like Super Meat Boy, The End is Nigh, etc... It does not lag. Graphisms are so simple, and I love that.
The story is really good, music fits perfect, mechanics are awesome!
But the best is the drawings you see in the game. They are beauuuuutiful!!!
This is the perfect platforming game. One of the best I ever seen.
EDIT: for everyone who enjoys drawings in the game, there's also a hidden Instagram Account. You can discover it by talking to Theo in Chapter 1 until it hides the Interact Button.