Celeste & Theming

When I finished Celeste, I had over 3000 deaths. The game is difficult but I was hardly ever frustrated. There is a great sense of triumph running throughout Celeste. Whether it is completing a level, grabbing another strawberry, or just making a tricky jump to advance to the next screen, it always feel rewarding overcoming a challenge.

As somebody that lives with depression, there has always been something comforting playing a very hard game. It’s the fact that a game that takes 100% of my focus and attention is the best way for me to get immersed. This mentality is present in the narrative of Celeste as Madeline wants to do the impossible task of climbing a mountain as means of coping with her anxiety. She doesn’t know exactly why she feels compelled to climb the mountain, she only claims she wants to take her mind off things. All throughout, Celeste is a mastercraft of theming through gameplay.

The theme of a story is the human experience that the story is exploring underneath the surface. To use Shakespeare as an example, Romeo & Juliet’s theme is love while Hamlet’s is revenge. Celeste’s theme is aniexty. Video games are interesting as a storytelling median due to their interactivity, which means things like gameplay mechanics can heighten or hinder the themes of the story. Badeline is an interesting example of this mixture this of gameplay and theming.

As a character, Badeline acts as a foil to Madeline. It’s rather on the nose, but she represents Madeline’s anxiety and all the negative emotions that come with it: paranoia, anger, insecurity. Whenever Badeline appears, she actively works to make things difficult for Madeline. She’s the first level-end challenge, trying to chase Madeline down to stop her on her journey. She even causes all of the panic attacks Madeline suffers from in the game, most notably on the trolley with Theo. She wants to stop Madeline climbing the mountain by making Madeline second guess herself and by throwing any hurdle she can in Madeline’s way, an obvious representation of anxiety and the difficulties it can cause in everyday life.

The crowning jewel of the game, both in gameplay and theming, is the final level. While a little overly long, this is where Madeline and Badeline work out their differences and rejoin to work together. In gameplay, this is shown as an additional air dash Madeline can now perform. This is the best reward to the player for overcoming the challenges they have surmounted to that point. The additional dash opens up the level design so much.  

In the last level, Madeline has to climb to the top of the mountain after falling to the bottom. It is the most challenging but also the most fun level in the game. With the additional dash, the puzzles become more complex and clever. They require more precision of action and a better understanding of the game’s mechanics and that’s what make them feel the most rewarding to complete.

The cutscenes in Celeste typically play out as conversations between characters at the beginning or end of the levels. But even with this separation between story progression and gameplay throughout the game, I was completely immersed in the story of Celeste because the themes of the story run throughout the mechanics and levels. Madeline’s struggles were also mine, but her triumphs and revelations were also felt by me.

Crash Bandicoot: N’Sane Trilogy – Critical Miss #1

My experience with the Crash Bandicoot games in the 90’s were all through Playstation demo discs. I specifically remember the Crash 3 demo with one of the tiger riding levels on the Great Wall of China. I recall playing it over and over again. It was fun but I also had a hard time finishing the level. When the N. Sane remastering of the original trilogy was announced, I immediately wanted to play it and finally experience these classic beloved games.

While playing the games, I realized the original Crash games are in a strange place in this day and age. The more linear 3D level design and stiffer movement controls have dated compared to other more explorative, free moving 3D platformers popularized by Mario 64. There haven’t been many platformers with hallway style levels like Crash since the 90’s. The first one that comes to my mind would be Super Mario 3D Land on the 3DS. This unique style of levels is the main reason I think the Crash Bandicoot games are still worth playing today.

There are other strengths of the Crash trilogy that still make them enjoyable to play. With the N. Sane Trilogy being Remastered in HD, the games look better than ever. The characters are cartoony and expressive and everything is so lush and colorful that the games pop off the screen. There is also a variety of level types from 3D paths to 2D side scroller and the infamous chase levels and multiple vehicle sections. Sometimes, particularly in Crash 3, the variety of level styles make the games feel inconsistent.

Along with this slight inconsistency, there are two other major areas of frustration in the games. The first is the movement, which feels heavy and sluggish. This help to some extent when making precise jumps, but the heaviness of the jumps and some finickiness with the slide can make what should be simple jumps difficult. The second frustration are the hitboxes. They seem to extend further off the character model than you’d expect, leading to a lot of infuriating deaths where Crash turns into a ghost or smoking pair of sneakers slightly before he touches anything.

These issues should be deal breakers. Especially in a platformer where movement and control are paramount. But while these issues are frustrating, they are surmountable. More importantly though, the Crash trilogy is still worth playing just based on the uniqueness of the games. As mentioned before, there are not many games with the same type of 3D levels as Crash. The games are more linear than 3D Mario games and require more precision than 3D Sonic games. It’s an interesting case study of a style of 3D games from a time with more limited hardware, a style of level that didn’t gain as much favor as more explorative 3D platformers.

If you are interested in the Crash Bandicoot trilogy, the N. Sane collection is great. It looks great, plays well, and is easy to get your hands on. My rankings of the games would be:

  1. Crash 1 as the worst because the level design is sloppier and is by far the most frustrating of the games
  2. Crash 3: Wrapped in the middle because the over reliance of multiple vehicle level styles makes the game feel the most inconsistent
  3. Crash 2: The Wrath of Cortex as the best because it has the best difficulty curve that gets challenging but never too frustrating.

Hollow Knight & Knockback

Hollow Knight is a modern classic in my mind, but I didn’t understand the hype it got when it came out. I watched gameplay of it and it just looked like a standard Metroidvania. It wasn’t until I played Hollow Knight that it clicked. I understood what made the game great: the polish and game feel.

The game is polished to a gem. The hand drawn art is smooth and expressive, making different areas of the labyrinthine cave system convey a wide range of tones and emotions. Small things like the wet patter of the character’s feet in the City of Tears and cutting foreground vines in Greenpath being indicated by clean, white lines make the world feel reactive to the player. The world of Dirtmouth envelopes the character and the player together, surrounds them. The character becomes more than a sprite on the screen, the player becomes a living part of the world, and it’s a part of the world they fight to keep.

The combat in Hollow Knight is a double-edged nail. It is fast and floaty, but each strike feel weighty and precise. On the other hand, each hit the player takes is sudden and stressful. Each time the player is hit, the musics cuts out and the action slows for just a second. The enemy and player freeze mid action and the damaging blow is highlighted by a flash and effect around the enemy’s hit. This forces the player to stop and focus on the hit and the damage taken. The wonderful world of Dirtmouth fading into the background makes the player feel uncomfortable and learn from the mistake that they just made.

The other aspect of the combat’s weightiness is the knockback. Each time the player hits an enemy, both the character and the enemy get pushed back slightly. This knockback adds so much to the combat of Hollow Knight that it’s the smartest thing about the game.

When every strike moves your character back, the combat gains a much deeper sense of strategy. All of a sudden, you need to know how far you’ll get pushed with each attack and you need to internalize a way to make up for that lost ground quickly and effectively. This helps you engage with the movement system during combat more than just jumping over enemies or getting a certain distance away from them. I know when I play Hollow Knight that there is a sweet spot to tap the joystick forward. Too much and I’ll run into the enemy, too little and I’ll miss the next attack. Fighting on a small platform becomes extremely stressful with this knockback mechanic. Any careless attack can send you over the edge into the spikes below.

Internalizing is really the best term to describe the knockback in Hollow Knight. After countless mistakes missing crucial attacks or walking into enemies, you learn how much compensation is needed for each blow you make. This is why I used the Steady Body charm that eliminates the knockback received when striking enemies. At the point of the game when I bought the charm, I had already learned the knockback system in the game. After hours of learning how to make up space lost from the knockback, taking it away felt foreign and difficult to relearn.

In Hollow Knight, it becomes second nature to adjust for the knockback in the middle of a fight and you stop actively thinking about it. But just because you stop thinking of it doesn’t mean the knockback in Hollow Knight is not a genius addition to the game.