Saturday, September 9, 2017

DECONSTRUCTING #008: Dead Cells - Or How to Get Inspired the Right Way

INTRO
Working in a creative field it is almost impossible not to be influenced by the works done before. We all have our favourite games, movies, books, TV series, you name it. On top of that we all feel more or less nostalgic for something we enjoyed countless hours as youngsters. Those things often play as a blueprint for what we’re trying to create, some more and some less than others, but they’re still there, lurking in the subconscious mind.

Game development particularly, is a media where influences are very clearly there as the inspiration. In some games it might be just some little thing from the dev’s favourite game, not even that clear to most players. In some the source of inspiration might be way more obvious and some games could even be considered as remixes or sequels which were never made (“a spiritual successor”) of/for some older game. Many devs try to create their version of their favourite thing or things, or something they saw the potential falling short, molding it as something they always wanted it to be or thought it should have evolved into.

Like in any entertainment media, games are also mashing up different “genre specific” things. And what not a better way to add something old and something new into the mix, than mashing up different features, which usually are considered being just in some particular genre. And by this way create something that can well stand as its own entity.

Enter the Dead Cells, a game me and my few friends have been playing a LOT lately. Dead Cells is one of those games which clearly has got a quite an amount of inspiration from not only one, but few games. And by saying this, I am by NO means criticizing the dev, Motion Twin, no. This is a song of praise, for a dev who really did understand what they took and what to mix it with in order to create something special. Like a Michelin star rated restaurant chef, who knows what some spices add into the dish, how they work together and what it needs as a main ingredient to be the masterpiece dish.

In this article I’ll be analyzing (as well as speculating) the things I see as Dead Cells’ main sources of inspiration – Rogue Legacy, Roguelikes and Castlevania/Metroid-combo. I’ll be deconstructing how Motion Twin used those inspirations in order to create something of their own, a true masterpiece of gamedesign, as well as pushing the current buzzword , “roguevania”, forward, as something we might need to actually start thinking as a legit sub-genre (note: many people already think that).