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How Dead Cells Secretly Stops You From Dying

In Dead Cells, you die. A lot. But you'd actually die a lot more if it weren't for some hidden design tricks that developers Motion Twin snuck into the game.

Dead Cells was one of the surprise hits of 2018, blending roguelike elements with the familiar action-platforming of Castlevania and Metroid. The game was one of the more notable success stories from Steam Early Access, where it initially launched as a polished but limited version of what it’d eventually become. Over the course of months, French developer Motion Twin iterated on the experience, taking into account player feedback. The result was a game that garnered widespread critical acclaim, including a 9/10 score from us.

But Dead Cells’ path to success was even longer than what early adopters saw. In fact, it began life as a mobile, free-to-play, co-op, tower defense title. As with most video games, Dead Cells evolved over time, and along that process Motion Twin fine-tuned the gameplay experience to what many would argue is close to perfection.

What most may not know, however, is that Dead Cells is packed with fascinating design tricks that are happening behind-the-scenes, and all work to ensure that the player is having an exciting, satisfying, and rewarding time. In a game where death is frequent and inevitable, Motion Twin has used numerous smart techniques to ensure the challenge of the game doesn’t arise from quirky or questionable design.

In the latest episode of Audio Logs, game designer Sebastian Benard, explores some of these design tricks, explaining the thought process behind them and how they result in a smoother, fairer experience. Benard also delves into the game’s history, showing off what it was like in its early stages, which involved multiple players battling waves of enemies with the last remaining survivor being crowned the victor.

Audio Logs is a weekly show where the people behind the games we love tell us the stories of how they’re made. Episode one featured Cory Barlog, director of the acclaimed PS4 title God of War, while episode two was all about Cuphead and included Studio MDHR’s Jared Moldenhauer breaking down the Dice Palace.

Subscribe to GameSpot on YouTube to see more episodes as they’re released. You won't want to miss it!

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Audio Logs

Audio Logs

Airs Weekly

Audio Logs is a new GameSpot series where the people behind the games - designers, writers, composers, and artists - tell the stories of how the games we love were created.

15 Comments  RefreshSorted By 
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cayde

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Sometimes platformer games better than "War-farm-oney" games! what I mean, more fun and has cool stuff, and more hardcore puzzle, and look good, with a short nice story! yeah, it is, it's Art games :D

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unfriendlytoast

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Seems like a smart passionate man with roots in what he does. Looking forward to there next game.

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jwrebholz

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The way he talks about procedural level generation sounds very similar to what the guys that made 20XX did. It puts levels together out of pre-made blocks rather than building the entire level from scratch. Makes for a much smoother experience overall.

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deactivated-5dd711115e664

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Holy Christ GS. Seriously?!?! I clicked an article titled “ How dead cells secretly stops you from dying” and literally nowhere in the article does it say anything about that. You talk about the game existing, getting good reviews, and then say the designer was interviewed and we should go listen to the audio interview? Jesus. This site keeps getting worse all the time.

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bobbo888

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@ZIMdoom: Jeez what a whiner, you don't have to come to this site if you hate it so much.

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deactivated-5dd711115e664

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@bobbo888: Thanks for your comment. I can only assume you are part of GS's communications and audience retention team.

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mixedbizness

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mixedbizness  Staff

@ZIMdoom: Hi! You actually clicked on a video, that's why the thumbnail had an orange play button on it.

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deactivated-5dd711115e664

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@mixedbizness: no, I didn’t click on a video. I clicked on an article. I have no interest in watching a video when an article would be quicker, easier and cheaper. Plus I don’t always have an option to watch the videos if I’m on my phone away from wifi or browsing the site at work over lunch time.

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bobbo888

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Edited By bobbo888

@ZIMdoom: See, when there's an orange play button in the top left of the thumbnail, that means video, whiner.

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deactivated-5dd711115e664

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@bobbo888: ok, cool. So what happens when the video doesn't want to work or load? What then? One would assume a 200 word write-up would at least provide some information on the content of the video in question. Instead the write-up had nothing to do with the content in question and simply referred people to some other show. That isn't useful or helpful or good communications. Perhaps my reaction at the time was more angry that it should have been. Fair enough. But there are a lot of assumptions in your comment that are jumped to as well.

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bobbo888

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Edited By bobbo888

@ZIMdoom: It's a 13 minute video where the developer goes into detail and gives in-game examples of what he's discussing. The article gives some history on the game, and there is a paragraph that explains what is being discussed in the video.

"In the latest episode of Audio Logs, game designer Sebastian Benard, explores some of these design tricks, explaining the thought process behind them and how they result in a smoother, fairer experience. Benard also delves into the game’s history, showing off what it was like in its early stages, which involved multiple players battling waves of enemies with the last remaining survivor being crowned the victor."

Regarding the video not working, it's most likely on your end. If it doesn't load, wait and watch it later... If it never loads it's definitely on your end.

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unfriendlytoast

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@ZIMdoom: The way he explains it and demonstrates is very well put together. I also looked for an article myself so i know where your coming from, but id say the video is worth your time.

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Avatar image for deactivated-611611d19b9ca
deactivated-611611d19b9ca

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@ZIMdoom: Yeah. I have no interest in listening to it. I clicked on this to read what was said.

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Croxus

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Loved the animation, artwork, the music, but no story, no direction, no purpose killed it for me. I consider this a very overrated game, a great would have been, but just mediocre in the end, noone really finished, just got some exciting early minutes...

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