![]() “We’re not making a Dark Souls or a classic RPG game where you stick with one weapon and build it up," says Filby. "We’re making a game that’s faster-paced – that’s more focused on frenetic action – and is a rogue-lite, so based on runs. An array of weapons with different play styles would keep things fresh and interesting through multiple replays. What the developer really wanted was for the player to have an ever-shifting experience over the course of play. If that was the case, having a single ranged and single melee weapon could have solved that development problem. It wasn’t just a means of giving the player the appropriate tools to deal with the types of enemies the developer included in their game, though. That’s when we started to add more melee-type weapons.” "From there, as we started making it more and more action platformer-oriented, we realized that we’d put monsters in certain areas that make it difficult to fight. ![]() “So, we said, let’s take that and use it," he says. You know how, by yourself, you’re not all that strong, but you can use your extra skills to just dominate?’” "At that point, Seb (Sebastien Bernard, lead developer/designer) said ‘You know what I love as gameplay? The Engineer of Team Fortress 2. #Chacorta mata a matilde full#So, we moved away from that, and we said ‘Ok, we’ll take ownership of the action platformer side of things and moved to a full action platformer," says Filby. “We realized that wasn’t very fun – that wasn’t working. Don’t get too attached to one weapon, and don’t work too much towards always having the same play style." Ice grenade, diving Stomp attack, and rusty sword "The idea is to let players try new weapons and see if they have a synergy with a secondary you’ve got. They were the primary weapons when we first started development.” "You can see the legacy of that in a lot of the skills that are available, like all of the turrets and the things you can throw down and leave. “When we started out, Dead Cells had a tower defense aspect to it," says Filby. #Chacorta mata a matilde how to#Weapons do provide a lot of fun for players of Dead Cells, offering multiple ways to play the game, and they’re as entertaining as they are due to a lot of work and consideration to their purpose, effects, looks, and changes they make in how to play the game. ![]() “One of the big inspirations for Dead Cells is the Binding of Isaac," says Steve Filby, producer at Motion Twin, developers of Dead Cells. "That game is entirely based on the choice of items that you get. ![]()
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