Celeste

When it comes to reflex platformers, there’s no getting away from the immediate comparison to Super Meat Boy. Now what if you took that game and made it a personal exploration of mental health and transition? Well, then you’d have Celeste.

The development paths for both games also run on similar rails. Where Super Meat Boy started as Meat Boy - a graphically simple version of its later successor - so did Celeste. The original concept was developed by Maddy Thorson and Noel Berry for the PICO-8, then fleshed out into a full game. It maintains much of the original ideas, with a deep story woven in. 

 

Gameplay revolves around getting from one part of a level to another. Most levels fit on one screen, so it’s very clear where your exit is - it’s somewhere past all the spikes, moving platforms, monsters, pits, and a number of other things that’ll kill you. But don’t let that dissuade you. For the most part, it’s not really the environment that’s going to get you, it really is a skill issue. Jump and dash are all the tools you have, so you’re going to need to make it work. Celeste can seem harsh, but it’s quite fair. 

There are also collectables if you’ve decided your death counter (and there is one) hasn’t had enough action. Most of those are in plain sight too, but generally on a more difficult path and requiring faster reactions. But some are hidden and require a bit of exploration. And some are really hidden. Hell, some involve you having to remember what you did 7 chapters ago. Have a notepad handy. 

If you’re really on that 100% train, Celeste isn’t mean enough to make you go at it entirely unhelped. The menus show you which areas you haven’t found them in, and chapters are split up into sections so you don’t have to play through every part. And there are a lot of accessibility options and assistance for those that need or want it. These are also just good features that allow everyone to engage in the story if they may not be able to fully play the game.

Between all the jumping and collecting, there is a very deep story. Madeline, a young woman with anxiety and depression, has decided to climb Celeste Mountain to prove something to herself. The climb is more than a test of Madeline’s resolve, as the mountain quickly forces her to face herself. Quite literally. Madeline encounters a physical personification of her self-doubt that pursues her on the climb. Our protagonist also encounters a number of other characters struggling with their own issues. Whether they’re actually real people or just further aspects of Madeline’s psyche seems entirely up for debate. 

The story is heavily influenced by Thorson, as writer. Their own issues with mental health served as the basis, with many features of gameplay and story reflecting their experience. A lot of care was taken to ensure everything was represented respectfully, and with the seriousness deserved. Whilst the game explores issues like depression and anxiety, they’re not trivialised, or ‘cured’ by completing it - there’s an understanding of what it actually is to deal with these issues. Madeline herself is also in part representative of their creator, as, like Maddy, she is transgender. 

Graphically, the game retains much of the feel of the original PICO-8 version (which is entirely playable within the game as an easter egg), but upscaled and polished. It’s still 8-bit, but rooms are larger and more complex. Dialogue boxes feature some lovely hand-drawn portraits showcasing the characters’ emotions and reactions. The soundtrack was primarily created by award winning composer Lena Raine, whose other notable works have been on Guild Wars 2 and Minecraft. It incorporates the themes of the game and struggles of the protagonist, covering everything from soft, lilting piano medleys to otherworldly cosmic horror. The sound design works alongside the visual to sell the experience.

There’s a lot of challenge to be had with Celeste, especially if you’re willing to explore. But it’s more than just a bit of fun, it’s a representation of someone. Video games are very often just a game, but sometimes they’re an extension of their creator, something they wanted the world to share in. Celeste is a glimpse into a real person’s life, and that shared time is worthy of respect.

 
 
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