Celeste Contrasted to Super Meat Boy

Celeste, by Matt Thorson and Noel Berry, keeps drawing comparisons to Super Meat Boy. They’re both hard-as-nails platformers that expect you to die a lot, and create most of their difficulty through environment rather than enemies. But they couldn’t be more different in tone. SMB, like most of Edmund McMillen’s works, is gleefully gross and grotesque, and draws humor from its slapstick cruelty to the player. Celeste, for all its difficulty, comes off as kind and gentle.

Much has been made of Celeste‘s “assist mode”, a suite of gameplay tweaks that make the game easier in various ways, from slowing it down to granting immunity to spikes. These can be enabled and disabled from the pause menu at any time, so you can turn on an assist for just long enough to get past an obstacle that’s giving you trouble, if you like. The important thing about assists for the feel of the game, though, is that the game doesn’t try to shame you out of using them. They’re not presented as cheats. The game recommends starting off without any assists to get a feel for things, then enabling whatever assists you need to get the most out of the experience. It’s curious how effective this “Don’t worry, we’ve got your back” framing is in setting the mood, considering that the game designers who give you this kindness are the same ones that created the brutally difficult world that makes such kindness necessary.

But then, even the difficulty of the world has a gentle character. Let’s compare it to Super Meat Boy again. SMB is driven by an antagonist, Dr. Fetus, who kidnaps the hero’s helpless girlfriend just to be mean. Every single level sees Meat Boy going to heroic efforts to rescue her, only for Dr. Fetus to appear out of nowhere the moment you reach her and snatch her away. (In this, it’s basically taking elements of ur-platformer Donkey Kong and turning them up to eleven.) So, the game is effectively taunting you into progress, and part of the player’s presumed motivation is a desire to finally pay back the bad guy for all he’s put you through. Celeste is driven by the protagonist, Madeline, who simply sets out to climb Mount Celeste as a voluntary challenge — which is exactly what it is for the player. She’s here to sort out some emotional baggage, and her mantra is “I have to believe I can do this”. Part of your motivation is wanting to prove her right, because you identify with her.

When I imagine a SMB level, the main thing I think of is circular saws on swing-arms: obstacles that were clearly created by a hostile god just to be obstacles, having no purpose other than making Meat Boy’s path more dangerous. That is what SMB challenges are made of. Celeste‘s basic challenges are made of emptiness. Difficult areas are made difficult by the lack of solid ground to stand on. You see a distant scrap of rock, and even if it looks impossible to reach, you hang your hopes on somehow flying through the air to it. You most powerful tool for this is the air-dash, which, barring assists, you can only use once per jump — unless you touch something that recharges it, usually a floating crystal. In the more advanced levels, Madeline hardly ever touches the ground, instead dancing from crystal to crystal like some kind of air elemental.

These crystals are just as artificial an intrusion on the world as SMB‘s buzzsaws, but helpful instead of harmful. And that’s crucial to the feel of the thing. Celeste Mountain isn’t fundamentally hostile to you, but it’s dangerous because of its indifference. But you can win, because you have help.

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