I steamrolled through the last major area with my finely tuned build, one that had me defeating mini-bosses without taking as much as a scratch, and I would be putting my future in jeopardy over a half-assed taunt. I like a good dare, and livestream producer Natalie Watson, who was mocking me in the chat relentlessly, demanded I roll the dice before the final boss. It might take a few chances, and suddenly, you may find yourself with very expensive garbage. That’s great perk if you never going to get hit! Not every stat immediately re-rolls, either. For example, this nasty business: a bonus providing 100% bonus damage to every attack…while allowing enemies to do the same. You also run the risk of producing a negative stat. I didn’t need to roll again, and every time you roll, it’s more and more expensive to try again. It could be better? It could do more bonus damage. My entire run was archived here, but the golden run starts at 41 minutes, 40 seconds: The streaming mode in Dead Cells, an optional integration with Twitch where viewers can influence a variety of in-game factors big and small, takes a sledgehammer to this balance. What’s comforting is falling back on what is in your control, and trying to manage those tools alongside the incessant chaos. Where the power-ups drop, which let you improve the three stats, is a little bit different. You generally know what’s in front of you, but each run, the levels are a little bit different, the weapons are a little bit different. The key to Dead Cells is constantly improving damage output as you near the endgame.) This is part of the game’s appeal. (In Dead Cells, weapons scale along one of three primary stats, so even if you really like a particular weapon, you may need to switch if it doesn’t scale. There are only a few constants on every run-running, jumping, dodging-and everything else is a question mark, from what weapons will drop to how those weapons scale.
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