Marcel Winatschek

Every Death Is Just the Mountain Teaching You Something

Pixels still do something to me that nothing else quite manages. I grew up on the Super Nintendo, which probably explains most of it—that specific nostalgia embedded in the ratio of a 16-bit sprite, the way a well-placed tile carries more visual weight than a whole photorealistic landscape. I’ve played The Witcher 3, Skyrim, Final Fantasy XV, all the sprawling 3D things that demonstrate what the medium can do when you throw a decade and a continent of developer hours at it. None of them move my heart the way a carefully made pixel game does. The constraints are honest. Every choice is visible.

Celeste is exactly that kind of game. You play as Madeline, who has decided to climb a mountain. The mountain is full of traps, hostile entities, and the entire hostile-terrain arsenal—and along the way she meets a cast of people who have no business being up there: a sweet old woman who probably shouldn’t have made the trip, a hotel owner of ambiguous intentions, a few people who appear to have replaced serotonin with altitude and consider that a reasonable trade. The story is small and earnest. That’s exactly right for what this game is.

In play it sits somewhere between Super Meat Boy’s precise brutality and the gentler exploratory rhythm of classic SNES platformers. The levels grow harder, the secrets accumulate, and the satisfaction of finally clearing a section that’s beaten you fifteen times in a row is the clean, specific satisfaction that nothing else in gaming quite delivers. Celeste is not a patient game. If you’re the kind of person who throws the controller when a jump goes wrong on principle, it will destroy you. For everyone else—for the people who understand that failing a hundred times is just learning in disguise—it’s one of those rare things: a pixel game that earns every pixel of its difficulty and gives back more than it costs.