One reason we may play Games is simply to switch off from the world. More so than when reading a book or watching TV, the concentration required for playing games makes them ideal for shutting out unwanted distractions. Plus there’s the reassuring comfort of being in a world with clearly defined goals and rules, where our decisions feel transparent and consequential.
Tagged With celeste
Last week, I realised I have a problem. I'd just finished browsing the Nintendo Switch's entire eShop for a second time in search of a new game. That's a weird thing to do, especially considering that I still haven't finished Breath of the Wild. I should finish it, but I can't bring myself to do it. Hours and hours and hours later, I'm bored.
Celeste seems almost built for speedrunners. With its tight controls and constant dashing, it demands that you play it as quickly as possible. Speedrunner TGH has played it so fast that he's broken the world record at 31:25 for an Any% run.
For game developer Matt Thorson, tough-as-nails yet kind-as-kittens platformer Celeste represented a breaking point. His depression and anxiety had gotten so severe that he had no choice but to face them head-on. Thorson says the process was "painful," but it's also when Celeste's story began to take shape.
Last weekend, I spent hours chasing after a single elusive strawberry in Celeste. Over and over again, I kept dying to the toxic muck surrounding my collectible prize. Hundreds of wasted lives, an endless number of fuck-ups, a complete halting of progress. There was only failure, but I was stubborn. I was going to get that fucking strawberry if it was the last thing I did.