The Beauty of Challenge in Celeste

The Beauty of Challenge in Celeste
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Introduction –

What is your favorite genre of game? FPS games? Puzzle games? How about platforming games? There are so many distinct types of games and every year there are all sorts of unique game genres that become popular. From thrilling racing games to relaxing fishing games, every genre of video game offers a variety of gameplay and styles for every single gamer to choose from, there is always a game for every type of gamer. As I have said many times and will continue to say many times, my favorite genre of video game is platformers, I enjoy the skill that platforming requires, which makes every platforming game I play feel rewarding and always makes me want more. Throughout the vast sea of games that are spread throughout the gaming world, there is one thing that can make a game feel extremely rewarding, that being a challenge. Whether a game revolves around killing enemies to reach the end of the level in a high stakes’ environment or memorizing the mechanics of a game to best solve a puzzle, there are many ways that a game can provide a challenge. Every single challenging game that I can beat makes me feel accomplished, because I was able to overcome the difficulties I faced throughout the game. Many of my favorite games are full of grueling challenges that can make them feel like a treat for me to complete, games such as Ultrakill and Super Meat Boy have given me lots of trouble, but my favorite example of a game feeling rewarding because it is challenging to the player is the game, Celeste.

What is Celeste? –

Celeste is a member of my favorite genre of games, platformers, dodging obstacles to reach the end of a level, just to be challenged again at the end is a rewarding experience that Celeste does well. Where most platforming games are super easy, Celeste is a challenge throughout the entire game, featuring dozens of secrets and surprises one must face if they wish to complete this game’s hardest challenge. Throughout the game players get introduced to new mechanics and gimmicks that make each level feel unique, adding onto the skills the player gained from the previous level. Within Celeste, you play as Madeline while they face their anxiety while they attempt to climb all the way to the summit of Celeste Mountain, facing various challenges along the way. The story of Celeste does a fantastic job of tying into the gameplay, providing a change in tone from the constant dying that many first time Celeste players face on their first playthrough. Something happens in every chapter that challenges the player and Madeline, showing the struggles they face as they climb to the top of the mountain. This game does an excellent job of pacing the challenges without giving the player too much trouble too fast. Celeste is one of my favorite games, but without the challenges that are inside of it, the game would never be as fun as it normally is and would not feel as rewarding. Throughout the game, most of what makes Celeste fun and rewarding are the challenges that the player must face throughout their playthrough. To show the beauty of challenges in Celeste I am going to talk about how the story, map design, bonus content, and the farewell DLC add to the challenge and make Celeste a notable example of how challenge can be rewarding inside of a game.

Prelude –

The prelude is the tutorial for the game, it shows the player how to move, climb, and dash, all the core movement mechanics for the game, which are then expanded upon in every level following it. The prelude is where the players are introduced to the Old Woman, who is also known as Granny. Granny is one of the residents who lives on Celeste Mountain, telling Madeline that they may not want to climb the mountain, because “you may see things, things you do not want to see.” This level is not difficult, but it helps tie the game play and the story together through the small amount of dialog seen in this super short “level.” After beating it the game says some motivational words which are directed towards Madeline but are also important for the player to remember when they struggle in future levels.

Forsaken City –

After the prelude is the Forsaken City, an abandoned city that is full of empty buildings and somehow working stoplights. Forsaken City is a chapter that is designed to practice the movement mechanics of Celeste, exploring the concept of momentum with this chapter’s gimmick, the stoplight blocks. The stoplight blocks are blocks that will move along a path when they are touched. The player can use these platforms to their advantage by jumping off the platform shortly after it stops to continue moving in the direction of platform, launching the player farther than they can normally move. This chapter is where the player can run into Theo for the first time, with him being in a side room. The player can talk to Theo and find out more about him and about Madeline, which will become more important in future chapters. The level itself is very empty with little decoration, but it instead has only what the player needs for them to beat the chapter, teaching them with the decorations in the level design.

Old Site –

The next chapter in Celeste is Old Site. In this chapter, Madeline breaks a mirror and releases a “Part of You” or as many call them, Badeline. Badeline is the representation of Madeline’s fears and anxiety, constantly stopping Madeline and putting them in dangerous and scary situations. The gimmick of this chapter is the dream blocks, which can be dashed into, launching the player through them, but removing the player’s control while inside of them, killing the player if they hit something. The dream blocks require the players to plan their movements before completing a section, instead of just running straight into the level without any sort of plan. Old Site is a great level that does an excellent job of highlighting how the movement mechanics of the game work, without being a distraction to the player.

Celestial Resort –

Chapter 3 is the Celestial Resort, an old hotel that is haunted by Mr. Oshiro, the ghost of someone who used to run it. In this chapter Madeline decides to be nice and help clean the hotel, while Mr. Oshiro tries to get them to stay in the hotel, running into Theo along the way. Theo is escaping the hotel and trying to get Madeline to join them, but they refuse, stating that they are helping Mr. Oshiro. Once the hotel is cleaned, Madeline follows Mr. Oshiro to the suite, but when he tries to get them to stay again, Badeline yells at him and breaks the roof, causing him to attack Madeline, eventually just telling her to leave. The main gimmick of this chapter is the sludge, which kills the player on touch and can move. Sludge requires the player to time their movements to complete this chapter, something important in platforming games.

Golden Ridge –

Chapter 4 is the Golden Ridge, which is where Madeline runs into Granny again who tells Madeline that they did not expect them to make it this far. Once the chapter is complete Madeline runs into Theo and then they get on a lift, but when the lift breaks Madeline starts to panic, but Theo helps her calm down by telling her about a way to calm down. This level has the mechanic of wind, which is used to reinforce the player’s ability to use the correct timing, so they can use the wind to the best advantage. The Golden Ridge gives players the skills needed for them to fully understand how the game’s movement mechanics work, and how to decide the best path to overcome obstacles.

Mirror Temple –

Chapter 5 has Madeline get trapped in the mirror world and face monsters with lots of eyes, which are other parts of her. She eventually must carry Theo because he is in a ball of glass that represents his photo addiction. This level has a very creepy atmosphere throughout, even before entering the mirror world. The gameplay for this level introduces the seekers, these monsters with lots of eyes that will dash into the player if they see the player. The seekers help the player focus on dodging obstacles that are moving, while still platforming, a skill that is particularly important for games like this. Once the player has a good understanding of how the seekers move, the game gives the players a real challenge when it requires the player to carry Theo with them through the rest of the chapter, slowing the player down, and making them think about how to use the mechanics of the seekers and Theo to open the door and complete the rooms.

Reflections –

Chapter 6, reflections, begins with Madeline talking to Theo, eventually deciding to confront Badeline, saying that she does not need her, which leads to her falling to a point on the mountain that is lower than she was at the start. She then again talks with Badeline, this time trying to comfort them. This plan backfires, but instead of giving up, Madeline keeps going until they decide to combine their powers and reach the summit. The design and music of this level scream the fact that you are alone, and the game challenges you with a section where you must face off against Badeline, which requires precision and knowledge of how the mechanics of the level work. The gimmick of this chapter is the feather, which is a short flight ability that forces players to move fast and dodge obstacles without running out of the feather ability. Reflections is the last chapter in the game before the end of the story, with chapter 7 being the end of the base game’s story.

The Summit –

Chapter 7 is the last chapter of the main story, it is the culmination of all the skills the player has gained along the way, but instead of being a point where the player learns, it is a point where the player gets tested. Unlike before, Madeline is no longer afraid of their anxiety, instead accepting it and using it to reach the summit. Celeste has one of the best stories and it ties directly back to the gameplay with every challenge the player faces, also being a moment where Madeline must learn and grow. In the same way, this level is also where every mechanic that the game has taught the player gets brought back, this time being used in more difficult ways than they were before. The summit is where all the challenges that players had to overcome throughout the game to reach this point become worth it, rewarding the player for learning the mechanics of the game.

Bonus Content –

Although Celeste’s base game is not that difficult for avid gamers, the game contains a boat load of bonus content ranging from collectibles to advanced levels. While it is easy to overlook for many players, the bonus content provides a unique challenge for the player that feels rewarding every time. Hidden in every level are many strawberries that require the player to go out of their way to find them, with each of them having their own unique challenges to be collected.
There are four different types of strawberries in Celeste, the normal one, which is where players must find the strawberry collect it and get back to the ground, the winged one, requiring players to collect the strawberry without the use of the dash ability or only using the dash at a specific time to collect it, the what I am going to call the seed strawberry, where there are many smaller seeds that all have to be collected without touching the ground for the strawberry to be collected, and also the golden strawberry, which requires players to beat a level without dying, however this strawberry only gets unlocked after beating all of the B-Sides.
Another piece of bonus content that challenges the player are the crystal hearts. If the player wishes to unlock Chapter 8, The Core, they must collect every crystal heart inside of each level. To collect the crystal hearts, the player must locate them and then solve the puzzle that protects each heart from the player. Once the player unlocks The Core, the player must learn the movement that is specific to this chapter, because The Core completely changes the “core” movement mechanics of Celeste, only regenerating the player’s dash when they enter a room or collect a dash crystal, unlike before where it regenerates every time the player touches the floor. This chapter also introduces the fire and ice objects, which change between fire and ice on the flip of a switch, launch the player when set to fire, and become a temporary platform for the player when set to ice.
The next bonus challenges inside of the game are the B-Sides, which are harder versions of base game levels. They first need to be unlocked by finding cassette tapes which are hidden in every level and require completing a timing puzzle to collect them. Once they are collected, the player can face the harder versions of the levels with new mechanics and a more advanced use of each level’s gimmicks. The B-Sides are difficult, however they make the players feel accomplished once they can beat them. However, once every B-Side is beaten, the final challenge for the player, the C-Sides are unlocked. If the player thought they were done with the game, they would be far from correct, the C-Sides are the most challenging versions of every level in the game, requiring precise movement, with no room for error, they are extremely punishing. Looking at all the bonus content it is easy to think that the player has seen the most difficult challenge that Celeste has to offer, but you would be very wrong.

Farewell –

The ninth and last chapter of Celeste is the chapter Farewell, released as a free DLC update for the game, Farewell is the longest and most difficult chapter in the game by far, containing a whole new story, and many new challenges for players to explore. Chapter 9 is so difficult that it is recommended to try to beat this level after beating every C-Side and collecting every crystal heart. The story of this chapter begins with Madeline visiting the grave of Granny, who we are told passed away and Badeline explains antagonistically that Madeline did not go to their funeral. A bird then lands on the grave and Madeline thinks that the bird must be a reincarnation of Granny and decides to follow it, leading to space where Badeline tells Madeline they are on their own from now on.
The player is back to having only one dash, the first three sections of this chapter are where several new mechanics are introduced. These sections introduce these mechanics, but do not use them to their full extent yet not giving most players many issues. These sections introduce the pink dash crystal, which similarly to the regular dash crystal, recharges the player’s dashes, but also gives the player a second dash. These sections also introduce jellyfish and pufferfish. The jellyfish is an umbrella looking object that can be used to slow the player’s fall, this object is found throughout the entire chapter and is a unique mechanic. The pufferfish on the other hand will explode and bounce the player if they hit it on the side, but will bounce down if hit from the top, this mechanic provides unique puzzles within this level that makes the chapter more unique.

After beating the first three sections, the chapter begins to get more difficult. The beginning of the fourth section is where the crystal heart for this level can be found, but after collecting it, the bird flies past the screen and Madeline decides to continue to chase it. This section requires an advanced speedrun mechanic called wave dashing, used throughout the rest of the chapter to reach higher and farther places. The rest of the chapter uses several mechanics that have been seen in the previous chapters of the game, such as the dream blocks from chapter 2, the wind from chapter 4, the lava and ice blocks from chapter 8, and the cassette blocks from the cassette challenges. Every single section tries its best to use every mechanic to the furthest extent, creating the most difficult challenges that are possible.
Farewell is the closing section of this chapter, but it is by far the hardest section in all of Celeste. This section is only one room, but it uses every mechanic so far to create the most challenging room ever. To complete this section, the player must play perfectly for almost four minutes straight to reach the end of chapter 9, however by this point, the game has taught the player everything they need to know, and all the players must do is complete this section successfully. While this section may seem impossible, it is a test that can prove to players that they have mastered the mechanics of the game.
After chasing the bird throughout the entire chapter, almost catching the bird several times, and the world breaking around Madeline as they continue to chase after the bird, they realize that all of Farewell is just a dream. Madeline, trying to prove herself, makes one last attempt to catch the bird. The final and most difficult challenge the game has ever given to the player, this is where Madeline can truly make up to herself for missing Granny’s funeral.

Farewell is the culmination of every skill that the player has learned throughout the entire game, and this section is the final test for players to fully beat the game. This chapter is without a doubt, the most difficult challenge in all of Celeste, but it is also the chapter that feels the most rewarding. Of everything Celeste throws at the player, this chapter proves that the player has mastered the game. Farewell is one of the best platforming levels I have ever played, providing closure for the entire game’s story.
After beating the first three sections, the chapter begins to get more difficult. The beginning of the fourth section is where the crystal heart for this level can be found, but after collecting it, the bird flies past the screen and Madeline decides to continue to chase it. This section requires an advanced speedrun mechanic called wave dashing, used throughout the rest of the chapter to reach higher and farther places. The rest of the chapter uses several mechanics that have been seen in the previous chapters of the game, such as the dream blocks from chapter 2, the wind from chapter 4, the lava and ice blocks from chapter 8, and the cassette blocks from the cassette challenges. Every single section tries its best to use every mechanic to the furthest extent, creating the most difficult challenges that are possible.
Farewell is the closing section of this chapter, but it is by far the hardest section in all of Celeste. This section is only one room, but it uses every mechanic so far to create the most challenging room ever. To complete this section, the player must play perfectly for almost four minutes straight to reach the end of chapter 9, however by this point, the game has taught the player everything they need to know, and all the players must do is complete this section successfully. While this section may seem impossible, it is a test that can prove to players that they have mastered the mechanics of the game.

After chasing the bird throughout the entire chapter, almost catching the bird several times, and the world breaking around Madeline as they continue to chase after the bird, they realize that all of Farewell is just a dream. Madeline, trying to prove herself, makes one last attempt to catch the bird. The final and most difficult challenge the game has ever given to the player, this is where Madeline can truly make up to herself for missing Granny’s funeral.
Farewell is the culmination of every skill that the player has learned throughout the entire game, and this section is the final test for players to fully beat the game. This chapter is without a doubt, the most difficult challenge in all of Celeste, but it is also the chapter that feels the most rewarding. Of everything Celeste throws at the player, this chapter proves that the player has mastered the game. Farewell is one of the best platforming levels I have ever played, providing closure for the entire game’s story.

Conclusion –

Challenge is one of the most key factors for why a game can feel rewarding or can be a memorable experience. Celeste shows that a challenge feels the most rewarding when the game teaches everything the player would need to know so they can overcome all the challenges presented towards them. Every challenge that the player can overcome feels like a major accomplishment because they have struggled to overcome them, while challenge can make a game feel more rewarding, it can also make a game feel more punishing, resulting in the opposite effect and the game being too difficult and most players giving up. A game needs to ensure that every player understands what they are supposed to do so they can overcome every challenge that they face inside of a game. Celeste does this by exploring and teaching the mechanics within every chapter of the game, and then challenging the player through all the bonus content found within the game. Celeste is a unique game, trying its best to teach the player skills through the design of the levels, using environmental details to highlight what the player can do to complete the section. From my observations about Celeste, adding challenge to a game is one of the best ways to make a game have a larger impact on the player, but that is not always a great idea. In order to do challenge the proper way, a game has to already be fun to play, and it needs to make sure that players have the skills necessary to overcome every challenge, and not just that, but there are some players who despise challenge, so sometimes it is best to avoid making a game more challenging than it has to be. I always enjoy a good challenge, but most games I play that are challenging fail at making the challenge feel rewarding, and instead they just make me upset instead of feeling fun. While challenge is important, never prioritize challenge over making a good game, because if you do, your game will end up an absolute mess that just angers people. Challenge is something that is difficult to do properly and must be implemented in such a way that it does not break the fun of the base game, and if that seems too difficult, it is not worth the effort.