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Celeste - Commercial License

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本遊戲為《TowerFall》創作者的又一力作,在這款劇情緊湊的平台遊戲中,玩家將扮演瑪德琳戰勝心中的惡魔,登上塞萊斯特山頂。勇敢面對數百個手工精心製作的挑戰、揭開深埋的秘密,並拼湊出這座山的奧秘。
發售日期: Jan 25, 2018
Precision Platformer · Difficult · Pixel Graphics · Great Soundtrack · Indie
正在取得全網報價

製作團隊

作曲
莉娜·雷恩
開發
Maddy Makes Games Inc. · Extremely OK Games, Ltd.
發行
Maddy Makes Games Inc.
8.5
綜合評分
畫面
8
音效
9.5
玩法
9.5
劇情
9
內容
6.5

“A mountain-climbing gem that fuses hardcore precision, a story about growing past your own fear, and rare inclusivity”

評測總結

Acclaimed on arrival, and still standing

Celeste slipped out almost quietly in January 2018 and, within a few weeks, was the game everyone was talking about. The report card is iron: 92 on OpenCritic at the top Mighty tier, recommended by 99 percent of seventy-four critics; near-perfect console scores on Metacritic; a 97-percent positive rating held up by more than 120,000 Steam reviews; cumulative sales nudging 1.7 million by early 2025. For a pixel platformer out of a tiny studio, that is a phenomenon, not a hit.

Celeste reception and numbers

What is rarer is that it has not slid with time. Seven, eight years on, Celeste still sits squarely on the "best indie games of the decade" lists, still ranks among the handful of titles newcomers get pointed at when they fall into the platforming genre. It took Best Independent Game and Games for Impact at the 2018 awards, then Action Game of the Year at the 2019 academy ceremony — not flash-in-the-pan trophies but a long-running confirmation of its all-round quality. The truest evidence of canonization is that people still bring it up, still recommend it, still replay it: an active community, a speedrun scene that treats it as evergreen, a fresh generation pulled in on a friend's word. It pinned itself into indie history on the strength of one mountain, no sequel required.

Who it is for, who should walk past, and the one thing nobody has copied

So who is Celeste actually for? If you want hard, exacting challenge and are also willing to be moved by a tender, sincere story of growth, this game is close to tailor-made. It pays out enough mechanical depth and enough emotional return that neither half feels short-changed; anyone who loves the "high difficulty plus real story" recipe of a Hollow Knight or an Ori will not walk away disappointed.

Who Celeste is for

One group should be cautious, though. If you only want light, low-friction relaxation and have no patience for repeated death or a skill floor that demands practice, then even with Assist Mode as a safety net, Celeste's whole temperament may not be your speed. At its core it remains a game about overcoming difficulty, and that sense of triumph is rendered out of failure after failure; if you cannot enjoy the process, no amount of assistance buys the payoff back. No need to fret over editions, either — the base game is the complete package, and chapter nine, Farewell, is free.

Which leaves the real question: why has nobody replicated it? Not through any single strength — for raw difficulty the Super Meat Boy school holds its own, and the era had peers in pixel art and in scoring. What makes Celeste irreplaceable is that it binds the physical climb up the mountain and the inner climb toward making peace with fear into one shared set of dash inputs. You climb the screen; you are really climbing alongside Madeline through herself. That degree of theme-and-play interlock takes more than a good idea — it takes the whole-cloth craft to align controls, narrative, music and level design onto a single emotional coordinate. That is the part successors find hardest to learn, and the reason that, all these years later, there is still only the one blue mountain.

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