Overview
Celeste (2018) was Matt Thorson and Noel Berry’s precision platformer about climbing a mountain. What appeared to be a simple retro-styled platformer revealed itself as a profound meditation on anxiety, depression, and self-acceptance. Its tight controls, fair difficulty, and assist mode made it both hardcore and accessible.
Fast Facts
| Aspect | Detail |
|---|
| Developer | Extremely OK Games |
| Directors | Matt Thorson, Noel Berry |
| Composer | Lena Raine |
| Origin | Game jam prototype (2016) |
| Awards | BAFTA, The Game Awards |
Gameplay
| Element | Implementation |
|---|
| Core move | Jump, dash, climb |
| Stamina | Limited wall-climbing |
| Dash | Single air dash, recharges on ground |
| Deaths | Instant respawn, no punishment |
| Collectibles | Strawberries (optional), B-sides (harder) |
| Game Element | Thematic Meaning |
|---|
| Climbing | Overcoming challenges |
| Madeline | Player struggling with anxiety |
| Badeline | Self-doubt, inner critic |
| Summit | Self-acceptance |
Difficulty Design
| Feature | Effect |
|---|
| Instant respawn | Minimises frustration |
| Short rooms | Quick iteration |
| Generous checkpoints | Progress preserved |
| Assist mode | Accessibility without shame |
Assist Mode Innovation
| Option | Purpose |
|---|
| Game speed | Slow down for reaction time |
| Infinite stamina | Remove climbing limit |
| Air dashes | Multiple dashes |
| Invincibility | Experience story only |
Celeste framed assist mode as legitimate play, not cheating—revolutionary for difficult games.
Technical Achievement
| Aspect | Detail |
|---|
| Frame-perfect controls | 60fps physics |
| Coyote time | Generous jump window |
| Input buffering | Anticipated inputs |
| Visual clarity | Always readable |
Legacy
Celeste proved precision platformers could tell emotional stories. Its assist mode influenced industry thinking about accessibility. The phrase “be proud of your death count” became a mantra for difficult games treating players with respect.
See Also