Ever since I sawWindblownin military action at this year’sGame Developers Conference , I ’ve been eager to get my mitt on it . Motion Twin’sDead Cellsfollow - up looked like an entirely different rouguelike on its colourful surface , but I could see the studio apartment ’s DNA in its fast action and patterned advance hooks . Now players do n’t have to look long to try it for themselves . Windblownwill launch into former access on October 24 , and a gratuitous demo will be available even earlier on October 14 .
Ahead of its launch , I went hands - on with a abbreviated version of the other access build . I would n’t have access to every weapon and I ’d only get to search two biomes ( there will be five in the early access version ) , but that was more than enough to hook me . While it may take care like a fairly stock action roguelike on its airfoil , Windblown ’s lightning - fast legal action demands to be played . Once you do , you ’ll directly understand why it ’s likely to become the next smashing roguelike .
Quick as lightning
Windblownwastes no time getting into the action . I ’m immediately throw into a run after choosing what animal Italian sandwich I want to play as ( I went as an adorable Ambystoma mexicanum , of course ) . From there , I ’m insert to what ab initio feels like a fairly simple genre loop . I jactitate rooms full of opposition with my trusty cleaver and collect upgrades that make me stronger in that run . The main conflict , particularly fromDead Cells , is that I ’m doing it in a 3D world that wait like it was pulled from a elated animated cartoon . It ’s a night - and - day modification for Motion Twin , but it nail the vibrant expressive style .
The more I play , the moreWindblownunfurls into something special . The star topology feature is my character ’s bolt power . By pressing a clit , I can zip forward fantastically fast . That ’s not just used for sidestep fire ; it ’s how I pilot levels , which are fractured , float islands . Even without aiming too precisely , it always feel likeWindblownunderstands where I ’m trying to go , creating perfectly legato traversal . The more positive I get with it , the more wild it feel . I can zip up around biome like a lightning bolt , makingWindblowna speedrunner ’s aspiration . engagement can fell by just as fast too , as I can bolt off from an foe to invalidate its attempt in an instant and just as quickly pop back in to continue my assault .
Not long after cause the hang of that , I really start to see what setsWindblownapart from its peers . At any given prison term , I can equip two master weapons ( as well as two side trinkets that operate on cooldowns , like bombs or a whirling slash ) . Each weapon system is portion to a button , so I do n’t postulate to swap one out to use the other . They do n’t just have dissimilar range and attack speeds ; each one achieves critical hit in unlike ways . One weapon will only deal critical scathe via backstabs . Another , a crossbow , has a rhythm game component to it . If I give notice when a circle on the concealment lights up , I ’ll dish out excess damage .
The combat widen even more when I learn about alterattacks . My two - arm loadout is n’t just for show . Any pair of weapon I mix and match unlocks an extra attack for each . When I remove a specific attack sequence , a gentle mark flare on screen . For example , it will always show off after I land two critical hits in a dustup with my fore . If I lash out with my other weapon system while it ’s on projection screen , I commit off a number of a particular attack like a monolithic crossbow shot or pass over twist cut . Both of these twists make armed combat more rhythmical and strategical , almost likeHi - Fi Rushwithout the actual beat markers . you may button mash your way through conflict if you want , but you ’ll dish out far more damage if you in reality learn the nuances of each weapon and apprehend them consequently .
Even then , that ’s not the bottom ofWindblown ’s deceptively complex combat organisation . After getting deeply into its second biome after a few runs , I unlock a raw ability : Crystallize . When an foe is weak enough , I ’ll once in a while be propel to hit the unexpended trigger . If I do that rather of finishing it off with standard flak , I ’ll bang into it to do a closer and get more resourcefulness for doing so . It ’s another way of life thatWindblownmakes players stop and cerebrate about their action instead of hurriedly spamming release . Alterattacks and Crystallization are both fragmented - minute determination that require quick response time from players . While I have hassle keep up with both at first , I finally find that they become second nature to me as I hit them systematically . I feel like I ’m master an instrument , pass away from an amateur guitarist just being able to strum basic chord to someone subject of nailing a riff without thinking about it .
Building on a formula
All of those spin pair with Motion Twin ’s genre expertise , building off the foundationalDead Cells . There are tons of patterned advance hooks to tail that already have me pop into runs over and over without a second thought . My accumulated currency let me unlock more arm , perquisite that can appear during test , and even some permanent raise that open up up where I can explore — it ’s thesame Metroidvania hookthatDead Cellsuses so well . I still have plenty to unlock after playing for hour , including raise healing flask mental ability , more pop out weapon alternative at the top of each foot race , and more .
The more I ’ve unlock , the more build potential drop I ’ve find . When I unlock the Goo Brush , a paintbrush weapon that makes enemies more susceptible to critical shock , I ’m able to pair it with perks that make my sludge corrosive . That , combined with a secondary Goo Bomb , meant that I could cut foe health down quickly with the right scheme .
All of this add up together in co - op play . Up to three player can take a chance together and there are lots of little design decisions that furbish up that system . One gewgaw place an foeman ablaze , but also puts a round aureole around me for a short time . Any teammates standing in its perimeter get burn damage apply to their weapon while it ’s active . Health flasks also create healing circles that any player can stand in to recharge their wellness , givingWindblownsome light MMO influence .
Even the small touches stand out in carbon monoxide - op . When buying thing from shops between biomes , participant can in reality pool their own resources to avail others . In my co - op game , my mate did n’t quite have enough golden shells to recharge their healing flask . He deposited 275 or so into the workshop and then I put in the other 25 , letting him take it . There ’s a flock of potential for thoughtful team play here .
WhileWindblownis already gain ground me over , keep in thinker that it ’s an early access secret plan . Weapon and perquisite choices are still limited , which can make run feel a bit repetitive early on . The first two biomes I represent also tend to finger the same from run to hightail it , with a pocket-sized lot of way layouts that shuffled around each political campaign . The other admittance acquittance will be bigger , though , and Motion Twin will undoubtedly expand the experience based on player feedback on its road to 1.0 . If you want to be part of the gang that shapes it , Windblownis already deserving dive into . It ’s a blood - pump deadbolt of adrenaline that ’s specify to aid shape the roguelike genre , just as its predecessor did all those years ago .
Windblownlaunches into PC early approach on October 24 .