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In Dead Cells, you're a beheaded corpse fighting its way through hordes of revenants, using a variety of swords, bows, bombs, and magic spells. The game has been praised for its varied and fast-paced, flowing combat, its melding of two polar opposite genres, and astounding environmental design. Each area has its own mood, architecture, and mechanics, each brought to life by the game's great use of color. In the screenshot above, you can see the Beheaded standing in one of the later areas in the game, the Forgotten Sepulcher. The maze-like catacombs are shrouded in a thick, red darkness that hurts you if you stand in it too long. To help you along, however, two kinds of lanterns are scattered throughout the level. Smaller, more common blue lanterns light up when you touch them, and break after a small period of time. The other kind, a big yellow orb, is only found next to portals, and doesn't break. Below, you can see a basic color wheel. You can see that the color of the fog is completely opposite to the color of the blue lanterns. Color Theory states that this creates a complementary scheme. The high-contrast lanterns draw players in like moths to a lamp. Even without knowing what it does, they go to inspect it, and realizes that it's just a special version of the bigger, yellow orbs that they encountered earlier. Speaking of which, you'll also notice that yellow is one color away from red on that color wheel. This creates a split complementary scheme, providing a nuanced and good-looking environment. The red creates a foreboding sense of dread, while the yellow and blue provide a sense of safety, even when there is none. This is just one example of the amazing use of color in Dead Cells.
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AuthorHi! I'm Thomas MacDougall, a sophomore at DSA. Here you can check out my thoughts and recent activities. Please note that the views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools. Archives
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