More than a platformer

By Tony on Celeste
On the surface Celeste is a precise, demanding pixel-art platformer about climbing a mountain, and on that level alone it is one of the best ever made. The dash-based movement is razor sharp, every death reloads you instantly, and the difficulty curve is judged so carefully that even the brutal screens feel fair rather than cruel. What elevates it is the way the climb doubles as a story about anxiety, self-doubt and learning to live alongside the parts of yourself you would rather disown.
Celeste cutscene: Madeline and Theo huddled in a stalled mountain gondola against a churning red sky, captioned "I can't breathe."
Celeste cutscene: Madeline and Theo huddled in a stalled mountain gondola against a churning red sky, captioned "I can't breathe."
The writing never turns preachy, and the soundtrack by Lena Raine does an enormous amount of quiet emotional work underneath it all. Special mention goes to the assist mode, which reframes accessibility not as cheating but as something that simply belongs in every game. The optional B-side and C-side levels offer a genuinely punishing challenge for anyone who wants it, without ever gating the story behind that wall. One of the most thoughtful and complete designs of the decade.