Inspiration comes from strange places.

For many, it's bred from obligation; the need to do something, anything, bringing with it the knowledge that there's work to be done and only one person who can do it. For many, it's spite; hatred and anger, boiling within us, screaming out that it won't be quelled unless action is taken now. For fewer, it's from a desire to grow; a willingness to open yourself and expose your weakness, to be hurt, to be vulnerable, in the name of coming out stronger. Sometimes you just see someone fucking up and being so purposefully ignorant about it that it inspires you to do things properly in their stead.

Celeste is one of the greatest games ever made.

If you asked me what drives me, I'd tell you that it's spite. This is probably not healthy for me, and I don't particularly care. If you asked Madeline what drives her, she’d tell you that she doesn’t know. This is definitely not healthy for her, and the game makes sure that both her and the player understand this. Madeline has a vague, oblique desire to be better. What this entails is climbing a mountain, and it’s left unclear how this is actually meant to help. Sure, the obvious metaphor of literally climbing a mountain is as central to the text of the game as it possibly can be, but lacking any further cause, it’s little more than an act of self-flagellation. It’s hard and punishing and maybe Madeline feels like she deserves that. Celeste is hard and punishing, and maybe you as the player feel like you deserve that. After all, if neither you nor Madeline can get good purely for its own sake, what’s the point? Why bother?

It becomes clearer to both the player and to Madeline as the game progresses that this is far more than just banging your head into a wall until you get it right. It’s the purpose of the literal moment-to-moment gameplay — walk in from the left, do some tough jumps, splat, repeat until you get it right — but the narrative undercurrent gradually erodes through the surface to reveal that this is all in service of an act of self-actualization. Madeline is desperate to prove herself, desperate to understand herself, desperate to not give in to darker desires, desperate to be able to look into a mirror and see her own face instead of a stranger’s. Her desperation carries with it the price of the ascent, and the ascent carries with it the price of her. Madeline suffers in her journey. She’s leveled, brought to all fours beneath the immovable weight of her depression, her panic attacks, her inability to understand who she is. The mountain exposes her, showcasing every part of her that she keeps hidden in every reflective surface, threatening the safety of the people she cares about, reminding her of long-dead relationships with the implication that everything happening is all her fault. It isn’t, of course, but Madeline’s struggles to reach self-actualization reflect how she believes herself to be a failure.

The gameplay and story integration here is masterful, far beyond the raw difficulty of the platforming mirroring the narrative struggles faced by our protagonist. One scene where Madeline suffers a panic attack sees Theo supporting her through it, giving her a little pop piece of meditation while she waits for it to pass; all she needs to do is imagine a feather floating up and down in time with her breathing, and you as the player are tasked with keeping the feather in focus. It isn’t too much further into the game when Madeline decides that she’s gotten over all of her fears and doubts and attempts to use the feather trick as a weapon; it fails, miserably, because she hasn’t come anywhere near achieving the self-actualization that she wants to have. She tries to rush things, to force her fears down instead of process them, to conquer herself rather than accept herself as she is. It’s only after she fails and falls that she realizes that she must accept all of the bad that comes when she understands who she is, merging every part of her into the cohesive whole that is Madeline. As a reward for the player, you get a triple jump. As silly as that might sound, given how heavy the narrative has been up to this point, it’s the evolution of gameplay and the swelling of the music that makes Madeline actually feel like she’s living up to her full potential. The climb has been a struggle for you and her, but now you both have all of the tools you need to reach the top of the mountain. Once you have that, you’re unstoppable.

The narrative of the game, for better and for worse, took on something of a new life with the later explanation that both Maddy Thorson (the lead developer and former name-provider of the studio) and Madeline are trans women. For better, Celeste has remained a tentpole of positive representation since the day it released and has provided many historically-excluded people a strong, important figure to relate to; for worse, it’s incited many of the most annoying posters to hem and haw and handwring over what they perceive to be revisionism for the sake of winning brownie points. Maddy herself has written quite openly about the subject and certainly has far more insight into the topic than any schmuck like myself can throw in, but I’ve seen first-hand the impact that this game has had on the people around me. For a lot of my friends, for a lot of people I care about and respect, Celeste is important because Celeste actually gets it. This shit is hard. It’s exhausting. It isn’t climbing a mountain or beating a hard video game, because those things have a defined end. There’s a clear beginning, and a clear conclusion, and that’s that. The struggle to live as oneself and to be open and honest with who we are is a path filled with unnecessary strife and struggle brought down upon our heads by people who don’t get it. People who refuse to get it. People who benefit from not getting it. I shouldn’t need to point at any of the many, many examples of this in the United States alone, simply because there’s gotten to be too many to keep track of. It’s everywhere, as a sickness.

“This memorial dedicated to those who perished on the climb" is one of the most powerful lines I’ve ever read, and it’s the context from outside of the game’s text that defines it. Unlike any mountain, and unlike any video game, the climb doesn’t stop. The climb started before we were born, and the climb will continue after we’ve gone. For how long we’ve all been fighting, been struggling, been warring against every push and backslide, there’s always more of a climb to take on. This shit won't stop. The obvious question, then, is why we should bother to climb at all.

Celeste’s answer is simple.

To be who you are makes it worth the climb.

Reviewed on May 30, 2023


3 Comments


10 months ago

Stellar review and fantastic piece as always, you really defined what makes this game special. It's unbelievable how a game can have such amazing level design and fantastic narrative and themes both at the same time, truly one of a kind.

10 months ago

amazing work!!!

9 months ago

Wow. Well written.