From the distinct, sprawling domains of your three primary marks, to the adorably avian way your crow tilts and juts their head around, the game never misses a moment to delight you with some new wonder, and just when you think it’s run out of surprises; whether it’s a new tune, a beautiful vignette, or a quiet moment of empathy, it’s always got something else tucked underneath its wing.
I honestly had a blast with Death's Door, with the only major problem I ran into being some save file problems. Admittedly, playing a pre-release version of the game could have had something to do with that. The game is not phenomenally long, sitting at around twelve or so hours, with the chance of it being even less if you have fewer issues with the somewhat unforgiving nature of the game. There’s also no difficulty scaler which may turn off some players who want a slightly less difficult playthrough. If you too like to roll on the darker side of life, or death if you will, give this game a chance!
This is an amazing game with great graphics and sound track. It is challenging enough to make you lose quite a few times without it becoming frustrating. The humor is great. And the story is memorable. The only bad thing is it is a very short game. But I could see the replay ability in speed running. Overall from an independent studio it is a very high quality game that I believe everyone should try.
This should be must play. Forget the fact that it’s an indie, I have nothing bad to say about it.
The length is just right, and there is plenty for the completionist to do in postgame.
Combat and handling of difficulty curve is very under-appreciated from what I’ve read.
Sure it is challenging, but in a balanced and fun way that doesn’t make learning unnecessarily frustrating.
If the game didn’t carefully introduce you to new enemy mechanics without ever punishing you too harshly in that learning phase— some boss fights would seem impossible at a glance. Unlike souls games however — the combat is fast & responsive, the challenging bits are fair, and you’ll never have to run a 15 minute gauntlet just to get back to a boss. The final boss even has phase checkpoints.
Combat really starts to shine as you unlock or upgrade more spells & weapons provide a nice option for different playstyles. The spell upgrades are easy to miss, but some of them really enrich the game (upgraded hook shot in particular is a lot of fun).
The music is fantastic!
The story and characters are genuinely charming, but at the same time there is serious existential depth to the narrative.
Exploration is a blast, they strike that perfect puzzle balance of the original BoTW where the puzzles and secrets are very satisfying to figure out without being so obtuse they have to be looked up.
I actually love the graphics with the dioramas/tilt shift + monochrome hub. It has a lot more style than it gets credit for due to the very basic 3D environments — but I hype style over graphics every chance I get.
Sitting at 85, this is better than a lot of 90+ scored games I’ve played this year & probably in my top 15 all time. Try it out.
Death’s Door crashes onto the scene stylistically with an amazingly detailed, interconnected world full to the brim with personality and secrets. The game introduces great characters that bring with them charisma and humanity as it lovingly juggles both the morbid and the beautiful sides of its narrative. With simply phenomenal sound design that lovingly accompanies and amplifies the visuals and atmosphere, Death’s Door presents one door absolutely worth knocking on.
With Death's Door, Acid Nerve hits the mark once again. The British studio unveils here a magnificent epic which, admittedly, may lack originality in substance, but charms in its form. In addition to enjoying spectacular clashes, the action / adventure game takes you on a journey by revealing an inspired universe. All in nuances, the world of Death's Door is constantly highlighted by its varied artistic direction, its rhythmic sound-design and its characters torn between life and death. Sold at a low price, the title published by Devolver Digital is in our opinion the breath of fresh air not to be missed this summer.
The setting is intriguing, but the story is bland. Open world promises exploration, but there is nothing to find. The combat has all the beats – but it just isn’t interesting. [Issue#254, p.68]
The fights are very fun, they don't feel repetitive but they are very difficult and you can't change the difficulty. But it's definitely beatable, even for me.
I bought it for the graphics and what i saw was being played on a stream. But as i played and progress i kept dying. So like any dark souls i fought to get better but the world was boring to explore and the gameplay felt meh.
So overall okey game.I still love the style of it and the feel to the game but it lost me at its gameplay.
i've said it before and i'll say it again: do not buy anything from devolver. they simply do not allow the devs to finish their games, they are all about showing off an interesting gameplay loop or graphical style but the games themselves always fall flat because they are not given the resources to be made with love and care. now, on to the review.
it has potential, but the graphical style makes everything look the same and it's far too easy to get lost, far too difficult to keep track of which door goes where or if you've completed anything, and far too easy to die with far too checkpoints. yes, it's a "soulslike" but it just seems deliberately obtuse without much payoff. mainly you will spend your time dodging environmental hazards or traps, doing platforming that never feels quite right or very responsive, and then you will find a mediocre, repetitive boss fight that has a punishing difficulty spike and have to redo all of the platforming again as you inevitably lose. the enemies and the platforming don't properly train you for the boss battles in any way as many better games would do, they instead force you to lose and play through the worst parts of the game in order to have a chance to lose at the boss fight again and learn the pattern slightly better. in death's door this repeated navigation is simply boring, frustrating, and does not respect the player's time. the game desperately needs a better map system, or just a map of some kind at all, and the overworld needs to be almost entirely reorganized so that it doesn't feel like a chore to walk from one door to the next or interact with friendly npcs.
i expected this to be a lot more fun, but i don't think i enjoyed any moment spent playing it. i've heard other reviews say the music and art style are cool. personally i found them both to be lacking in depth or texture. im rating this 4 stars because it's almost a halfway finished game.
Now that Tunic is out, we have a tangible example of what an enjoyable version of Death's Door might have looked like. Death's Door lacks a serious layer of polish and depth of world/level design that makes it more of a slog than it needs to be. Combat is very one-note and there are very few upgrades that add anything at all to the gameplay. The world design is more empty than lush; there are a few secrets here and there but there are way, way more functionally dead screens with nothing to do but wander aimlessly. Exploring the world is fundamental to the game and it just isn't fun. There are some interesting moments and touches, but they stand out against an overwhelmingly bland, gray experience. Death's Door is just too little personality in too big of a box.
SummaryReaping souls of the dead and punching a clock might get monotonous but it's honest work for a Crow. The job gets lively when your assigned soul is stolen and you must track down a desperate thief to a realm untouched by death - where creatures grow far past their expiry and overflow with greed and power. Talon Sharp Combat: Utilise mel...