A reader offers his review of indie favourite Death’s Door and explains why the combat, puzzles, and game length were such a perfect match.
The Games Inbox has been a morning staple of mine for some time now, enjoyed over a morning tea it is the perfect excuse to delay commencement of the daily grind. I was struck, when late last year GC reminded readers that it was only contributions from ordinary folk that keep it going, that I probably don’t contribute enough, given how much I enjoy reading everyone else’s comments.
The ones I like best are reader reviews, and I love a feature where someone looks back on their gaming year or the like, so I thought I’d commit to writing in with some brief thoughts on every game I played in 2022. I probably tried about 30 games last year, so it doesn’t mean I am going to bombard the Inbox, but a few days ago I finished my first game of 2022: Death’s Door.
There is a general feeling in my mind, that if a game has an isometric perspective I am predisposed to enjoy it. Everything just looks so enticing from that angle. I haven’t really analysed why, but so it proved with Death’s Door, another isometric game which hooked me in from the first moment the camera moves into its fixed place.
I’ve seen the gameplay described as a mix of Zelda and Dark Souls (it’s what attracted me in the first place) and while I think that is a good description, I think it should also come with a caveat.
When I first heard that description, I though the Dark Souls influences would describe the difficulty, or punishment for death, given how synonymous Soulsborne games have become with difficulty and how you level up. I’m obviously a bit of an exception here, because the vast majority of media coverage mentions it Souls
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