- Deaths Door Review
- Deaths Door Nintendo Switch Review – Is It Worth it?
- Deaths Door – Review
- I recommend: Deaths Door (Review) [PC 4k]
- Deaths Door Review
- Deaths Door – Easy Allies Review
- Deaths Door Test / Review : Der gefiederte Tod
Deaths Door Review
if death store were applying for the,role of an essential top-down action,adventure,it would have quite an impressive resume,with its zelda-like exploration and,dungeon puzzles,engaging fast-paced combat and levels,that are brimming with irresistible,secrets all this is wrapped up in a,world that definitely walks the line,between somber,and charming its varied yet muted areas,are full of quiet melancholy,creating a sense of wonder and mystery,that proves hard to resist uncovering,every last hidden path,on your way to reap some souls,[Music],the premise for death store is,straightforward yet intriguing get to,work for the reaping commission by,harvesting the giant soul of a monster,unwilling to submit to the mortal coil,however after the soul was unexpectedly,stolen from you your path leads to a,hauntingly beautiful undying rum that,holds a titular death store,to open it youll need to search the,lands for three powerful souls need of a,good reaping by way of some entertaining,and challenging boss fights,exploring these forgotten lands is a,treat i attract my quarry to forbidden,graveyards,old flooded ruins and creepy mansions,puzzles are plentiful and while most,playing familiar themes of hitting,switches,collecting keys and opening gates they,were all slightly varied and,progressively challenging enough to,never overstay their welcome,deaths door makes smart use of its,terrain to guide your progression,whether requiring you to crisscross,through areas to activate checkpoints,or using layered walkways to give new,perspective to solving puzzles,and uncovering mysteries and plenty of,mysteries there are because death store,crammed secret pathways into every,region,there might not be an overwhelming,variety of rewards to find but the lure,of exploration is so omnipresent it was,hard for me not to stray from the main,path,to see what i was missing even after my,10 hour adventure was over an even,bigger enigma completely held my,attention until id exposed everything,it had to offer,when not lighting torches and activating,platforms my little reaper crow was up,to his beacon enemies to slice and dice,through,combat and death store is as decisive as,it is quick,opponents are rarely slowed by most,attacks which means combat involves,figuring out how aggressive you can be,before things get painful deaths door,may rely a lot on throwing waves of,enemies at you to slow you down,but its thanks to the aggressive and,rapid pace of these fights and a,smattering of varied weapons to collect,and swap between,that i never got tired of looking,forward to the next gauntlet,added to the mix are a few magic,abilities you unlock in each dungeons,which are part puzzle solving tool and,part weapon,while you only get a few limited uses in,either application recharging your magic,is as simple as whacking anyone,or any destructible object nearby this,made for fun and engaging,combat where i can intersperse quick,magic attacks between melee strikes,if i time things well,when it comes to dungeon delving,developer acid nerf has created a very,enjoyable sense of progression in death,store,each of the three main regions i,explored followed similar rhythms,large open introductory zones leading to,confined dungeons where enemies take a,backseat to puzzles,this in turn led down a path to acquire,a major magical upgrade,as youd expect from a zelda-like,dungeon but only after proving yourself,worthy,i just wish the process didnt boot you,out of the dungeon as it slightly,hampered the flow,all of this leads up to a final inner,sanctum moment in the run-up to the boss,of the region,and thats where youll have to quickly,adapt to taking on greater numbers of,enemies,and even doing a bit of puzzle solving,at the same time much like the more,somber initial areas,the tension in these segments is further,accentuated by some excellent faster,paced music that urged me onwards,the bosses of death stored themselves,are a delight and most would find,themselves quite at home in a top-down,zelda game,they mix cartoonishly evil charm with,some impressive attacks that often,require me to put my knowledge of the,dungeons mechanics to the test to come,out on top,despite one of the later bosses not have,as much of a lasting impact as the,others,the major curveballs throughout the,finale made the whole experience a,memorable one,while friendly faces in these lands are,few and far between the comedic timing,of the few allies i met were a mood,lightning counterpart,to combat the gloomy undertones of my,soul reaping task,[Music],whether its a corpse controlling squid,serving seafood or a cheeky yet,meaningful eulogy given after defeating,a boss,i appreciate these bits of levity,immensely,[Music],death store is a must for those looking,to scratch the itch of a classic zelda,dungeon delving game,with the added bonus of impeccable,combat against waves of foes in a creepy,world,secrets are plentiful enough to offset,the low variety of wards and the,cohesion of puzzle solving and combat,encounters work terrifically to,challenge me in all the right ways,while i wish the adventure didnt end so,soon as a reaper of souls i should know,nothing lasts forever for more check out,our reviews of the legend of zelda,skyward sword hd,and wilder myth and for everything else,stick with ign,[Music],you
Deaths Door Nintendo Switch Review – Is It Worth it?
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More: royals review
Deaths Door – Review
hello this is photography gamer welcome,back to the channel today Im reviewing,deaths door for the Xbox series s their,store is an action adventure game,developed by acid nerve you play as a,Reaper and your job is to collect souls,for the reaping High commission so what,is it like to play Well Control wise,its easy to pick up and get into with a,limiting amount of functionality at the,start whether it be attacking or using,evasive maneuvers its all handled very,smoothly very nicely very fluid in terms,of The Game World you start out at a,reaping headquarters and are assigned a,task then its off into a Magic Door to,find a special soul to devour,on the way to that Soul youll have to,navigate the intricate game world fight,off a varied bunch of enemies and solve,the occasional puzzle with every enemy,you kill youll acquire Soul energy,which can be traded for strength,dexterity or magic upgrades for example,and that Loop is pretty satisfying at,first go to an area explore kilowatts of,enemies collect their souls die and,repeat until youve got enough to,upgrade but I would say after a short,time this Loop does become quite,tiresome and the volume of solar energy,required to level up Id say is pretty,imbalanced it makes for lots of,repetition retreading old ground and,Gathering up Soul after Soul after soul,one Saving Grace that alleviates this,boredom are the absolutely wonderful,boss fights think Dark Souls meets,Studio Ghibli and the varied and,eclectic Bunch are just wonderful to,Vanquish,as you progress youll uncover new,weapons each with their own strengths,and weaknesses and these weapons they do,help add a freshness to the game the,grind you know does get alleviated but,its still a bit of a dull repetitive,process,graphically death store is an absolute,treat smooth Graphics Fantastical,enemies glorious Game World beautiful,the sound as well high standard,beautiful music lovely effects lovely,Ambience really cant fault the visuals,and the sound,[Music],okay good and bad points the good points,uh the graphics that sound are wonderful,the controls are smooth fluid and easy,to get into the world is interesting to,explore and the boss fights are,absolutely brilliant bad points the,grind of Soul collecting is tiresome,leveling up takes an age and general,day-to-day gameplay Id say its a,little bit too repetitive,so what is the verdict death store is a,polished smooth and well presented hack,and slash adventure with lovely visuals,excellent sound and a simple premise the,boss fights are the standout moments and,they will stay with you long after,playing but its you know the day-to-day,stuff the day-to-day grind that stops IT,becoming a classic in my opinion its a,hard game to play for more than 30,minutes at a time because it really does,feel like just the same old same old if,more could have been done to make it a,bit more varied and less repetitive I,think this could have been very very,high in terms of scoring but you know,its still pretty good,I would say its not for long sessions,if you play it for a long time its very,boring small doses 30 minute bursts its,very very good so my score for deaths,door is 7.5 out of 10. okay thats the,review thanks for watching like,subscribe comment become a patron if you,see fit this is photography gamer,signing off thank you,[Music]
More: plenity review
I recommend: Deaths Door (Review) [PC 4k]
One important note before we start: this is a PC and Xbox exclusive. We ll talk more about,that at the end of the video, but I wanted to let you know that upfront so that I don,t get your hopes up with a glowing review, only for you to then be disappointed that,you can t play this. Ok, let s do the review. One of the things I do when I start writing,a review is I look up the developer. Who are they? Where are they based? What have they,worked on previously? Etc. Death s Door is made by a Studio called Acid,Nerve, and plugging their name into THE GOOGLE I arrived at their website expecting all the,splash images and the about section and the Careers page listing a handful of job openings.,But no – I got none of that. Instead, I was treated to a single top page that read: Acid,Nerve is a two-person team from Manchester UK, making independent games with artists,from around the world. Now look I know that the whole one or two,dudes made this doesn t ring out quite like it used to. It s a lot more common to see,that sort of thing nowadays, and while making games is always difficult, and making them,solo borderline miraculous, I know that audiences these days are simply less impressed by the,fact that just X number of people made this as unjust as that reality is.,Having said all of that – I was genuinely stunned to open up this website and see that,this was a studio of two people. Typically games from individuals or teams like this,are full of compromise and jank; stuff you have to look past in recognition of how few,people made it. The defining characteristic of Death s Door is how polished it is, so,much so that even before I knew that so few people worked on this, I was going to base,my review around how polished this is. Every inch of Death s Door sparkles, from its clean,stonework aesthetic to its fluid movement to its engaging level and puzzle design to,its terse but emotive writing to its beautiful soundtrack that sets the perfect pace and,mood in every moment. It s rare to find a game that clicks together,as well as this, and to know that just two people created it supported by some very talented,artists it s a huge achievement for this studio of two.,I enjoyed Death s Door immensely, and I recommend it to you without hesitation, but there was,one aspect that I think holds the title back, and it s kind of a big deal: the combat. Combat,in Death s Door is by no mean s bad but nor is it particularly good. It s always simple,,at best functional, and at times a little frustrating since the lack of tools available,to you limits both your expression and enemy design.,Had Acid Nerve invest more deeply in Death Door s combat, I think this would have been,an unmissable indie darling. Its really nails this sullen fairytale vibe you just love moving,through this world, and you love how it makes you feel while doing it. It s so frictionless.,But without compelling gameplay to back it up, Death s Door is going to leave more demanding,audiences a little underwhelmed. For me I enjoyed this for what it was. I enjoyed,it a lot, in fact. Let me show you why. –,Death s Door knows how to set a scene. It begins with our protagonist cute little crow,dude, catching the bus to work. He s just like us, caught in the ol 9-5 grind, except,instead of making powerpoints no one will read, he s out there collecting the souls,of the dead. Past the security station, up the stairs, hang a right and we get to Soul,Farm HQ a row of neatly arranged desks overseen by the fat controller in the back. Theirs,is important work ushering souls from one existence to the next, and everything seems,like it s going great until suddenly something breaks, and that workflow is interrupted.,No one is quite sure why souls can t reach the next life, and more than a few people,seem intent on not finding out. You on the other hand are the curious type, and you set,off on your adventure make things right. The quest will take you to various kingdoms,,accessible through mysterious doors that appear in your greyscale office. Like Dorothy, you,ll smash cut into worlds of brilliant colour, pulled straight from the pages of fairytales.,Mountaintops ruled over by great Yetis, a forest kingdom ruled by a Frog, a wicked witch,sealed away in her creepy castle. There s plenty of familiar grounding in these worlds,thematically, you feel like already know them, and you re just exploring the unique take,that Acid Nerve have brought to each of them. This unique take is such a core part of what,makes Death s Door great. Within each kingdom lies a villain who are their own mystery to,solve. Why have they done the things that they ve done? What led them to those choices?,In each case, theirs a moral angle to consider, or some emotional trauma, is something deeply,logical that s worth grappling with. It s also really funny at one point I meet,a guy whose head has been transformed into a pot. His name: pothead. As we sit and chat,,he offers me soup, straight out of his head. I politely decline.,Death s Door will run you 8-10 hours. These interactions with other characters will only,take up around 30 minutes of playtime, max. But they loom very large because each engagement,leaves you with something to consider, and I found the desire for the next interaction,or the next reveal to be a powerful force, pushing me through these kingdoms.,The world design is always simple, placing a premium on visual clarity. In the overworld,,space is continuous and connected, but within the 3 dungeons space is divided into rooms,that you move between. There s always a lot of room to move around. The core of Death,s Door s combat isn t swordplay it s movement, and the developers were acutely aware of this,,always giving you plenty of room to manoeuvre so that you never feel like the level design,is working against you. There s nothing particularly elaborate about,Death Door s level design. It has a flat textured aesthetic that creates consistency between,all parts of it, as though it was all chiselled from the same stone. It rarely surprises you,with unique architecture, features or vistas. It generally exists as a spacious canvas that,is more about functionality than it is spectacle. When I think about space in Death s Door I,don t recall its visual properties, I recall its soundtrack which is absolutely superb.,Each of its tracks set the scene far better than any of the level design does. You can,close your eyes and listen to it and you are immediately somewhere a forest, a mountain,top, a decaying bureaucracy. You know how Banjo Kazooie did that thing where its music,was so distinctive it was almost visual it isn t quite on that level here, but it s very,good. Jut as core as music is to world building,,its also crucial to gameplay and level design. The music is the custodian of this game s,pace it will tell you when shit is about to go down far sooner than events on screen will.,It will also manufacture urgency where there wouldn t otherwise be any. At various points,throughout the game, you re shuttled through these gauntlet style sections where you have,to defeat a large number of enemies as you work towards location. These events feel almost,time-gated; like you need to move as fast as possible or some door will close at the,end and you will have failed. But that s not the case- you can go as fast or slow as you,like it s just that the music is kind of tricking you into operating at this pace because its,done such a good job of building you up to this point, and knows how to keep you there.,Honestly this happened to me 4 or 5 times throughout my playthrough and I was always,so impressed that the soundtrack had that much power over me and the way I was playing,the game. Of course, not all of Death s Door is high-intensity.,Most of it is pretty chilled out, striking a good balance between combat, exploration,and puzzle solving. Exploration always feels so achievable. The levels aren t huge and,they don t myriad branching pathways; they
Deaths Door Review
this is curtin avena reading for,alessandro barbosa,after each of the challenging climactic,boss fights in deaths door,youre forced to sit through a brief,eulogy for the foe youve just slain,somber music plays as a gravedigger,arrives to fulfill his duty,summarizing your enemies actions good,and bad while also throwing in a joke or,two for levity,deaths door doesnt take itself too,seriously but it always finds,interesting ways to make a point about,the unending cycle of life,and death the pursuit of a means to,unbalance that cycle,and ultimately the consequences of those,actions its a consistently,entertaining action-adventure game with,an eye-catching art style and engrossing,combat,all which elevates its distinct setting,into something special,[Music],playing as a fledging of a commission of,crows your duty bound to reclaiming the,souls of those that are meant to pass on,to the next life,aided by doors that can transport you to,lands near and far,you can hop between locals rapidly as,you reap souls,the catch is that every crow needs to,complete its task,in order to halt the flow of their own,life with incomplete missions,forcing you to experience that natural,flow of time,when one such assignment goes poorly and,your target soul is stolen,youll need to aid an old crow into,opening a large,ominous door to reclaim your lost soul,and in turn,continue to live indefinitely deaths,door,starts strong with its introduction to,the commissions with its bleak black and,white presentation fitting in with a,strong noir theme,colors stand out in these bureaucratic,offices with the warm glow of your,weapons and the searing brightness of,sparse neon signs creating a striking,contrast,the rest of deaths doras worlds are,far more colorful but all distinct in,their own ways the dreary,muted colors of the games opening,cemetery transform,into a lush green forest with a damp and,dark temple,while the snowy white peaks of the,northern mountain regions offer another,opportunity for piercing bright colors,from your attacks,to shine through the isometric angle of,the games camera doesnt limit your,ability to soak in the artistic beauty,of deaths door which consistently,had me stopping to take in the,atmosphere of each new area,enemies are peppered throughout each of,these worlds giving you numerous,opportunities to engage with death doors,simple yet satisfying combat you only,have access to a single weapon at a time,with each one you find,offering its own range combat count,damage and unique ability,your starting sword is great for,whacking out short three-hit combos,while lighter daggers offer less damage,output but a better chance to get more,hits in without needing to take a break,attacks are limited by stamina instead,simply taking a different amount of time,to execute depending on their animation,it can take some time to get used to the,pauses you have to take after each,attack and the lengthier ones after each,combo will punish you for overextending,yourself,however these demands make combat feel,purposeful,each hit you initiate needs to finish,and enemies are designed with this in,mind,they routinely take one more hit to kill,than you might expect encouraging you to,play around with spacing offered by your,dodge,deaths door doesnt feel punishing by,any stretch but its also a game that,plays by a set of rules that dont,always allow you to feel invincible,deaths door is a fairly linear,adventure game limiting your movement,through its handful of hubs by,the current abilities you have each new,boss requires a new ability to reach,corresponding with the mechanics youll,need to overcome,in the eventual fight these abilities,are regularly fun to use too,starting with a simple bow and arrow and,eventually giving away to a fireball,spell,extremely useful bombs and a satisfying,hook shot that can reel you into new,areas and enemies alike each of these,abilities can be upgraded too should you,find each of the associated challenges,out in the world,theyre not required but they can,radically alter how you use,each one in combat the hookshot for,example can be upgraded to include a,deadly attack when used against enemies,letting you reel yourself in and fire,off a powerful strike,as soon as you connect these abilities,are mostly used to give you access to,new areas,bombs let you blow up crack walls and,hookshot gives you access to new,platforms,as examples but learning to combine them,into your repertoire of standard attacks,makes combat exhilarating this is,especially true,when youre consistently faced by a,growing roster of enemies,each of which changes the ways in which,you need to engage them,some are incredibly agile such as,hunched over beasts that can jump around,you while throwing boomerangs in your,direction,others are slower but tough to take down,such as armored knights with shields,that take a couple of solid hits to,finally beat,deaths store is at its best when its,throwing you into combat arenas that,pull from the entire roster,challenging you to get hits in where you,can while also keenly identifying which,enemies to take out first,it plays out like a deadly dance of,dexterous dodges and opportunistic,swings of the sword giving skirmishes an,elegant rhythm thats consistently fun,to fight in tune with,each of the hubs that you visit in,deaths door is visually distinct and,eye-catching but its layouts are just as,engaging to uncover,as you explore each one is segmented,into small,sections that eventually lead to,shortcuts that loop back around to the,start,acting as ways to quickly get back to,where you were after an untimely death,theres a tangible feeling of relief,each time you open a gate and generate a,ladder that lets you cut out a,challenging section coupled with the,intriguing discovery of how the entire,hub youre in,folds in on itself in a clever way,understanding the layout of each one,lets you tactically plant seeds in,special pots laid around,which offer the only way to regain,health since the seeds for these are,limited and sometimes hard to find,laying out your own root for healing and,identifying which sections you can risk,it blends in well with how hubs have,intricate layouts for you to learn,making your understanding of each root,as crucial as your ability to deal with,the enemies contained within them,although there is a very clear main path,all of deaths doors hubs have numerous,secrets for you to uncover,especially during return visits with new,abilities,the standard types are there shrines,that you can pray to to increase your,health and magic for abilities exist,while others are optional boss fights,that will upgrade your abilities,some weapons are also only found outside,of the main path which can drastically,affect your overall playstyle should you,choose to seek them out or not,thats door can be challenging if you,dont take a break from its main path,especially if you find yourself,struggling with the initial health pool,you have without visiting areas or going,out of your way to look for obscure,paths hidden by the games fixed camera,view,you can quickly find yourself wishing,for the ability to take,one more hit during hard fights its not,impossible to complete the main story,without this but the adventure certainly,feels tuned towards these small breaks,which can slow down the pacing in an,irritating manner,all these secrets are still present once,credits have rolled,as well as an entirely new one that lets,you explore all the games hubs at a new,time of day,this opens previously inaccessible areas,and presents new combat challenges for,you to undertake,giving deaths door a long tail after,its main narrative is complete,there are areas and doors that cannot be,opened without a thorough comb through,of,areas you might already be familiar with,revealing some hidden depth to each,area that lets you appreciate its design,in a new way it can be frustrating to,have to relearn the structures of some,dungeons again after some time away,and the
Deaths Door – Easy Allies Review
Coming from Acid Nerve, the developer behind Titan Souls,,Deaths Door is a captivating action-adventure title,where you play as a crow employed as a reaper.,Its a charming adventure with some delightful characters and engaging combat,,all set within a compelling world.,While its inspirations are clear, Deaths Door manages to stand out,and solidify itself as more than just a simple homage.,As a reaper, you work in an office where the job is seen as routine and mundane,,despite its otherworldly nature.,One day youre assigned to harvest a rare giant soul,,and before departing, youre reminded that until you complete your assignment,,you’ll be mortal and continue to age.,After an introductory battle, the giant soul is yours for the taking,,but before you can grab it, youre knocked out and the soul is stolen.,Now, with the sands of time counting down, its a race to reclaim the soul.,There isnt a ton of story in the game, but there are some nice narrative moments sprinkled throughout.,The colorful cast of characters you meet along the way,help flesh out a world with its own share of secrets, and each one is a pleasure to talk to -,especially Pothead, a jovial man whose head was turned into a pot of soup.,Unfortunately, not every character is quite as fleshed out,,but they all have enjoyable personalities written with a distinct comedic flair.,From a presentation standpoint, Deaths Door has a lot going for it.,Its clean and smooth visual style is impressive,and the beautiful soundtrack really captures the somber yet playful mood of the world.,With similarities to Zelda, Deaths Door is a top-down action-adventure,with an emphasis on exploration and combat.,The world is divided into multiple interconnected regions for you to explore,like a lonely cemetery and a mystical forest.,Each zone has light puzzles to solve,,baddies to fight, and secrets to discover.,Most of the puzzles throughout are fairly straightforward,and feel more like small brain teasers that aren’t too complex,,but it works well here and keeps up the pace.,Unlike the studios previous game, Titan Souls, with its single-arrow approach to combat,,Deaths Door offers more variety.,Things are still relatively simple though, with a basic attack,,a charge attack, and dodge roll available.,However, there are five different weapons to play around with,like a sword, twin daggers, and a giant hammer,,each with its own damage, reach, and weapon swing properties.,You also have access to a few ranged attacks like a bow or fireball spell,that you can easily switch between mid-combat.,However, each ranged attack uses an ammo slot,that can only be filled by connecting with a melee attack,,which forces you to mix things up fairly often.,Its a simple but intuitive design that keeps the intensity up in combat.,Outside of basic enemies, there are some neat bosses to test your skills against like,a giant witch throwing potions and spinning around in a jar.,These encounters are great and offer a solid challenge.,It should take most players a few attempts to practice,and learn all of a boss’s tricks.,Sadly, though, there arent many of these major bosses throughout the game.,There are a decent number of mini-bosses and forced combat scenarios,,but they never reach the heights of proper boss fights.,Backtracking plays a fairly large role in exploration,with many items or areas being inaccessible,until you get new abilities later on.,These treasures are often worth going out of your way for,with rewards like shards to increase max health or ammo,,as well as items with tidbits of lore.,There are also upgrades to ranged abilities,like adding a damage over time effect to your fireball spell.,There isnt a map in the game though, so youll want to keep tabs on possible future prospects.,Luckily, if you do miss anything, there is a helpful character later in the game,who can give you hints on where to find treasures or secrets you may have missed.,Revisiting locations is also made very convenient via the games hub, the Hall of Doors.,Here you can simply fast travel to any location youve visited before,as long as youve activated the door to said location.,You can also spend the souls youve earned here for permanent character upgrades,such as increased strength, which boosts the damage and range of your melee attacks,,or haste, which improves movement speed, dodge speed, and dodge cooldown.,Its not a very in-depth system but its still fun to increase your power.,In all, it takes around 8 to 10 hours to complete Death’s Door,,which feels like a great length for the game’s scope,,and it’s more than appropriate for the $20 asking price.,Additionally, there is some post-game content if youre looking for more to do after the credits roll.,Deaths Door is a solid title that gives a great sense of discovery,,while also providing some challenging highlights that never feel unfair.,A few more bosses would be appreciated,,and some of its characters could use some more love,,but the fluid combat and simple but enjoyable puzzles make it a pleasure to play.,Its an easy recommendation to anyone looking for a lighthearted, quirky adventure.,Final score: 8.5 out of 10.,Easy Allies Reviews are made possible by generous viewers just like you.,If you like what you see, check out patreon.com/easyallies to help us make more.,Join for just $1 a month to check out Mini-Game Champions,,a new eight-episode contest,in which we battle against each other in various mini-games,to see who can take the crown.
Deaths Door Test / Review : Der gefiederte Tod[Musik],die macher des harten boss rush,abenteuers titans haben fünf jahre an,einem neuen spiel gearbeitet nun ist es,fertig das action adventure destor,staubt unserem gold award ab dank,wunderschöner welt knackigen kämpfen und,einer ganz tollen abenteuer stimmung neu,ist die idee nicht den spieler ohne,große worte in rätselhafte welten zu,werfen die irgendwo zwischen anmut und,lehrer angesiedelt ist wie touristen im,realen sperrgebiet rund um den,tschernobyl reaktor das gefühl von,vergänglichkeit aufsaugen wenn sich die,natur menschliches siedlungs- land,zurückholt so kann auch videospieler den,reiz ein scheinbar totes land zu,erkunden man trifft auf unbekannte,relikte untergegangener kulturen findet,die leichen gescheiterten decker am,wegesrand legt sich mit der fauna an und,versucht das große rätsel der jeweiligen,spiele welt zu lüften solche aspekte,kennen und schätzen wir an großen hits,wie shadow of the colossus und den,spielen sowie in die produktion wie,hyper leid trifft a journey oder et ass,et net gehen den weg ihres gelungenen,erstlingswerks konsequent weiter und,polstern das grundgerüst an allen ecken,gelungen auf der augenscheinlichste,schritt nach vorne ist die grafik an die,stelle der charmanten doch zweckmäßigen,pixeloptics von titans als dritter des,store eine wunderschöne 3d welt die von,einer isometrischen kameraperspektive,hervorragend in szene gesetzt wird,die optik ist detailliert scharf und,toll koloriert an den passenden stellen,aber wunderbar weich und rund als,wanderer staunt man über im wind,flattern der wimpel herrliche rauch und,feuereffekte bei attacken und einen,generell ästhetisch sehr ansprechenden,aufbau der welt die kompositionen,auswegen und abgründen aus burgmauern,und brücken aus teichen und statuen ist,durch die bank äußerst ansehnlich ohne,zu viel von der stimmigen geschichte zu,verraten als krähe geht man seine arbeit,als schnitter nach der die seelen von,toten einsammeln muss nach einem,abstecher in die schwarz-weiße bürowelt,wo andere rabenvögel hinter ihren,schreibtischen brüten,tritt man durch magische türen im die,echte spielwelt der schlüssel zu finden,wege freizusprengen feinde zu meucheln,und dungeons zu erkunden gilt,ähnlich wie im blatt bonn oder bei den,klettertouren eines assassins creed,aktiviert man an vielen stellen,praktisch,abkürzungen die bei einem tod oder,absturz den erneuten laufweg dramatisch,reduzieren,im falle von dead store sind die,verwinkelten areale stets so klug,aufgebaut das sich in jedem zweiten raum,lobenswerte abkürzungen oder neue wege,auftun wenn man ihn geschafft hat mal,schließt man schlicht ein tor auf mal,fällt man durch einen brunnen die etage,darunter mal öffnet sich nach dem,besiegen aller feinde eine pforte mal,hilft eine frisch erhaltene fähigkeit,beim seitigen einer natürlichen,barrieren die krähe kann normal zu hauen,ihren schlag aufladen per hecht rolle,ausweichen und eine fernkampf attacke,machen während die im spielverlauf,gefunden klingen das spielerlebnis nur,marginal verändern,kommt der fan attacke große bedeutung zu,nicht nur erlauben pfeil feuerball,explosiv geschoss und greifhaken stets,andere arten taktischer fernkämpfer,diese werkzeuge sind auch eng mit dem,level design verknüpft mit dem flammen,geschoss zum beispiel brettmann ranken,barriere nieder,oder löst kleine rätsel wo man in einem,raum rasch alle fackeln erleuchten muss,das tor ist zwar kein mitleid wenn ja,hat aber für fortgeschrittene spieler,immer wieder überraschungen und neue,wege parat wenn man in alte bereiche,zurückkehrt letzteres ist dank der,vielen schnell reise pforten stets,komfortabel möglich das fehlen einer,karte sorgt zwar für meint doppelten,laufweg baum herum suchen,doch die größe der welten ist gerade so,gemacht dass man sie sich noch gut,einprägen kann,zudem hätten die vielen abkürzungen und,geheimwege große herausforderungen an,einer karte gestellt unterm strich ist,es also gut dass es keine gibt,wenngleich man vor allem im waldareal,manchmal schon etwas doof herum wird,schwach hingegen ist das auf level,system bei allen kämpfen erbeutet man,seelen punkte die man im central hat der,schwarz weißen krähen behörde welt am,schalter in vier kategorien investiert,leider merkt man die fortschritte kaum,zudem sind die kategorien so wachsweich,gestaltet dass das verbessern des seelen,ein treibers keinerlei motivation,darstellt das finden von etlichen,optionalen sammle items war da schon ein,wenig spaß egal,wenngleich sich einem auch hier die,frage nach dem sinn stellt und die,objekte arg von der spielwelt entkoppelt,waren,doch all das tut der entdeckerlust,keinen abbruch man ist stets gespannt,wie der überflutete sumpf die bergspitze,oder das haus der hexe aussehen schaut,in allen türen und untersucht die sich,neu auf tun in wege sofort so schön,sämtliche areale aussehen und aufgebaut,sind muss man eine leichte,formelhaftigkeit anprangern dass man,nicht nur einmal sondern mehrfach vier,krähen seelen finden muss um ein tor auf,zu schließen oder das nach jedem,geschafften gebiet etwas bestimmtes,passiert ist ist etwas einfallslos es,war zwar nie müde oder langweilig ein,bisschen mehr abwechslung in den,aufgaben hätten wir uns da allerdings,gewünscht,der store ist an manchen stellen,übrigens sogar lustig die per textboxen,mit euch kommunizierenden npcs haben ein,paar traurige lebensgeschichte zu,erzählen während des kundens,umschmeicheln stets harmonische,stimmungsvolle melodien euro,das sorgt für stete wohlfühlatmosphäre,und ergänzt die grafische schönheit des,spiels hervorragend natürlich müssen wir,auch noch über das kämpfen sprechen,waren doch die beinharten boss duelle im,vorgänger titans als das wesentliche,spielelement gekämpft wird in der app,store zwar nicht ständig aber doch sehr,regelmäßig in allen gebieten warten,kleine wusel feinde und dicke brocken,lustige blogs und düstere ritter diese,bogenschützen und kaum greifbare,zauberer man duckt sich unter fern,angriffen wegrollt vor keulen leben,davon schickt manche projektile per,schwertstreich zurück oder nutzpflanzen,als unfreiwillige helfer im duell,die fights sind durchaus herausfordernd,aber immer fair,wer sich konzentriert taktisch auch mal,den rückzug antritt und den richtigen,gegner zuerst angreift der schafft das,meiste aber sogar unbeschadet dass,etliche auseinandersetzungen in enger,realen stattfinden und feinde banal per,rotem portal ins level steigen könnten,wir erstaunlicherweise nicht nervig,unter der knappen lebens leiste,markieren vier punkte die aktuell,verfügbaren fernkampf attacken,nur wer diese zweite leiste regelmäßig,im nahkampf oder durch das zerschlagen,von inventar auffrischt kann wieder aus,der ferne angreifen ein sinnvolles,system das abwechslungsreiches kämpfen,fördert und hervorragend mit der zahl,und art der feinde korreliert investor,gibt es keine rockelemente hier sind,alle gegner und räume stets so wie es,sich der entwickler ausgedacht hat,bosskämpfe gibt es auch richtig gute,sogar die nicht nur cool inszeniert sind,sondern auch mit taktischen kniffen,überraschen nur die härte könnte es fans,enttäuschen hier kommt man nämlich auch,ohne große frost toleranz ans ziel,[Musik]