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Death’s Door

- Developer Acid Nerve Publisher Devolver Digital Format PC (tested), Xbox One, Xbox Series Release Out now

Acid Nerve’s debut, Titan Souls, felt like an exercise in how far you can streamline a game. Born from a game jam, this stripped-back boss rush – in which both you and your colossal opponents had 1HP – was an unconventi­onal idea that worked on paper but struggled to sustain a full game. Its followup is almost the polar opposite. Built on more formulaic foundation­s,

Death’s Door feels like a game that started small and just kept getting bigger, wider, deeper – and better.

It appears from the outset to be a compact, isometric

Zelda-like, offering a familiar mix of combat, puzzles and exploratio­n. You play as a crow, tasked with harvesting the souls of the dead in a world where they’re unable to pass on; when your latest job goes wrong, you have to retrieve the souls of three characters who, having exceeded their natural lifespan, have evolved into monstrous giants. With four equipment slots and five spaces for alternativ­e weapons in your inventory menu, it looks like you’re in for a brisk afternoon’s entertainm­ent. Yet, appropriat­ely for a game about defying the final curtain, it keeps on going.

You’d expect a small studio’s second game to be more substantia­l than the first, but there is a clear uptick in quality as well as quantity. Combat is crisp and precise. You face standard grunts with rangy swipes and leaping slams, archers that back off and take careful aim, chunky knights with weapons that reach farther than a single dodge-roll, and mages that launch smoking projectile­s and spirit away when you approach. They’re archetypes, sure, but they’re characterf­ully designed and thrown at you in devious combinatio­ns to keep you on your talons.

It has a similar rhythm to Hyper Light Drifter, as you dart forward for a quick left-right-left combo before retreating to attack from a safer distance, assuming they’re not preparing to launch or lunge or leap towards you. Instead of refilling your ammo, successful swipes top up a magic meter that you expend on arrows, fireballs and bombs – each taking successive­ly longer to charge in accordance with its power. Some enemy types, meanwhile, can be corralled to take out others. Whack the pot of a mortar-spitting flower and you can blow up a cluster of enemies without having to lay a feather on them.

In the Zelda tradition, these also help solve environmen­tal puzzles: fireballs stoke braziers and burn away cobwebs, while your hookshot carries you across chasms and activates distant switches. Accessed from a large graveyard hub, the boss domains are expansive and intricate, stuffed with clever shortcuts and secrets that have a habit of drawing you away from your destinatio­n – though with no map you won’t always be sure you’re going in the right direction. Set away from the critical path are orbs of soul energy that can boost your abilities, and buds to plant in scattered pots which instantly flower for a single-use health top-up (though they blossom once more on death). And the settings themselves are far from your average desert, forest and ice biomes – the frigid peaks of one villain’s mountain lair are as close as it gets. A visit to a haunted mansion takes you through an undergroun­d lab, while an amphibian king resides within a flooded cathedral that feels like three dungeons in one. It could feel disjointed, but outside of the monochroma­tic Reaper Commission, from which you can fast-travel as you unlock more doors as shortcuts, it’s entirely contiguous. It’s beautifull­y presented, too, a combinatio­n of perspectiv­e, lighting and subtle use of depth of field give it a pleasing solidity, almost as if you’re traversing a series of dioramas stitched together seamlessly.

Then there are the boss fights. The problem with Titan Souls’ approach was that these encounters could often be anticlimac­tic and unrewardin­g, with some titans defeated by happy accident, while others felt like brick walls, exacerbati­ng the repetition of the process. There were no shifts of momentum and no thrilling comebacks. With greater margin for error, Death’s Door’s showpiece scraps now have a lively ebb and flow. Battles can still be over quickly – the window of invulnerab­ility after you’re struck is narrow enough that you can easily take two hits in short order – but their attack patterns, while often swift and ferocious, rarely feel unfair. Each time that allcaps DEATH greets your demise, you feel confident that the next attempt will get you closer to finishing them off.

On it goes. Freed from the restrictio­ns of their debut’s ‘you only have one’ conceit, you sense creators David Fenn and Mark Foster are enjoying themselves here, cutting loose with ideas and odd little surprises. Despite the sombre theme, the script (polished up by Lego City Undercover scribe Graham Goring) is witty and wonderfull­y irreverent: you wouldn’t ever get a Zelda boss exasperate­dly calling you “a little shit”, while one late-game introducti­on delivers the biggest laugh we’ve had from a game all year. It squirrels away mysteries and secrets a little deeper than you might expect, too. There’s a nod to Super Mario Sunshine in a mechanic we’re fairly sure is never explained. One deliciousl­y horrible moment sees you take a swipe at a cluster of rock-like obstructio­ns, only to discover they’re not rocks at all. And right at the end you’re given an item that reveals, post-credits, that your adventure isn’t over just yet.

Occasional­ly it goes a little too far. With no map, and a few samey-looking areas, the route forward sometimes only becomes clear after a fair amount of wandering. One fussy timing-based challenge involving precise hookshot use while moving across slippery ice platforms briefly has us considerin­g a lower score. And if bosses are intended as a test where you apply everything you’ve learned, in one case Acid Nerve really does mean everything. Otherwise, this is a distinctiv­e twist on an establishe­d formula, and a remarkable accomplish­ment for such a small team. Its subject matter might seem like serious business, but this game about death feels thrillingl­y alive.

This is a distinctiv­e twist on an establishe­d formula, and a remarkable accomplish­ment for a small team

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 ??  ?? LEFT If your sense of direction is as bad as ours, you can always find where you’ve been before by the blood spatters. And you will know us by the trail of dead, indeed.
MAIN In certain circumstan­ces, this is a strikingly attractive game, albeit in an oddly unassuming way.
BOTTOM One of our favourite little visual flourishes is the way these locks collapse to the floor
LEFT If your sense of direction is as bad as ours, you can always find where you’ve been before by the blood spatters. And you will know us by the trail of dead, indeed. MAIN In certain circumstan­ces, this is a strikingly attractive game, albeit in an oddly unassuming way. BOTTOM One of our favourite little visual flourishes is the way these locks collapse to the floor
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 ??  ?? ABOVE There are plenty of sly gags and amusing little Easter eggs scattered throughout the game, so it’s worth poking around. Try slicing a signpost in half and then tapping the A button to read it, for example
ABOVE There are plenty of sly gags and amusing little Easter eggs scattered throughout the game, so it’s worth poking around. Try slicing a signpost in half and then tapping the A button to read it, for example

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