# Death’s Door Notes Here's my original thoughts and impressions of the game, spoiler free. [[Death’s Door Thoughts and Impressions]] > [!warning] > Spoilers Below! ![[Death's Door Notes.pdf]] ## Stats Started Playing: 8/25/24 (third playthrough) Beat: 9/3/24 Total Playtime: 9:46:18 ## Legacy A smart, elegant, rich Zelda-like adventure game fluffed with charm and wonder. There is wit and grace. It’s a masterclass is subtle, engaging design. Cannot get enough. ## Overall - There’s an airy whimsy to the world. Characters are funny and charming, while maintaining a level of maturity that respects their audience. - This is my third playthrough. Capturing the whole thing for my Miscarriage Essay. Playing the PS4 version to get the Plat again. 😅 - Amazing how much comes back to me. I feel like I am flying through the game. ## Story - I am a Reaper Crow, responsible for punching souls tickets when their time is up. An assignment is stolen from under me, locking me outside of eternity. The Old Crow stole it and sent the soul inside Death’s Door. Now, I have to open the Door if I want to find my original assignment and finish the contract. - With Death’s Door open, we learn that the souls are lost. Death itself has been trapped by the Lord of Doors, trying to prevent his own demise. The Grey Crow turns and I must kill him. - A prophecy has been foretold that a Crow would defeat the Lord of Doors and return the crows and the world back to a normal order with death occurring naturally. I do it. - The post-game reveals that the game and world are tied directly to Titan Souls. Truth fused with the boy and saw the crows in the future. It was all predetermined. ## Gameplay - Each loss feels earned. My skill is the only barrier. - The roll and sword slash is deliciously kinetic. The weight is sublime. - Okay. I died a lot in the swamp because of rushing and rolling off platforms. Whoops. - Every death is making progress since you keep earned souls. This makes grinding possible, while learning the patterns. Continually making progress. - I love the post game. It’s just enough mystery to entice with an ultra satisfying boss reveal with true heart. It earns the fight. I do wish it was a tad tougher, but the narrative beat is worth it. ## Music/Sound Design - Music is enchanting - The music in the basement is a fusion of diegetic and non-diegetic. The thrum and thump of the engines/raising/lowering platforms is the bass line. Chef kiss detail. - I just can’t get enough of the music. It’s perfect for the environments. ## Graphics - The isometric camera gives the levels/screens a diorama feel. - There is a tinge of clay in the texture. ## World - Hall of Doors - The Witch Urn’s Estate - Love the fall colors and leaves - Frog Kingdom / Forest / Undergroud - The way each world is composed of three parts, the third always been somewhat of a surprise at how deep a place can go (basement lab) - The world is entirely connected, but fast travel is an integral part of the gameplay and narrative. It makes fast travel invisible and seamless. - Lockstone Keep / Old Watch Towers