Getting lost in Death’s Door’s final secrets •

Getting lost in Death's Door's final secrets •

Salvation! Over the next few days, we’re going to revisit some of our favorite games, moments, and themes and so on from this very weird year. We hope you enjoy looking back with us!

Spoiler Warning – This part explains how the Death’s Door endgame works. It’s intentionally light on details, but it’s highly recommended that you check out the post-credits moments first, of course – this is one of the best games of the year, after all, because our The Door of Death review Explain.

We’ve all played Metroidvanias and Zelda enough to know what to expect now. As you reach a new area, you’ll come across things that you can’t unlock, reach, or just fathom here and there – so you just move on and put it in the recesses of your mind, knowing you’ll figure it out later.

It happens over and over again, knocking out my favorite part of these games – an excuse to go through each area again with a fine tooth comb, sweeping up whatever you’ve been missing out on. It’s a victory lap of sorts; go through opponents who easily beat you on the first try, use your newfound abilities to uncover more secrets, all of this to mop up all those final upgrades and make you even more powerful before you jump into the final encounter.

Death’s Door has the same delicious attributes, but with a twist. It starts with a key, filed after the credits roll, and it’s used on one of those sightings you probably saved for later – a steeple, tucked away in a corner of the world but almost impossible to miss, overlooking the Porte de titular death. So you unlock the door, climb the ladder to the top, and hit the bell – and when it rings, everything darkens. Literally – day has now turned into night.

What do you do after? Obviously the game doesn’t tell you that. So you explore and find ghosts following you. It’s new! But what does that mean? You are puzzled again – until you realize that you can help them find a home. Once you identify the spectrals, you realize that other areas of the game are now also under cover of night and have their own weird secrets – and so a chain of new discoveries and experiments begins to unfold, some of which are give closure to its brilliant and bizarre cast of characters, and others by introducing new ones.

What makes Death’s Door special is that he understands that this kind of endgame is less about finding a new challenge and more about a sweet rediscovery, of being strangely nostalgic for the trials, sights and sounds that you experience. lived a few hours earlier, and the mute state of hitting that bell – with its soundtrack substituted for the soothing wind, and the world now bathed in a calm moonlight glow – fits that mood perfectly.

I probably spent more time at the end of the game than doing anything else at Death’s Door – and it was time well spent.

All of those sightings that you couldn’t piece together are there too, of course, to keep you busy while you find out and reflect on what the endgame has in store. After discovering the purpose of the steeple, I spent the next few weekend mornings with a new routine – got up, brewed coffee, and spent a few hours exploring everything again to see what I had. lack. I would inevitably fail – some of Death’s Door’s secrets are extremely well hidden – but I didn’t mind. I was happy that things gradually fell into place and that everything was happening in my head in the hours and days that followed, as all the best games do. And what a Death’s Door game is.

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