Doors - HighrezGaming

Search
Go to content

Main menu:

Reviews > PC

Doors / 12th of February 2016

Doors is something of an oddity, a very short indie project developed by a single man with a possible bacon addiction, Calvin Weibel. In it, players traverse a highly stylised, Unity powered visual feast to come face to face with a series of logic puzzles that must be overcome in order to try and discover the truth about the situation that they find themselves in. Can they do it? And perhaps most important of all, is the bacon a lie? Let’s find out.

Stylistically speaking, Doors is something of a huge homage to Play Dead’s mighty puzzle-platformer, Limbo, adopting its bleak grey landscapes and droning ambience to create something that feels bigger than the sum of its parts. These drab surroundings give way to a locale that feels equally as familiar about halfway through when the game suddenly thrusts you into a lifeless series of corridors and offices in what feels very much like a tribute to Portal (this becomes even more apparent upon completion). Much like Valve’s physics based puzzle game, Doors is ultimately set in a future dystopia given character by the game’s wonderful signage and graffiti, some of which makes reference to the brilliant George Orwell, but it’s probably not the book you’re thinking of…

Control-wise, Doors is very simple to manoeuvre, with just basic movement keys and the mouse for looking around, which is all it needs really as the underlying gameplay is equally simplistic. In it, the player moves along a short track – this could be a trek through a forest or a cave – until they find themselves confronted by a small selection of doors (hence the name), above which statements can be read. On the ground before them, “The Director” will provide the necessary rules for each puzzle, indicating how many of the statements are correct, and how many are erroneous declarations. Using the data provided, the player is then left to decipher the conundrum and devise which door leads to further progress through the game, which will obviously take them one step closer to bacon – this being the ultimate prize, and potentially the entire meaning of life.

Choosing incorrectly results in an immediate death, and a return to the previous save point, though thankfully, there is always one at the start of each puzzle area, so there are no real consequences for failure – which should mean that this puzzle game can be played, and completed by everybody, even me! Of course, given the nature of the puzzles themselves though, it’s appeal is obviously going to be somewhat limited, and the most dedicated of puzzle game fans may not take to its lack of consequences, which means that players can simply try each door consecutively until they find the correct one, as opposed to solving the riddle as it was originally intended. Its gentle approach is a great concept as an attempt to find universal appeal, but it could perhaps do with an additional “hardcore” mode for those seeking to take another run at it on a higher difficulty.

Still, coming in at under an hour in length, Doors is hardly asking gamers to give up too much of their time to it, which is perhaps it’s greatest strength, as by the time the rather short credits roll, you’ll be left wanting more. It’s undoubtedly a unique take on the puzzle genre, and it has enough style about it to make it a fine deviation from whatever else is occupying your time, and a fairly fitting homage to the games that I mentioned earlier, along with another indie darling, The Stanley Parable. I can’t say at present how much Doors is going to be priced at, but I’d expect it to be cheap, and that’s assuming Mr Weibel even charges for it at all, so there’s really no excuse to not try it at least once.
James Paton
 
Back to content | Back to main menu