October 28, 2024
Videte Ne Quis Sciat
The first title by the award-winning Seville-based studio “The Game Kitchen”.
Even without being as popular as its later releases, “The Last Door” is a great adventure that presents us with a simple story, but one that gradually immerses us thanks to its atmosphere and TV series-style format, with seasons and episodes.
If you’re looking for a mysterious, dreamlike adventure with an atmosphere in the pure style of H.P. Lovecraft, that doesn’t require too much focus and can be played in spare moments, give this game a chance.
Before continuing, I’d like to highlight that the studio released the assets from the first season, a huge contribution for creators and a show of support for the indie industry.
Videte Ne Quis Sciat.
Inventory items disappear once used and no longer needed.
The minimalist pixel art style, which, despite having limited pixels, manages to bring details and immersion to its scenes.
The soundtrack is fantastic; Carlos Viola’s quality signature helps us immerse further in the story and sequence of events.
The gameplay mechanics continue the minimalist style of the graphics: click to explore, another click to pick up items, simple inventory item combinations… avoiding the need to use verbs as in other classic adventures.
The game offers different accessibility options such as a dyslexic-friendly font, text that only changes upon interaction, and sound and music subtitles.
The episodic format suits the game very well, allowing us to solve puzzles in short segments, creating anticipation and saving us time compared to situations in genre classics, which would make us try an item found early on with everything throughout the entire adventure.
There isn’t much “pick & delivery” issue, avoiding repetitive back-and-forth without anything interesting in between.
Some details in the game seem to be early signs of what the studio was preparing for Blasphemous. Game Kitchen sure loves rosaries! 😛
A well-crafted homage to Lovecraft’s work. Doctor Armitage!!
The second season is my favorite:
The double-click doesn’t speed up the character’s movement. Although we can quickly exit a previously visited scene (by clicking a door with the double arrow icon) and the game’s pace is relaxed, I would have liked the option to speed up character movement at any time.
The first episode has some extremely easy puzzles.
Clicking on the edge of a scene doesn’t advance to the next unless I click precisely on the exit icon.
Not a big fan of the character’s sound effect when walking over wooden platforms.
I would have liked it if, to observe interactive areas, the character had to approach rather than interact from a distance.
Starting from episode 2 of the second season, I started experiencing something odd in the initial rendering of scenes:
Bug with “Baldwin” (First season - episode 2):
Dark screen bug (First season - episode 4):
Masked statues bug (Second season - episode 2):