For my final completion of the month, I've finished Death's Door (Xbox X|S). I first heard about it when seeing a lot of people compare it to Tunic, and the two do have some things in common such as their Zelda inspirations and drab, plain art style. The combat is a little more involved and flows better, but still feels tedious at times with the large amount of hits that enemies and bosses take to defeat. The game is more linear than I was expecting, but there's still a little bit of exploration in each area, which I like. Some of the wacky characters belie the serious and dark tone, though the game does seem to treat the subject of death with a certain brand of irreverence. Overall, Tunic has the more interesting premise, but Death's Door has the better gameplay, making them tough to compare. I'd probably rate the game Breadcrumbs out of Feeding Birds.
Yes, I completed Death's Door a year or so myself and had much the same issue: strangely punishing difficulty for the kind of game this seemed to want to be, mostly because of spongy enemy health bars (which get even worse if you go for the trophy that has you beating nearly all the game with the .5 damage umbrella, as I did on my 2nd playthrough). Overall, I do think I prefer Death's Door to Tunic because Tunic has pretty much the exact same issue, but Death's Door has more for the player to do. Combat just flat out sucks in Tunic.
It looks like I probably won't get to finishing House of Ashes and The Devil In Me before the end of the month due to some family stuff going on, but I did accidentally roll credits on something I was picking away at last month: the
Side Order DLC for
Splatoon 3. I had mostly made my way up the Tower of Order last month, but got stuck on the final boss and his cheap eye beam move spam. Yesterday, on my lunch hour, I decided to do a run just to kill time, but with the main splat gun instead of the Splat Dualies.
To my surprise, I had an exceptionally good run that ended with me conquering the final boss after I got home and rolling credits. I only died once, and yes...it was to those damn eye lasers after getting stuck in enemy ink. I can't say I did anything differently this time. I just happened to have a round where I managed to keep the ink flowing around the boss so he couldn't trap me. Maybe the Splat Dualiers just have really terrible ink capacity.
In general, I hate the main Splatoon Multiplayer (but love Salmon Run). I get why people like it, but to me it's far too limited. It's not really possible for players to play alternative roles where they can better contribute, and by this point in any Splatoon game's life you're only playing against the super diehards who play nothing BUT Splatoon, and it's really not fun getting wrecked every single match as a new player with access to both "****" and "all" in terms of weapons and abilities. And I've had THAT particular issue with every Splatoon game: MP is only fun at launch, when everyone's on a level playing field.
I've also found the SP offerings in the Splatoon games pretty mediocre overall, but the real draw of these games has consistently been the DLC. It was the best content in Splatoon 2, and it's the best content here as you climb a 30 floor tower full of randomly-generated scenarios and floor layouts using your (unlocked) personal pick of weapons. My only real issues with the DLC (besides the design of that final boss) are the boring visual presentation and the limited selection of modes and maps the DLC has to work with. There could just stand to be more variety in general.
I know there's more to this DLC in conquering it with every weapon, but I really don't care to waste hours trying to take some of these challenges on with weapons I truly loathe in the main game, even as the Pallet modifiers change the way they work.
I look forward to the DLC being the best part of Splatoon 4, damning with faint praise as that is.