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‘Doorways: The Underworld’ Review: New Tricks

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Ever since Amnesia: The Dark Descent heralded an explosion of creepy, first-person horror adventure games back in 2009, the Steam market has been flooded with games from developers looking to take advantage of its success. Most fail to capture that magic — including the game’s sequel, Amnesia: A Machine for Pigs — while some attempts, like Outlast, have been far more successful. They often consist of a simple narrative, often told through collecting notes, and simple mechanics — no weapons or combat.

While a few developers have manage to find an audience for their games, a great many of the games in this popular new subgenre stumble when it comes to their narrative, atmosphere, or mechanics. The openness of the Steam Marketplace certainly doesn’t help, as it only enables more aspiring game makers to put in the minimum effort in order to make the next The Eight Pages.

It’s no one’s fault, really, but the deluge of too-similar-looking horror games shows that many indie devs don’t understand what it takes to make a “the next big hit.”

I was prepared to be disappointed in Doorways: The Underworld. The first two episodes were largely unremarkable, so reviewing the third and final chapter in this trilogy, which follows a private eye who’s tasked with tracking down a sadistic killer, didn’t immediately capture my interest.

The first two chapters weren’t aggressively bad; they just didn’t have much to offer the player or the genre. Collecting notes as an plot device has become trite, and puzzles that revolve around scouring every pixel of the environment to put together devices felt like work and wasn’t especially scary. The second chapter improved on the first, but it was still plagued by tedious puzzles.

As a follow-up to two moderately frustrating games, The Underworld is pleasantly surprising.

Not only does it fix some of the glaring issues that made the first two chapters a difficult slog, it introduces new features that improve on the atmosphere and gameplay. Though it now more closely resembles a few other benchmarks in the genre — most notably Outlast — it is a convincing testament to what the team at Saibot Studios is capable of.

In Doorways, players step into the shoes of Thomas Foster, tracking down a deranged and vicious killer through a series of abandoned, morbid-looking environments, just like before. The game begins in a labyrinthine underground dungeon, of sorts, with a series of lock-and-key puzzles preventing you from being able to proceed.

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This is the predominant aspect of the series, and though I came in expecting the same monotonous trek through darkened hallways, I was happy to discover the puzzles less tedious and intentionally difficult, so the game seemed to move along at a more generous pace.

The element of the macabre scavenger hunt still exists, but they’re less challenging this time around now that the items are hidden in locations that actually fit their purpose. For example, in the first chapters, a brightly lit room may be bereft of any items, while the pitch black room next to it will have exactly what you need. No one wants to spend twenty minutes searching for the last item in a puzzle, only to find it in the corner of a room you thought you had searched a dozen times before.

Similarly, the puzzles are tiered in a way to boost the player’s sense of how to solve them, a total departure from the past. A more complex variation of an earlier puzzle may present itself later on, so the player has an idea of how to solve it, without the game doing all the work. This cohesion, puzzle-wise, makes Underworld feel more complete and satisfying experience.

Overall, Underworld looks better, and not just because of the textures. The overall level design is better, and the world is more populated with items, creating a more authentic space. Not only that, but each room or area appears to serve more of a purpose. There are fewer dead-end places that exist just because, and the game is far more effectively horrifying for it. For God’s sake, there’s even a map at one point.

In other words, in terms of how it’s been designed, Underworld is a significant improvement.

It seems like the team listened to criticisms of the first release and improved upon the design to make the game simpler, more straightforward, and dramatically more tense and frightening. Even though the same sort of item hunt exists, the team has employed some neat tricks in order to heighten tension.

Environments have an added threat — which I won’t spoil — that makes the game infinitely more unnerving. It isn’t just about walking around in the dark, collecting items, which was what scuttled the first two chapters. It doesn’t rely solely on dark rooms and jump scares for a horror effect, and the result is something that rivals other, similar entries into this particular subgenre.

Underworld doesn’t compare unfavorably to Outlast, at certain points, even if it is a much less high-profile release. Some of the gameplay elements, like the monster encounters, are much closer to that game than they are not, which is so bizarre considering how little like Outlast the first two chapters were.

While the first chapters were primarily about puzzle solving under the auspices of exploration, this game is really, truly a horror title first. The sense of space feels decidedly more authentic, and then on top of that is the layer of the outside threat, the monster. I don’t know if the team was simply trying something new this time around, but it definitely works a hell of a lot better.

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There aren’t many monsters, but they make up for their lack of numbers by being vicious. I won’t talk in specifics, but the game approaches its scares from multiple different perspectives, and it’s really quite effective. There are chase sequences, jump scares, environmental scares, and just general dread. I’m not even a jump-and-shriek kind of person, but one moment in particular made me yelp louder than I have in a really long time.

There are some clunky elements to Underworld, but a great many of them (like the platforming) are holdovers from previous entries in the series. The biggest problem I had still relates to the tedium the game engenders with overlong puzzle sequences. The idea that solving the same kind of puzzle several times in a row is not appealing, especially when the game should be trimming the fat to make the climax more suspenseful.

It has a very strong second act, and though the third act puzzles are probably the most clever of the series, the back end suffers due to an uneven sense of pacing. It’s as though the three parts were completed separately and then spliced together to create a whole game.

Even worse, some of the design decisions actually feel like they are meant to prolong the experience rather than enhance it, which becomes very problematic. Sometimes the game mistakes tedium for tension, and that is a dramatic miscalculation as to why people play horror games.

Ultimately, I’m interested to see what this developer does next. Underworld is an interesting concept that could be expanded to continue the series or be rolled up into a much larger game. There are still some lacking elements, but this chapter of the game shows the series’ potential. The team learned to use the limited mechanics at their disposal to great effect, resulting in a game that delivers a steady stream of quality scares.

I may be awarding some bonus points here due to the comparison to the first two chapters, but the game I played this time around is way more interesting, tense, and game-like than the previous entries. If you’re looking for something to scratch the Outlast / Amnesia itch, then you won’t be disappointed with Doorways: Underworld

The Final Word: It’s clear developer Saibot learned a lot while making the first two episodes in this trilogy, and because of this, Doorways: The Underworld is far superior to its predecessors.

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Interviews

“Chucky” – Devon Sawa & Don Mancini Discuss That Ultra-Bloody Homage to ‘The Shining’

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Chucky

Only one episode remains in Season 3 of “Chucky,” and what a bloody road it’s been so far, especially for actor Devon Sawa. The actor has now officially died twice on screen this season, pulling double duty as President James Collins and body double Randall Jenkins.

If you thought Chucky’s ruthless eye-gouging of the President was bloody, this week’s Episode 7 traps Randall Jenkins in an elevator that feels straight out of an iconic horror classic.

Bloody Disgusting spoke with series creator Don Mancini and actor Devon Sawa about that ultra-bloody death sequence and how the actor inspires Mancini’s writing on the series. 

Mancini explains, “Devon’s a bit of a muse. Idle Hands and Final Destination is where my Devon Sawa fandom started, like a lot of people; although yours may have started with CasperI was a bit too old for that. But it’s really just about how I love writing for actors that I respect and then know. So, it’s like having worked with Devon for three years now, I’m just always thinking, ‘Oh, what would be a fun thing to throw his way that would be unexpected and different that he hasn’t done?’ That’s really what motivates me.”

For Sawa, “Chucky is an actor’s dream in that the series gives him not one but multiple roles to sink his teeth into, often within the same season. But the actor is also a huge horror fan, and Season 3: Part 2 gives him the opportunity to pay homage to a classic: Kubrick’s The Shining.

Devon Sawa trapped in elevator in "Chucky"

CHUCKY — “There Will Be Blood” Episode 307 — Pictured in this screengrab: (l-r) Devon Sawa as President James Collins, K.C. Collins as Coop — (Photo by: SYFY)

“Collectively, it’s just amazing to put on the different outfits, to do the hair differently, to get different types of dialogue, Sawa says of working on the series. “The elevator scene, it’s like being a kid again. I was up to my eyeballs in blood, and it felt very Kubrick. Everybody there was having such a good time, and we were all doing this cool horror stuff, and it felt amazing. It really was a good day.”

Sawa elaborates on being submerged in so much blood, “It was uncomfortable, cold, and sticky, and it got in my ears and my nose. But it was well worth it. I didn’t complain once. I was like, ‘This is why I do what I do, to do scenes like this, the scenes that I grew up watching on VHS cassette, and now we’re doing it in HD, and it’s all so cool.

It’s always the characters and the actors behind them that matter most to Mancini, even when he delights in coming up with inventive kills and incorporating horror references. And he’s killed Devon Sawa’s characters often. Could future seasons top the record of on-screen Sawa deaths?

“Well, I guess we did it twice in season one and once in season two, Mancini counts. “So yeah, I guess I would have to up the ante next season. I’ll really be juggling a lot of falls. But I think it’s hopefully as much about quality as quantity. I want to give him a good role that he’s going to enjoy sinking his teeth into as an actor. It’s not just about the deaths.”

Sawa adds, “Don’s never really talked about how many times could we kill you. He’s always talking about, ‘How can I make this death better,’ and that’s what I think excites him is how he can top each death. The electricity, to me blowing up to, obviously in this season, the eyes and with the elevator, which was my favorite one to shoot. So if it goes on, we’ll see if he could top the deaths.”

Devon Sawa as dead President James Collins in Chucky season three

CHUCKY — “Death Becomes Her” Episode 305 — Pictured in this screengrab: Devon Sawa as James Collins — (Photo by: SYFY)

The actor has played a handful of distinctly different characters since the series launch, each one meeting a grisly end thanks to Chucky. And Season 3 gave Sawa his favorite characters yet.

“I would say the second one was a lot of fun to shoot, the actor says of Randall Jenkins. “The President was great. I liked playing the President. He was the most grounded, I hope, of all the characters. I did like playing him a lot.” Mancini adds, “He’s grounded, but he’s also really traumatized, and I thought you did that really well, too.”

The series creator also reveals a surprise correlation between President James Collins’ character arc and a ’90s horror favorite.

I saw Devon’s role as the president in Season 3; he’s very Kennedy-esque, Mancini explains. “But then given the supernatural plot turns that happen, to me, the analogy is Michelle Pfeiffer in What Lies Beneath, the character that is seeing these weird little things happening around the house that is starting to screw with his sanity and he starts to insist, ‘I’m seeing a ghost, and his spouse thinks he’s nuts. So I always like that. That’s Michelle Pfeiffer in What Lies Beneathwhich is a movie I love.”

The finale of  “Chucky” Season 3: Part 2 airs Wednesday, May 1 on USA & SYFY.

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