The routine actions are simple, and both Sarah’s puzzles and the memory test are easy. Days 1 and 2 are meant to serve as an introduction to Bob’s daily routine and the format of the game. However, I’m going to combine the first two sections because there’s not much to distinguish them. With the general stuff out of the way, I think it’s best to tackle each section of the game individually. That being said, I understand that the blandness is a thematic necessity and it has a purpose, so it’s not much of a problem, and it makes the game unique in its own way. Even when color is brought in during the dreams and the finale, the colors feel a little less vibrant than the ones we’re familiar with. This feels like a detriment at first, as the distinctive color schemes of the games give each one its own atmosphere and character. The game makes an interesting choice in its use of color, or lack thereof. Although these features may throw veteran players at first, it is easy to adapt to them, and they work particularly well in the context of the game (one of them in particular adds incredible new dimensions that we will discuss later). The new game presents us with several new features, including a third-person camera, a split screen, extensive dialogue, and no inventory. It’s also co-published by a new studio, Second Maze, allowing it to break from the traditional Rusty Lake style, despite remaining in the same universe. The White Door comes after a year of no Rusty Lake content, so it was highly anticipated by the fans. If you haven’t seen the rest of the reviews, I’ll post links in the comments. After a long drought, I’m back for another review, this time tackling the latest entry in the Rusty Lake Saga, The White Door.
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