Mark Foster (Death’s Door programmer, writer and animator) and David Fenn (Death’s Door producer, designer, composer and sound designer) told IGN that with the success of Titan Souls they were able to make the game of their dreams in Death’s. Door.
“We’re still small, but this is definitely the biggest and most ambitious game we’ve ever made,” Fenn said. “We’ve done our best with a fairly expansive and varied world that we believe has its own distinctive vibe and atmosphere throughout. It’s full of hidden little touches. [and] great secrets “.
Souls collected from defeated enemies act as currency, and with enough, players can upgrade their raven’s speed, weapons, and other stats in the grayscale core world called Hall of Gates, the realm occupied by the crows. From there, players can enter the doors when unlocked to jump to specific areas in the colorful open world where they will fight bosses for souls, meet friendly forest spirits, or run and try to find the game’s collectibles, Shiny Things.
“If you go and explore after having a new power, you can find these little trinkets in the game … You get this nice little model to look at that will have a tradition,” said Foster. “Some of them might give you clues that can be used elsewhere for other puzzles and things.”
Foster and Fenn said that game franchises like The Legend of Zelda and Dark Souls were design inspirations for Death’s Door, along with aesthetic inspiration from the Studio Ghibli films. But, as with Titan Souls, Foster and Fenn said their goal was to design Death’s Door with tight, minimalist, fast-paced combat.
Death’s Door is coming to Xbox and PC consoles this summer. For more information on the ID @ Xbox Twitch Gaming Showcase, be sure to read IGN’s preview of Nobody Saves the World.
Miranda Sánchez is the executive editor of guides at IGN. You can chat with her about video games and fountain pens at Twitter.