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Doorways: The Underworld Launches On September 17th

One Angry Gamer "Saibot Studios sent out word that Doorways: The Underworld will be coming soon to Steam’s Early Access platform, but it hit a bit of a hiccup and so it won’t be arriving in August as the studio had originally planned. Instead, the game will be made available starting September 17th in nearly one month’s time."

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6.8

Doorways: The Underworld Review | 3rd-strike

Subsonic writes:

"There are a lot of horror games coming out lately but most of them turn out lacking or simply not fun. It’s time to take a look at the third chapter of Doorways games! It features repetitive gameplay but might sometimes get a scare out of you when you least expect it. One of its better features is the sound but it lacks the coherency between sound and gameplay."

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3rd-strike.com
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7.0

Doorways: The Underworld Review | WGTC

Andrew from We Got This Covered wrote:

Is it possible that we’ve nailed down the finer points of what makes a good horror game? It feels as though we’ve reached a golden age in terms of scary video game story and mechanics.

Many of us have our own ideas of what constitutes great horror. We know what scares us. Saibot Studios’ Doorways: The Underworld is the third instalment in a series of games that perpetuate the trend of horror titles that strip the protagonist of any heroism and unleash them into some twisted world with nary so much as a, “Good luck, sucker.”

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wegotthiscovered.com
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Doorways: The Underworld Review | GIZORAMA

John Wyma, GIZORAMA - "Before we dig deep into the meat of this review, let me first be perfectly clear in stating that horror as a genre for videogames is hardly a new concept. I mean, flash back fifteen years to the debut of the first Silent Hill and tell me that today’s spin on the spooky is refreshingly topical instead of tiredly necrotic. I’m not saying that genres can’t be recycled, because of course they can, they need to be. What I’m saying is that a key element of what makes horror games scary is the idea of the unknown. You don’t know what’s behind the door, and you can’t tell where that ghostly whisper is coming from, at least for the first playthrough, and therein lies the problem. Scares like this aren’t wash and wear, they’re a one-time thing, and it’s hard to replicate that over years of successive (successive, not successful) games."

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gizorama.com