Reviews from

in the past


After Baldur's Gate and Yakuzas and Dogmas of Dragons I wanted to play some weird short game and D is a game of which I've seen a Let's Play way back when, but I didn't remember it at all.
There's a reason for it: it's kinda bad.

D is a fully CGI point-and-click horror game in which you come to your mad father who took hostages and end up in his mind palace solving puzzles and slowly walking around. The game is very cinematic and I'd even say looks and sounds good if very dated, but its gameplay is nonexistent. Due to likely high costs of rendering everything the game is really short, featuring maybe 15-20 rooms at most and only few puzzles of which maybe two or three aren't "you saw a color or a number or a pattern, remember it and input it".

The biggest flaw of D is that it really likes to waste your time by design. You see, you can't save in D. You can't pause. The clock is ticking all the time and after 2 hours you will die. Apparently developers realized that it takes like half an hour to beat this game after implementing the time limit, so towards the end of the game you'll encounter the Rotating Room. The contraption is slowly activated and after a short animation rotates the room in which you are standing so that the door leads out into a random location. Now here's a kicker: most doors are just brick walls and there are many of them. Unless there's an internal code saying that 90% of the time player will encounter a brick wall I'd wager there are around 20 rooms and maybe 4 actual exits, which, again, are random, so good luck spinning the room for half an hour.

I wanted to enjoy D, and I kinda did. Its atmosphere is actually pretty good and the music is fairly spooky. Thankfully the shoddy voice acting is rare so it doesn't take away from the horror. What does, however, is the twist. Oh boy this game has twists. It hits you with the dumbest thing you could think of which is unfortunate considering the optional backstory scenes, last of which you'll encounter at around the same time, ARE quite scary and psychedelic in the way I really appreciated.

D is one of those games where like... I can't really say it's a GOOD game, but at the same time I can't help but love it. It's pretty short, it's clunky as all hell, and it's slow, but there's nothing else quite like it. And if there's one thing D gets right, its absolutely the atmosphere. Being a game made entirely of pre-rendered 3D cutscenes, its got a look and feel I just can't get enough of. On a gameplay level, yes, D might as well be nonexistant, but on an artistic level I love D. that being said, its moreso a game I recommend watching someone else play, rather than playing it for yourself

pretty cool idk. the story was weird and not in a super interesting way but like the game was enjoyable IDK. mixed feelings. not bad but not good.

decent game until it turns into a wheel-turning simulator and you are begging for it to end


I didn’t have Resident Evil as a kid, so this got a LOT of play. So much so that I hadn’t played it in 28 years but still knew it so well I blasted through it and got the good ending on my first try.

It’s slow and plodding, but I can’t hold that against it because it’s SO deliberately so and is crucial in setting the mood. And BOY what a mood this game strikes. J-horror has long surpassed this in the interactive space, but as a game from ‘95 it’s such an interesting title, and framing it as a product of its time it’s still interesting to come back to even today. I’ve always loved Kenji Eno’s experimental approach and wish he were still around today.

laura... please... important things are happening, could you maybe move a little bit faster

wanted something short to help get going with spooky season festivities so i decided to give this (my first Kenji Eno work at that) a try.

very much of its time in an aesthetic and gameplay sense but this has so much character to it. navigating through the settings and solving puzzles appear to have a larger scale to them than they actually are which helps make the timer involved give pressure.

the one puzzle with the safe and the rotating numbers that you have to stop was kinda rancid and the sole QTE in the game felt a bit busted but other than that i have no complaints.

absolutely cannot wait to play the next game in this loose series. i might even get to it before the season is up.

The speed at which you move kills this game for me. I know it would be a 15 minute game if you walked at a normal speed but whatever.

Interesting enough story/ending to try this game out, though.

2.5/10 game 10/10 Kenji Eno maneuvers.

this game goes hard once you get to the credits

loved the sound design and music but i couldn't really take anything else about the game seriously—it's just too goofy and the pace is excruciating

In 1993 Myst splayed open the point and click adventure game by reducing it to its barest essentials. Where the focus was less on complex chains of inventory puzzles but instead on understanding the alien logic of the world. Its innovative prerendered graphics were a hit among a more casual crowd of PC owners which cemented the game as a success. D seems to be playing in this ball park upping the ante by having the whole game be fmv and prendered graphics that move in real time with the player. You see Laura's every move in a way that wasn't possible with the static screens of Myst.

The concept behind D is interesting. The contrast of the modern city and modern horrors in the form of mass shooters with the classic horror of a torture castle and vampires seemed tailor made to reach some deeper level of horror or story that never comes. Really minus the pretty prerendered environments there isn't much here. The gameplay is slow and tedious with the only threat being the very generous 2 hour time limit that is only made scary when you realize that the puzzles here include precise slot wheel timing and a section where you turn a crank for the game to randomly spit out a room. The story is just silly and poorly told across the game, with Laura's dad simply repeating himself in every cutscene until the very ending when the entire lore is dropped.

Normally I try to keep an open mind with older games but there is nothing here to wow but the now faded cutting edge graphics, and unlike some I really fail to the influence this had on gaming minus a few future myst clones. Despite this game being popular in japan any "influence" this had on games like resident evil and silent hill can be more easily and directly explained via other games like Alone in the Dark.

It's a very bad interactive game, but luckily it sparked a lot of important consequences in the gaming industry, so ok, it'll do.

Это очень плохая интерактивная игра, но к счастью она дала толчок многим важным последствиям в игровой индустрии, так что окей, сойдет.

By today's standard's, D is a game that is more interesting in concept than in practice. The initial hook is great: the protagonist, Laura, has just two real-time hours to investigate why her father has gone on a shooting spree, or it's game over. The game is fully-animated with unmistakably retro 3D FMVs, and the gameplay consists of rudimentary puzzles and first-person navigation. Unfortunately, despite the strict two hour limit, the experience ends up being a slog due to the slow pace of every animation that plays during traversal and interaction with the environment. The most egregious example is a convoluted "puzzle" involving repeatedly turning a wheel to open different rooms -- trying to figure out the number of turns that correspond to each room would be nothing short of torturous without a walkthrough. The atmosphere is excellent and D is ambitious for its time (is this the first game with modern quick time events?), but it's probably better to watch your Let's Play of choice than to play it for yourself.

The controls are excruciatingly slow and I could not continue playing.

Won't say this game was great per se, but I got a good laugh out of the stiff early 3D animations and it was a game I was always very curious about so I'm glad I checked it out. Very random plot, but that's fine. It's a fun way to kill 2-ish hrs.

(This is the 108th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet/blog is in my bio.)

You probably know about Heavy Rain's JASON and SHAUN. Now get ready for D's Laura. Laura. LAURA... Laura. If you can appreciate the hilarity inherent in low poly character models coupled with the developers trying to give them serious, vivid expressions, D will have plenty of stuff to laugh at for you.

D, yes, just D, is an interactive horror game that initially released for the 3DO in April 1995 and later was released for the Sega Saturn, PlayStation and MS-DOS, as well as Steam and GOG decades later, where it's still available today. It's a game in which you control the main character through FMV sequences. Each time you choose to walk in a direction, a video plays moving the character in that direction, so there are only a limited number of spots in each room your character can stand in.

The director of this game is a pretty interesting character in his own right. Named Kenji Eno, he has done some wild shit during his time as a video game developer. For starters, he added some violent and pretty dark elements to the game, which he removed in a "clean version" shown to the publisher. Getting the game approved due to that, he then swapped out the clean version for the actual, violent/dark version on his way to the manufacturer, which is why we got that stuff in the game.

When the game released for the PS1, Sony did not print enough copies to match the pre-orders, which upset him so much that he exclusively released games on Sega platforms from then on. When presenting his next game at a SONY press conference, yes Sony, he showed a Sony logo warping into the Sega Saturn logo and announced the game would be a Sega Saturn exclusive. Again, AT A SONY PRESS CONFERENCE.

He also shipped condoms with one of his games "Short Warp" and probably even more wild shit I didn't find. Definitely quite a character, but his games, if they are anything like D, and they seem to be, are certainly not of the highest objective quality. He unfortunately passed in 2013 at the very young age of 42.

D is certainly a unique game for this time period where distinct video games releases and overall innovation were seemingly non-stop occurences, so let's see what it brought to the table.

STORYTELLING/CHARACTERS | 3/10

The game starts with an opening cutscene showing us a hospital at which a revered doctor turned into a mass murderer. Some text explains this to us alongside an awkward scene depicting a man with overly long limbs shooting a handgun with some weird looking recoil on it. Anyway, the text goes on to say that the daughter of his, Laura Harris, gets a message by the LAPD that her father went on a mass murdering spree, so get this, she rushes to the scene in her sports car and just rushes into the hospital while the LAPD just chills outside at their cars trying to contact the man, not giving a single fudge that a young woman puts herself in insane danger by going into the hospital on her own. When I tell you that video game developers trying their hand at storytelling during this era of games will be quite an awkward struggle, I'm probably understating that by quite a bit. All the more impressive what Kojima is about to do just 3 years later.

Back to the story. Laura gets into the hospital but gets teleported to some sort of castle where she is met with quite a task. Solve the mystery in two hours (no save points, no pauses) or start over. Here is where the game begins and you start doing a bunch of puzzles to find your way to your father, who regularly interrupts Laura by saying "Laura...Laura...LAURA", showing up in warped-head form, and telling her to not come closer.

It's a story that makes little sense, so unpacking it will do your enjoyment all harm and no good. Know that the poor voice acting makes the experience funny at times but it's not a priority for this game where atmosphere is more important to the experience.

GAMEPLAY | 8/20

The game, as explained, has you control Laura by clicking buttons on a directional pad to turn and move through FMV sequences that play out whenever you press something. If you get closer to an item you can interact with, click the circle button and a short scene plays out, such as Laura looking into a bowl that turns into a pool of blood, or a hand coming at you out of a mirror or Laura opening a door. That's pretty much it. You walk around and interact with stuff in a puzzle game / point and click adventure type fashion.

It gets the job done and the walking motion is quite cinematic, which adds to the feel of the game, but your interaction with the game is primarily solving puzzles and watching Laura as she veeeeery slowly executes your solutions and opens up her mouth wide to express surprise, shock or horror no matter what happens.

There are some sections that are slow and some that are even slower, but you should still be more than OK with the 2 hour time limit. At worst, it will take you two tries I'd predict.

MUSIC/SOUND/VOICE | 6/10

The voice acting here is twofold. You have Laura breathing heavily whenever she is scared and you have Laura's dad, the murderer, doing all the talking. It's pretty bad overall. The sound design gave me mixed impressions, as some sounds added to the atmosphere well and some didn't really sound all that accurate, like turning a handle early on in the game, which sounds like some developer letting himself get kicked in the nuts and squealing in pain. The soundtrack has a limited number of tracks in it, and they're OK. The game mostly lives on atmospheric sounds, such as the gong that you hear throughout the first area alongside some static noise. Music plays during interactions or other cutscenes do amplify the horror in a situation, and I think it does a solid job there, typical to any horror movie of that time you'd watch.

GRAPHICS/ART DESIGN | 6/10

You have many ways you can feel about the visuals in this game. On the one hand, you have the cinematic feeling of the FMV sequences, which are relatively well made actually. You got the aesthetic of the castle, the disgusting nature of all the bodies and the flashback scenes and also some of the animation as positives. The walking sequence also adds a lot to make the visual experience more distinct.

On the other hand, the character models lend themselves to hilarity, whether it's the overgrown limbs of the murderer, the Dwayne The Rock Johnson-esque shoulders on Laura or the exaggerated expressions on her face. Then there are the blurry textures and the 15 FPS the game runs in, which will dampen the experience depending on your sensitivity to that.

ATMOSPHERE/IMMERSION | 8/10

The atmosphere and immersion are the main priorities in this game, and I feel like the game does a solid job in that regard for the most part. The voice acting and character models can unintentionally make the game funny rather than scary, but depending on how susceptible you are to being frightened in horror games and the age you play this game at, you might actually get really scared by the game. The retro look and feel to it also amplifies that in these games I feel.

If you're wondering, the game does not kill you, but has plenty of jumpscares and near-death experiences in store for you, both optional and mandatory to experience, and there is one singular QTE fighting scene. You get these events nearly all the time, so tension is high throughout. It'll all depend on your tolerance. It's no Resident Evil 1 or Silent Hill 1 which would release for the PS1 in later years, but it definitely can be scary and disturbing.

CONTENT | 6/10

Content does not mean the game needs to have a lot of it. If the game takes only 2 hours to beat, how does it fill those two hours? Well, D has you running around doing puzzles, which is a straightforward process for the most part, but the castle is also filled with lots of optional areas to go into which will give you some scenes that you don't have to see. So both the mandatory and optional content is designed to have you on the edge of your seat as you figure out a way forward, and I don't think there is much wrong with that for a game like this. Execution lacks sometimes though.

LEVEL/MISSION DESIGN | 5/10

Moving around is a slooow process, which drags down the experience a bit. Then there is the rotation room, where you need to rotate a wheel around and then turn around and see which of 5 available doors opened. This happens randomly and seemingly 8 out of 10 times, you get a brick wall to appear, which means you can't enter that at all. You need to enter the remaining doors in a specific order, so you will be stuck for many minutes overall trying for the right door to appear. Rotate, turn around to check on the door, see that it's the wrong door, turn back around to the wheel, rotate again, turn around to check on the door etc. It's a really dumb level and takes over a third of the time you will spend on the game. Other than that, you got rather simple puzzles to solve, and that's that.

CONCEPT/INNOVATION | 4/10

A game full of FMV scenes that is not a Night Trap-like game but rather a horror adventure game was conceptually unexplored at the time, and looking at how the game turned out, I don't think D managed to get it quite right. That said, I can tell that with the start of the 5th generation of consoles, experimentation is a big theme, so I can appreciate that about D, as well as the fact that it atmospherically did plenty right.

REPLAYABILITY | 2/5

There is a good ending that you can impact at the last scene. Do a specific something and you'll get it. Don't do it and you'll get a bad ending. Exceed the two hour time limit and you get a game over ending. Then there are plenty of optional rooms to open and cutscenes to watch. I'd say those are kind of worth the second playthrough if you really enjoy the game, but no replayability here otherwise.

PLAYABILITY | 4/5

Works well, but the 15 FPS and the slow pace of it all makes it a slog to play through at times.

OVERALL | 53/100

I don't think the game is worth playing today because what it aims for has been done better by many of the horror games we consider mediocre these days. D doesn't stand out in any way anymore, but if you do see yourself as a retro (horror) games fan, D is probably a niche title you could get a bit of enjoyment out of for its 2 hour run time.

Excruciatingly slow, simple puzzles, and what feels like half of the rather short playtime is spent spinning a big ass dial.

But god is it cool as hell.

Thank god I had the option to speed things up with emulation, this game is super slow, the puzzles are pretty linear and the story is not all that great, the game's visuals were a little bit scary so I'll give it that, but I don't think I'd recommend this game to anyone

Dick

(Get it cause D, please like)

The only thing this game has is the "twist" and the "shock" of "cannibalism". Strip that away and you're left with an atrociously slow FMV game that looks, sounds, and plays bad.

The puzzles are awful and there's no real reason for most of the ones in the second half to be a thing, the FMV is terrible even for 1995 standards, and it is too slow for any fun to be had with it. Probably mindblowing at the time to have a game like this be made, but even back then the only impressive thing is that it was published, not the contents of the game.

did a quick replay to get the other ending and wrap up a few retro achievements.

just as interesting to play as the first go around. as a speedrun this is surprisingly satisfying, if not a bit simple and lacking in variation to replay.

one day i'll have to see what happens when you let time run out.


Cult classic that hasn't aged well. Ambiance was captured very well starting with the opening scene until the end of the game. The use of only full-motion video animated cut scenes, not digitized actors, opposed to in-game graphics was ambitious at the time. Although that comes at a slow pace loading each video from movement to obtaining items. You can argue the slow pace adds to the haunting atmosphere the game portrays. Short but unforgettable experience.

Why’d she finger the keyhole like that tho

I keep thinking about things to say about this game, but I can't think of anything other than "It has nice puzzles"