You're Death's right hand. You'll explore the world of Siradon and "discover the true price of immortality." In a cool twist, you'll discover that dying is not permanent and that all of your deaths amount to progression on an alternate plane, and not simply to a literal pile of corpses in the real world. But much more significantly, you'll tackle this unforgiving side-scrolling adventure and discover the lamentable intersection of arresting art, misguided ambition and faulty, unsatisfying gameplay.
Death's Gambit has been compared to the Souls series, labeled a challenging metroidvania, and likened to Shadow of the Colossus. None of that is quite right. It's a small game, with closely connected passages made to seem even closer by the fact you can travel between areas on horseback. (You can just as easily get around without the horse, in which case your loyal steed stands in one place for the rest of the game, neglected and unwanted.)
The world of Siradon is sparsely populated, and the feeling its near uninhabited caverns, forests and hallways invokes, treads the line between haunting, Metroid-style isolation, and boredom inducing vacuity. But maybe that's part of the plan. Maybe this is the Shadow of the Colossus inspiration rearing its head, in which case, the lack of enemies would be by design. When the important enemies -- the bosses -- reveal themselves, it will all make sense. Right?
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