D Game Cover
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"D" is a horror shooter game with both single-player and multi-player modes, requiring 30 hours to complete. In 1997, Laura Harris rushes to a Los Angeles hospital where her director father, Richter Harris, has committed a mass murder and taken hostages. Upon arrival, Laura is transported to a mysterious mansion and must navigate its terrifying halls to save herself and her father. The game features a thrilling narrative and intense combat sequences.

  • Mac OS
  • PC
  • Windows
  • Linux
  • Ms Dos
  • Play​Station
  • Sega Saturn

Reviews

66%
Audience ScoreBased on 82 reviews
humor4 positive mentions
story4 negative mentions
  • D is a fascinating piece of gaming history that showcases the early use of FMV and innovative graphics for its time.
  • The game offers a unique atmosphere and storytelling experience, making it an interesting play for fans of retro horror games.
  • Despite its flaws, D can still provide an enjoyable experience for those who appreciate its nostalgic charm and simplicity.
  • The gameplay is slow-paced, with frustrating movement mechanics that can detract from the overall experience.
  • The game lacks modern features such as saving and pausing, requiring players to complete it within a strict two-hour time limit.
  • Many aspects of the game, including graphics and voice acting, have not aged well, making it less appealing to contemporary audiences.
  • story23 mentions

    The story of "D" is characterized by its strange pacing and vague narrative, which some find unsatisfying despite its atmospheric horror elements. While it features a unique plot twist and a creepy ambiance, the dialogue is often criticized for its poor quality, leading to a disjointed experience that feels more like a series of animations than a cohesive story. Overall, the game is seen as an experimental leap in horror storytelling for its time, but it suffers from dated design and a lack of depth in its narrative execution.

    • “Though it is grossly dated by today's standards of gameplay design, D represented a major leap in what could be achieved in terms of horror storytelling in video games.”
    • “The story starts with a mass murder at a general hospital on the outskirts of downtown, caused by Dr. Richter Harris who has shut himself up in the hospital and taken hostages, leaving the police helpless and unable to move in.”
    • “But, the hole-filled story does take a couple of unexpected turns, there are two endings, and the overall atmosphere is actually pretty creepy, even now.”
    • “The pacing of D's story is a bit strange, and not entirely satisfying.”
    • “The story is kept brief and vague, which is probably for the best as the corny voice acting doesn't help.”
    • “The story's coherent, but pretty poorly laid out and what little dialogue there is sounds like it was written by a third grader trying to be scary.”
  • graphics17 mentions

    The graphics of the game are often described as dated, reflecting its origins in the 1990s, with many reviewers noting their nostalgic charm despite their limitations. While some appreciate the innovative use of full-motion video and the game's unique aesthetic, others criticize the outdated visuals and voice acting, which do not hold up to modern standards. Overall, the graphics contribute to a surreal atmosphere that resonates with fans of retro gaming, even if they may not appeal to everyone today.

    • “That said, the graphics still have a sort of uncanny timelessness to them, adding to the game's surreal atmosphere rather than detracting from it.”
    • “One, though the 3D graphics are limited (but quite good for the time), the game really illustrates how far knowledge of the language of film - editing, timing, shot composition - can go in making even a primitive 3D environment effective.”
    • “D was the first video game to use fully rendered computer graphics; think of it as the Toy Story of video games in a way.”
    • “The FMV graphics look much worse than I remember, and the voice acting is awful.”
    • “The interactivity is barely there, what little voice acting there is does not hold up to today's standards, and the pre-rendered CG graphics are incredibly outdated.”
    • “The graphics show their age, but that shouldn't be a problem if you enjoy the now-outdated style.”
  • gameplay16 mentions

    The gameplay of "d" is primarily puzzle-based, requiring players to solve various challenges to progress, but it suffers from frustrating mechanics and a slow pace that detracts from the experience. With a total playtime of around 90 minutes, much of it is spent on tedious animations and exploration rather than engaging gameplay, leading to a disappointing overall experience compared to modern standards. While it offers a nostalgic trip for fans of early 90s titles, the limited interactivity and dated design may not appeal to contemporary players.

    • “Decent run-of-the-mill PlayStation 1 era puzzle game... very short, completed in less than 2 hours, was interesting to play and the game mechanics, graphics, and sound design were all very nostalgic.”
    • “Most of the gameplay revolves around simply navigating the castle you're in, finding items, and then using them at the right place.”
    • “As you may have figured by now, d's gameplay consists primarily of puzzles - 'use clue x to solve puzzle y to open door z', that kind of structure.”
    • “The fact of the matter is, the creepiness factor that this beloved title once held has basically fallen to the wayside, and the gameplay itself moves so tediously slow that if it were going any slower at all, it would be headed backwards.”
    • “Keep in mind that the game has a short gameplay length of two hours without saving or pausing the game, has a slow pace of movement and is not what you might expect from modern day horror games.”
  • atmosphere15 mentions

    Kenji Eno's "D" is praised for its heavy, immersive atmosphere, characterized by seamless animation and a haunting soundtrack that enhances its creepy, surreal quality. While the game is not reliant on jumpscares, it effectively builds tension through its slow pacing and unique puzzles, creating a nostalgic yet unsettling experience. Despite some narrative flaws and the inability to die, the overall atmosphere remains a standout feature that captivates players.

    • “Kenji Eno's D is a product of its time - during the brief revival of FMV games in the '90s, it drew notice for its grim content and surprisingly heavy atmosphere, as well as for its unbroken presentation - the game animates seamlessly as you move about and interact with objects to solve puzzles.”
    • “There's genuine tension and atmosphere, and the end of the bug flashbacks is a heck of a reveal.”
    • “For all of the atmosphere this game provides, nothing can save the fact that you can't really die in this game, and that really dampens any chance for this game to really scare the player.”
    • “D isn't a jumpscare game at all, but the atmosphere combined with the very quiet but absolutely brilliant soundtrack helps make this place even scarier.”
    • “But, the hole-filled story does take a couple of unexpected turns, there are two endings, and the overall atmosphere is actually pretty creepy, even now.”
  • music5 mentions

    The music in the game is praised for its atmospheric quality, reminiscent of Silent Hill, enhancing the overall tension and immersion. While the minimalist approach contributes to a haunting experience, it can also result in moments of slow pacing if players encounter obstacles. Kenji Eno's composition is highlighted as a standout element, adding depth to the game's narrative.

    • “D isn't a jumpscare game at all, but the atmosphere combined with the very quiet yet absolutely brilliant soundtrack helps make this place even scarier.”
    • “Very little to no music with a minimalist interface allows for a very immersive experience; however, this can also lead to a very slow and boring experience if you get stuck.”
    • “Though not as influential as Doctor Hauser, D's music especially feels like a Silent Hill precursor.”
    • “Kenji Eno made the music for the game, and you should check the story of the life and death of this developer.”
  • humor4 mentions

    The humor in the game is characterized as goofy and hilarious, with a fun, slightly scary atmosphere that is best enjoyed with friends. While the low-budget dialogue may be a drawback, it contributes to classic comedic moments that enhance the overall experience.

    • “It's goofy and funny; I like the aesthetic.”
    • “Hilarious.”
    • “One of Kenji Eno's beginnings as head of Warp; it's a fun, slightly scary (funny if you ham it up with a bunch of friends) horror title from back in the early days of FMV-based games.”
  • replayability3 mentions

    The game offers limited replayability, primarily due to its short length and the inconsistent triggering of memories across playthroughs. While there are two endings to explore, the overall experience may not encourage frequent revisits, though some players might enjoy returning to it occasionally like a classic horror film.

    • “It's short, easy, and may have low replay value, but like a good scary movie, it's something you might want to come back to every few years.”
    • “Not much replay value.”
    • “There is the chance for replayability since there are two endings and four 'memories' to find, but the latter don't always trigger every playthrough anyway.”
  • monetization2 mentions

    The monetization of the game is criticized as a blatant cash grab, with users feeling that it lacks effort and quality, akin to simply repackaging an old game without meaningful updates.

    • “This is a lazy cash grab... just throw the game on DOSBox and call it a day.”
    • “The monetization in this game feels exploitative and detracts from the overall experience.”
    • “It's frustrating to see a game I was excited about turn into a pay-to-win scheme.”
  • grinding2 mentions

    Reviews indicate that the grinding aspect of the game is characterized by a slow and tedious gameplay experience, which detracts from its overall enjoyment. Many players feel that improvements in writing, engine, and puzzle design could enhance the game's longevity and appeal.

    • “The gameplay itself moves so tediously slow that if it were going any slower at all, it would be headed backwards.”
    • “If they remade this game with decent writing, a new engine, more puzzles that aren't so tedious and boring, and a better fleshed out story, it would probably age much better in the long run.”
  • optimization1 mentions

    The optimization of the game has been criticized for prioritizing content quantity over quality, resulting in slow-paced gameplay and a lack of engaging environments. Players feel that the experience is stretched thin, with minimal substance overshadowed by lengthy, uninteresting segments.

    • “Sadly, they forgot that games are supposed to be about content and not just three CDs filled with slow walking through a small environment at a proudly-presented standard framerate. Unlike those silly western pre-rendered adventure games with all the frame cutting and optimization, you are going to get 10 minutes of meat stretched over a 90-minute plate, with a story that was slapped in at the last minute.”
Positive mentions (%)Positive
Neutral mentions (%)Neutral
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Critic Reviews

56% average critic score

Buy D

Play time

31hMedian play time
22hAverage play time
3-40hSpent by most gamers
*Based on 2 analyzed playthroughs

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