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Sorry We’re Closed (Xbox Series) Review

Love can be hell.

Sorry We’re Closed is a smart and stylish hybrid of character-driven visual novel, first-person shooting, Silent Hill’s dual-reality horror, Resident Evil’s survival-horror formula, and a bit of that tragicomic weirdness of Deadly Premonition in some of the writing and cutscene direction. It’s not as singularly good as those classics, but it has a satisfying survival-horror framework, visual style, and fantastic original soundtrack that complement a strong narrative thread.

Come for the story…

I found the classic gameplay mechanics engaging enough, but Sorry We’re Closed is primarily caried by the well-paced, choice-heavy story that repurposes a familiar tale of angels and demons as a not-so-subtle allegory for the inherent dangers of falling in love and navigating dysfunctional relationships. As such, half your time is spent simply exploring a small neighbourhood and a demonic hotel, chatting to significant NPCs, and making decisions that affect other relationships and protagonist Michelle’s fate.

The story begins as Michelle, coasting along in limbo since breaking up with her girlfriend three years prior, finds herself cursed by “The Duchess”: an arch-demon that’s been kidnapping mortals in the hope of finding “love” to fill a void created when she was cast down from the heavens. Several confusing and horrifying encounters later, Michelle finds herself gifted with a literal third eye that allows her peer between realms with a satisfying snap of her fingers. This ability brings with it the realisation her neighbourhood sits on the edge of the underworld and is home to an assortment of celestials – angels and demons – who masquerade as mortals to socialise with or manipulate those around them.

Events escalate over the course of four days as the curse takes hold, giving Michelle an opportunity to engage with the small cast repeatedly, get advice, give advice, complete small side quests that usually boil down to finding and delivering items, and face a dozen or so major choices that influence the end-game sequence and available endings. As the narrative is a highlight, I don’t want to spoil too much, but what Sorry We’re Closed does best is present you with characters that seem like classic good or evil archetypes, before delving deeper into their motivations and leaving you conflicted.

Is it possible to find love without making yourself vulnerable? Can you sustain a relationship without change and sacrifice? Does someone deserve a second chance if their intentions are pure? Do those who’ve done terrible things out of fear still deserve a chance at redemption? Familiar themes that have been tackled in other media, but despite its quirky premise, Sorry We’re Closed’s great writing and relatable cast made it one the best explorations of love and relationships I’ve seen in video game form.

…stay for the gameplay

Of course, as a video game, you expect gameplay. Sorry We’re Closed is no slouch so long as you can accept the back-and-forth flow between dialogue-heavy interludes and traditional survival-horror “dungeons”. Each day has Michelle exploring a new location to find a victim of The Duchess – all mortals that refused her advances, descending into madness and monstrous forms that reflect some of the most damaging elements of transactional love or one-sided relationships. Although I enjoyed seeing the consequences of my early choices influence the end-game, these early dungeons were the highlight as a fan of the survival-horror genre.

Each location is visually distinct and creepy; packed with weird encounters, combat, key hunts, and puzzles; and they culminate in an epic boss fight that reinforces the narrative themes through creature design and the accompanying original soundtrack. It often felt like a mix of classic Resident Evil absurdity with a Silent Hill twist thanks to Michelle’s third eye vision. You explore a grungy underground station, a delipidated aquarium, a surreal crypt, a twisted dream realm, and ascend a corrupted hotel – each new location bringing with it tougher foes, more interesting puzzles, and more lethal traps. You’ll often backtrack through an area once or twice, and the more thoroughly you explore, the more ammunition you’ll have to clear out paths, and the more artefacts you’ll find to fund a small selection of upgrades.

Sorry We’re Closed switches to a first-person view when aiming, as the focus is on hitting exposed weak points to conserve ammunition, quickly defeat lesser foes, and charge up a “Heartbreaker” shot to deal with tougher demons, bosses, and even a few puzzles. The axe, pistol, and shotgun can fell most enemies at range, but you’ll need to master hitting weak points when Michelle triggers her third eye vision. This grants a second or two of stun to line up a shot, with each successful hit granting another brief stun to line up the next weak point.

It’s an intense but fun system that rewards racking up combos, especially while dodging the blows from massive boss creatures, but both lining up Michelle before aiming and quickly switching between weak points can feel a little sluggish using a controller.

Love can be hell.

Minor combat gripes aside, Sorry We’re Closed is easy to recommend to survival-horror fans looking to intersperse the action with a thoughtful player-driven narrative that alters later encounters. If you’re comfortable with the gameplay style or happy to drop the difficulty, I’d also say it might be worth a look for traditional visual novel fans that want a quirky but no less thoughtful exploration of love and relationships.

Sorry We’re Closed was reviewed on Xbox Series S|X using a code provided to gameblur by the publisher. It is also available on PC, Xbox One, PS4/5, and Nintendo Switch.

Sorry We’re Closed (Xbox Series) Review

Sorry We’re Closed (Xbox Series) Review
8 10 0 1
8/10
Total Score

The Good

  • A thoughtful exploration of love and relationships by way of demons and angels
  • A day-by-day narrative structure with plenty of player choice moments
  • Satisfying survival-horror “dungeon” sections and intense boss fights
  • Stylish 32-bit era visuals and a great original soundtrack
  • A new game+ mode to streamline replays for different endings

The Bad

  • The storytelling would have benefited from voice work
  • Pulling off weak-spot shots can feel inconsistent using a controller
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