Last time, you decided thatDark Souls bonewheels are better than in-game memorials to players.
Reader dear, I now know how you wish to be remembered.
This week, I ask you to choose between deadly openings and safe closings.

What’s better: mimics, or tactically sealing doors?
You go to bring up the chest and surprise!
it’s an actually a monster waiting to feast on adventurers.

Lately, many of you will likely have been gnawed on by a bitey box inBaldur’s Gate 3.
Not nearly as pretty a mimic as Dark Soulses’s, mind.
The mimic is a joke which only works once per chest, unless randomised.
But if it hits you right?
Oh video game, you scamp!
An absurdly unlikely fantasy beast to punish me for the greed you encourage?
Oh, you rotter!
Not only is sealing quite rare in games, lots of what we do get is cinematic.
You must seal this door to progress in this scripted plot.
A shame, because it’s such a joy as a dynamic element.
Cop games often like a seal.
The SWAT games have offered door wedges that can stop suspects fleeing or from jumping you.
Rainbow Six Siege has gone absolutely wild with deployable barricades, a huge part of the game.
Hell, most of us do this every time we walk through our front door.
It’s a nice little tactical gamble too.
It might keep the enemy exactly where you want them.
How fast can you unjam that door?
And who will watch your back?
Give me more opportunities to soar high with masterful plans and crash hard with hubris.
But which is better?
The mimic is funny (and often a cutie) but you know what’s also funny?
Luring your raging brother into the bathroom then locking the door.
But I’m not in charge here; which do you think is best?