![]() ![]() ![]() Only the search of clues and multiple plays will make the events more clear, showing a mature and twisted plot full of symbolisms. The storytelling is fragmented and cryptic. The art style is unique and interesting, particularly the enemies, creepy and symbolic guests of the house. The house is like a nightmarish and alive Escher painting, with hidden endless corridors and rooms full of stairs. And the main character is there, a little point alone in these multiple rooms, while the lights start to suddenly turn off. In each play you will see new rooms, new furniture, while a zoom out function will help you to see the completeness of the house. The real protagonist of the game is the house, a sort of living organism that will randomly expand and change every time. Are you brave enough to try this game in the middle of the night? Between real or fake urban legends (Bloody Mary style), these notes add a level of creepy suggestion that goes beyond the game only, especially if you are playing the game alone at night (recommended). The best examples of this creepy metagaming are the “games to play at night”, a collection of activities to do in the middle of the night, like watching outside in the dark and imaging faces. Moreover, some specific pieces of evidence, diary pages and notes are also addressed directly to the player. For example, the main character will often address directly to the player, watching the camera while talking. ![]() The game is an incredible example of metagaming in the pure essence of the word, and is able to disintegrate the fourth wall involving the player to a new level. Then, with time, you will start to understand the hidden mechanisms of the game, that some voices are trying to help you, or that is better to leave some lights off. No tutorials, aims or guidelines, everything is unfair and against the player, cheap deaths are behind the corner. The game doesn’t want to help the player in any way. Nothing in Knock-Knock is useless, but it is there for a specific reason, maybe for the plot or as fundamental gameplay advice. These voices are one of the most scary factor, listening a little girl saying “I am here” while the light suddenly goes off is truly a nightmarish experience. A girl will tell you to stay, while a man maybe will threat you saying “I am coming”. Lighting will suddenly crash the light bulbs, while different and mixed voices will talk in your head. The sound compartment is incredible and creates a dense atmosphere of disturbing insecurity. Because a unique atmosphere is what Knock-Knock is aiming for. The gameplay is simple, but this is what the game wants to be: an uncomfortable and mental experience, not just a normal game. During the night, instead, the objective is to survive to the arrival of unwanted guests, while keeping the lights on. ![]() During the day you can explore the house and the woods, searching for fragmented clues on what is happening. The main character is not a healthy person but is affected by a severe mental instability. This is the introduction of Knock-Knock that is already telling two important things: 1) this is not a normal game so don’t expect pure gameplay, but a unique experience 2) the game is clearly playing with you, faking to be a sort of “found footage” videogame. It is more like an interactive meditation, reenacted from scattered evidence, that happened to fall into our hands.” “What you see before you is not exactly what one would call a game. Knock-Knock is an experience different from any other game, it is more an insomnia or sleep-walking simulator. ![]()
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