2/1/2024 0 Comments Creepy nightcore knockknockThe 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. One of them is a rather average one (for Knock Knock, that is) until at one point, if you hear a voice speaking, it tells you to stop the game immediately, because now The Invisible is there.Knock-Knock is an experience different from any other game, it is more an insomnia or sleep-walking simulator.One of them gets extra creepy, though, when it starts with you getting out of the house and coming back, and then finding the same table ready with plates and candles that was supposed to be put by yourself to invite Guests in. The diary pages that appear after the "Eye" segments describe odd party games that sound plausible in execution, and always end up meddling with the unknown (and the Invisible), to different degrees of Paranoia Fuel.It's debatable which ones is worse: the ghostly female one or the otherworld male one. The voices that talk to you anytime a breach is left open.In the actual game he's basically the same but DOESN'T HAVE A HEAD. Take one of the most popular ones - the first trailers showed it as a tall man in a straight-jacket and a very crude prosthesis instead of a leg. Even the basic Guests are especially creepy.
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