If you’re looking for something pretty, scary and uncommon, Ice-Pick Lodge’s game is an excellent choice. Instead of 3 hours needed to complete Knock-knock I’ve already got 15 on my timer and I don’t regret any of it. [12/2013, p.60]
как по мне это очень недооцененная игра, понять только с 2-3 прохождения(как это было у меня) и то с учетом видео которые я посмотрел. Не смотря на то что игра вышла довольно давно она продолжает меня пугать так как в этой игре ОЧЕНЬ нагнетающая атмосфера, звуки сделаны шикарно да так что каждый стук по стенам или появление глаза заставляет испугаться. В игре есть 2 концовки и для получения хорошей надо сильно по потеть(я на пример смог ее получить спустя 10 часов прохождения) перепроходил я игру раз 5 может больше. Я с уверенностью могу по рекомендовать данный проект так как полностью ознакомлен с игрой и прошел его на все ачивки.
Great horror stories are many things, but tedious isn’t on the list, and that’s exactly the feeling that’s born of Knock-Knock’s inability to explain itself.
Many indie games already proved that even the weirdest concept can be supported by a robust, addictive gameplay. Such is not the case with Knock-knock, that in the end just fails to entertain.
Aside from the presentation and art style, there is really no way I could suggest Knock-Knock to players. Unless you really enjoy trial and error game play and confusing mechanics that aren’t explained, you may want to stay away.
Knock-Knock could have been amazing; with a slightly different outcome on that early night, and if the mystery gets its hooks in before the mechanics start souring the experience, it could have been a tense nail-biter. As it happened, I got fed up with Knock-Knock long before its secrets surfaced, and I was happier to break the game than to continue playing along.
A rich atmosphere, an original and memorable visual style, a wonderful soundtrack - that's what Knock-Knock is.
10 because this game has affected my life.
Est-Europe videogames always have something characteristic, same for this game. It's a small and pretty good esperience that will not scare you, but will be cool to play. ****
This game isn't about the highest score you can attain or how many head shots you can get. This game isn't a game by pure definition. It's more like a interactive movie of sorts. You don't get a tutorial that shows you the rules to the game or any sort of hand holding, but that's what makes one of the mechanics for this game brilliant. It's that uncertainty of not knowing the game rules that creates the unnerving play through of this game. One of the lights went off and your clock re winded a few hours? Maybe the light is keeping you from seeing mobile guests. Do you keep getting swarmed by monsters? Maybe that's because there is a breach open somewhere.
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This game isn't about it telling you that it's a game. It's about you finding why it's a game. If you enjoy games that deviate from mainstream games, then you would be doing yourself a favor by picking this up. Just remember: Apply logic and the game's rules will be known to you.
This will be the shortest critic ever. The game is about opening doors, switching on the light, get in the woods and back in the house. You'll do that few times and the game ends. No tactics, no puzzle, no action and absolutely no pay off; just some nice graphics and that's it. If you like brainless games and waste your time switching on lights that's the game for you.
This game can be summarized in one word: WHAT?!
Knock knock is a (supposed) horror game. The protagonist, an hermit (for lack of a better definition), spend his sleepless nights guarding his house, which dark corners are a menace to his sanity. A great incipit, right? Except, not really.
The story doesn't make any sense. Most of the plot it's too scattered or too vague to scare, with reference to mysterious games or rituals, mysterious guests, mysterious visions, mysterious (again, pages of a mysterious diary of a mysterious protagonist in a mysterious place. Is it mysterious enough? Maybe too much!
There isn't an explanation for anything, making the player take wild guesses on what is happening. Is the lodger crazy? Is the house hunted? Is that monster real? Is the world real? Is it a nightmare? Unfortunately, nothing will be explained. Well, almost nothing: other things will have two or three possible explanations (you know, 'cause why the hell not!). Why? Because mysterious!
Who cares, the gameplay is awesome, right? ...right?
The gameplay is just shallow. You spend time in an house waiting for the dawn to arrive, trying to avoid monsters and other nightmare-ish stuff. Problem is, the monster A.I. is non-existent. It feels so random to be caught by a monster that it doesn't even make a difference to hide. Some time you will lose without even knowing what got you, and how. This is extremely frustrating.
There may or may not be a sanity meter (explanations? Nah. Who needs them.) which declares game over if empty. And it doesn't fill up. Just not. And it isn't even present in the beginning of the game. It just pops up. Because, why not, right?
Graphic wise, the game looks really god, with 2D background mixed with 3D walls and space, which is a real pleasure for the eye. And it's the only reason you may play.
In the end, you may like this game for how mysterious it is, OR hate it, for how mysterious (and shallow, and random, and non-sensical) it is. Your choice.
SummaryThere is an atypical cabin deep in the woods. It had served as a lab and a home for three generations of Lodgers. But lately the current Lodger has been noticing weird changes in familiar surroundings; things are missing, noises and rattle heard. Something strange is coming out of the woods.