Knock on the Window ★★★★☆
Knock on the Window, and then run away real quick.
Martin has been given an urgent assignment at work. However, for this he had to go to the house of his Boss. And so Martin found himself alone at home, in the middle of a vast field of sunflowers. Everything was going well until there was a knock on the window.
- Gameplay: You walk around, speak to people, and interact with specific things to complete tasks and progress the game.
- Visual presentation: Great looking environments with rudimentary looking people.
- Language: There is language, including but now limited to the F word.
- Violence: Yes
- Player discretion: Thinly veiled threats, kidnapping, gunfire, break-in
- How long to beat: HLTB states the following:
- Main Story:1.0 hrs
- Completionist:1.5 hrs
Pros:
- Creepy setting
- Quirky characters
Cons:
- Loose ends
Explanation to Negative Feedback
Loose ends
Not to spoil any part of the game, but we get a note in the mailbox in regards to a kid’s missing doll–apparently it’s a doll that has no legs or arms or something according to their drawing, but that’s okay because even dolls get run over by tractors or something of the like with blades.
That note doesn’t lead anywhere, unless I literally missed the doll at some point.
It felt like a red herring by the time we get out of the house.
Not to mention there’s a newspaper suggesting that the boss’s wife disappeared after going into the cornfield, so maybe a kidnapping? Except that doesn’t go anywhere either, so is it a fake headline? Another red herring?
Stuff just didn’t add up, and I spent a lot of time looking for answers I was probably never meant to find in the first place.
Explanation to Positive Feedback
Creepy setting
Even when you start out in a work environment, there’s still kind of a hint of danger around you. Specifically that there’s proof your fellow coworkers have some anger issues, what with a controller being stuck inside a broken computer screen as well as a broken desk.
So it’s not all happy there.
But your boss’s house? That’s where the creepiness really takes place, and I like how the devs made it as such. From the mass of sunflowers surrounding the land to the deserted area he lives in with no neighbors in sight.
A creepy shed that we should’ve just kept locked, along with a basement.
Honestly, it’s about the same stuff that a lot of people have for their own homes, excluding the sunflower field and isolation.
We’ve got a basement that used to be creepy until it got renovated and you can practically live down there now, we’ve got a barn in the back, mostly for all my dad’s tools and lawnmover and such. We technically have an attic, but it’s more of a small space connected to a room rather than something up above you.
So yeah, typical house, only creepier.
I blame the scarecrow.
Quirky characters
They certainly make the game more comedic than horrifying, which is a nice touch. You’ve got your two jokesters, which is us and Jerry, (I think is his name), then our boss who seems to be pretty chill about our jokes.
We’ve got our coworkers who I don’t feel like us all that much, and then…well, the other cast that happen along as you progress through the game.
They’re all a little goofy, maybe a little unhinged as well in their own ways, and in that, the game doesn’t take itself too seriously, even in serious moments.
