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In No I’m Not A Human, players are thrust into a harrowing world where the sun is on the brink of destruction, and unearthly “guests” emerge from beneath the ground with obscure intentions. This horror game, a fresh rendition of tales from Violent Horror Stories: Anthology, challenges players to discern between humans and these menacing visitors. The game is set in a rapidly unraveling society where players must make life-or-death decisions based on limited and often misleading information. Each interaction could mean the difference between saving an innocent person or inadvertently aiding a deadly foe. The game’s tension is palpable, as players grapple with the moral implications of their choices, and the fear of misjudgment adds a profound psychological layer to the gameplay.
No I’m Not A Human features a system of random generation that ensures no two playthroughs are the same. Each session spawns new characters and scenarios, requiring players to constantly reassess who might be human and who is a “guest.” The signs of differentiation are deliberately vague, mirroring the paranoia and confusion that would naturally ensue in such a catastrophic scenario. Players may find themselves questioning if red eyes are a definitive sign of a guest, or if it’s just another human symptom under extreme stress. The culmination of the story hinges on the choices made: killing too many humans or letting too many guests survive can lead to disastrous consequences. Alternatively, players might choose isolation as a survival strategy, facing the consequences of solitude. This game tests players’ ability to react under pressure and delves deep into the psychological turmoil of distinguishing friend from foe in a world where appearances are deceiving.
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