Indie Hour - No, I'm Not Human
Introduction
Hey it's Tarrmu and welcome to another Indie Hour article where we talk about the latest independent video games that may have passed you by, and in today's video we're going to be talking about No, I'm not a Human a Surreal Interactive Horror game developed by Trioskaz and published by Critical Reflex.
The Hook
No, I'm Not A Human is an interesting game that immediately hooks you into its world with its off-kilter looking visuals, and core premise where you are one of the last remaining safe spaces of refugee during an outbreak where people are unable to be exposed to the sun. The hook of No, I'm not a Human is the balancing act that comes from managing the people you let in, the judgement calls you have to make on the people you do let in, and trying to constantly assess and judge which of these many different personalities that you let in, can be a visitor in hiding. What is a visitor you ask, visitors are a threat an ominous entity that takes on the skin of a human, that can lash out and kill one of your human survivors at any time. The core and central hook of No, I am Not A Human comes from the ways in which it invokes the sense of fear and paranoia that is situationally prevalent in a world that is essentially ending. There are many people who will knock on your door, all an oddity in their appearance, others as guides with riddles that influence the outcome of your story, with multiple endings that can be obtained and various paths that provide many different outcomes that unfold the broader narrative of what has come of this world, and your place in it.
The Moment
There was a particular moment in my time with No, I Am Not A Human where the game really sunk its claws into me, leaving me eager to see more, and that is through my first complete playthrough. There are multiple endings, a variety of little details that the game doesn't tell you about, leading to mistakes that you will make and learn from in subsequent runs, knowledge and information that you will gather from different people who stay in your house, or from watching the TV. The world and its options open up and become clearer the more you engage with it, along with new people who will drift by your doorstep. The sheer atmosphere and mystique of No, I Am Not A Human is what makes the game click. An experience where I will go to bed one night on-edge on if I had misjudged and let in a visitor and the sigh of relief when you successfully choose, and feeling of panic when you receive a notification, saying a resident has died. There are many surprises that are hiding in plain sight, and the satisfaction of figuring them out, and even unlocking a new ending, is both something that both left me with more questions than answers, and it spurred me to click New Game, jump in and peel back the onion again.

The Features
The core gameplay loops of No, I Am Not A Human, is built around a day and night cycle where your home is the last safe refuge in a cataclysmic world event. The day component of this loop sees you talking to people you let in, running procedures to check if they're human or visitor, and checking and maintaining your own appearance too. There are many other little secrets and benefits which I won't spoil, but these main actions, are tied to an energy system, which makes the choices and decisions you do during the day feel calculated and finite, meaning you have to act strategically and it adds a level of weight to the choices you make during the day. Then there is the night time, this is when people are active outside, people are knocking on your door, some with visions and requests you can explore during the day, and more commonly people who are seeking shelter. You will need to take the gamble and there really is no clear way to determine who is or isn't a visitor before they enter, outside of gut feelings, and some obvious picks. This can feel like you're going to make mistakes, and they're out of your control, which can be somewhat frustrating upon early runs, but it is a mental notes for later runs.
The Presentation
No, I am Not Human's cherry on top that makes it so immersive is largely attributed to the overall presentation of the game, particularly the soundtrack. There is something about that night time theme that feels both haunting and cautious, whilst having a sense of comfort behind the door. The soundtrack has this melancholic synth sound to it that absolutely sells any moment and invokes the bleak and dire state of the world that you inhabit. Then coupled with the overall visual presentation, which has both 3D sections which are low-ploy environments coupled with click-adventure scenes that unfold with character models that look absolutely odd and uncanny. These characters and their weird facial expressions and poses is another element which makes choosing and making a distinction between a friend and a visitor that much more difficult to decipher. It's visuals are very unique, and stylistic, it is something that always feels off and strange. The presentation is simply something that feels otherworldly, and in a world where you're trying to distinguish human from entity, otherworldly makes the process of elimination a challenging task.

Who This Is For
No, I'm Not A Human is made for people who love horror that is surreal, built around a slow existential apocalypse where the horror lies its ability to spark paranoia, dread and a sense of hopeless into those who play it. There is something beautiful about the way it weaves its narrative and its sense of place and feeling into one neat little bow, that makes it absolutely worthwhile for someone who is looking for a different kind of horror and doesn't mind reading, and letting things happen. You will more than likely not be satisfied with the first ending that you get, meaning that multiple playthroughs are more or less a staple, and if that is something you're willing to sign-up for, No, I Am Not A Human is a fantastic time.