The new virtual reality (VR) title from Wales Interactive, Don’t Knock Twice, launched yesterday for PC, PlayStation 4 and Xbox One. At Gamescom VRFocus sat down with David Banner, Co-Founder and Managing Director of Wales Interactive to talk about how they started to develop Don’t Knock Twice.
Don’t Knock Twice relies heavily on sound and atmosphere. Available on PC for Oculus Rift and HTC Vive as well as for the PlayStation VR (which includes boxed release for the PlayStation VR), Don’t Knock Twice is loosely tied into the movie with the same name, which was released earlier this year. Director Caradog W. James invited Banner on set and asked if he’d be interested to get involved and make a videogame about the film.
The videogame and film compliment one another but are not direct copies, “Katee Sackhoff is not in the game, but her character is.” Both revolve around an urban legend about a demon that uses a human servant to capture children, only being summoned when they knock twice on the witch’s door. You take on the role of a mother who seeks to save her daughter, Chloe, from who she’s been estranged for many years.
Last Halloween a demo of Don’t Knock Twice was released to give people an idea of what the game could be. Banner said, “most people ended up rolling on the floor at one point.” The feedback and reaction from the demo was gave the signal to Wales Interactive to continue making it into a fully fleshed videogame. Banner wanted to give gamers the chance to finish the whole VR videogame in a single sitting, and thus have made it a two and a half to three hour videogame.
Wales Interactive have a character in the videogame texting you in-game to drive the story forward and guide you in-game. Banner explains that he didn’t want to scare gamers too much like in the demo and that the videogame focuses much more on audio and sound. They decided to deliberately not have a continuous soundtrack in order to hear the creepy creaks of the house, the rain tapping on the window and other ominous sounds.
Banner says, “we wanted you to feel like you were in a house, with a creaky – very much trying to evoke the feeling we’ve all had when we’re at home alone in the house at night, you may have watched something, a scary film, and even a shadow would make you jump out.” Though some may find the game quite short there are two different endings depending on the choices made in the videogame.
You can watch the interview below: