Don't sleep on Paranormasight.
Paranormasight's scares begin not with a tale of ghostly vengeance or a gruesome demonic ritual, but with the"Visit Sumida" Tourist Office. , I think. Perhaps it's a fictional wholesome front for a shadowy group trying to open the gates of Hell? Horror stories love that one. Nope: it's a real organisation trying to encourage people to spend their leisure time in Sumida, Tokyo, the same area the game takes place.
Like the half-remembered folk stories that are so central to the game, there is a faded kernel of truth in these images, a distorted but tangible connection between the story, the storyteller—and us. There is truly no escape from Paranormasight's tangled web of half-truths. The story unusually chooses to ignore the fourth wall and make virtual eye contact with the player from the very beginning, defining them as a custom-named entity existing out of time and able to influence the game's events.
By placing us at the heart of the action—not Generic Avatar Guy but ourselves, with our own names and our own agency in this spooky world—every event and interaction feels just that little bit creepier than it would have otherwise. The invitation to place a finger on a ouija board's coin is far more unnerving when viewed in first-person, the game waiting forto direct the outstretched finger to its haunted target rather than letting me passively read about it happening to someone else.
Even the menus have a place in the story. Some crucial prompts will only appear if you—the player, not a character—have witnessed a particular event or been made aware of an important piece of information… or have gained fatal first-hand experience of what happens when you provoke the wrong person, only learning how to avoid an unfortunate fate through the eyes of a dying man.
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