I wanna be the Dark knight

Creator: Osb

Average Rating
5.8 / 10
Average Difficulty
38.0 / 100
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Needle (2) Trap (2) Gimmick (1) Boss (1) Special (1) Masterpiece (1) Pathing (1)


  • by RedTeFox
  • by RedTeFox

4 Reviews:

When I saw that there was a game by Osb that I have yet to play, I clicked the download button immediately and waited eagerly for the game to download. I already had high expectations from the game given the creator's previous work, but nothing could have prepared me for what this game offered.

Have you ever felt lost in a spatial sense? I don't just mean not knowing where you are, but a more special kind of being lost- as though the laws of physics that govern the spatiality of this reality are crumbling and the world as you know it slowly starts to make less and less sense. The sudden appearance of impossible spaces, confines that are bigger inside than they are on the outside, and turns that should eventually loop back into themselves but never do... There are famous pieces of fiction that encapsulate this phenomenon of what I would call spatial horror, where the scares come from the feeling of truly being lost in an incomprehensible space. Mark Z. Danielewski's House of Leaves explores this idea by introducing the concept where the internal measurements of an house are bigger than its external measurements, eventually leading to a massive, infinite labyrinthian complex of hallways appearing within the limited space of a family home in Virginia...

The space within Osb's I wanna be the Dark knight is similarly unbound; it consists of a dungeon of traprooms that become more and more nonsensically connected as the game goes on. Each passing screen instills an evergrowing fear in the players when they find themselves warping to a screen where any hope of gathering yourself and eventually venturing into somewhere you already know is shattered.

It isn't just the confusing nature of the maze that makes this game such a terrifying and oppressive experience. Another genius mechanic of this game is the lack of saves- yes, this an IWBTG fangame with seemingly no save spots. After braving through the second screen of the game, a save block appears at a part of the screen you cannot reach- it's as if the save solely exists to taunt you. The saveblock stays in the same spot with each subsequent screen and you remain unable to reach it throughout the rest of the game. This makes the exploration aspect of the game much more authentic, knowing that no matter how deep you venture there won't be a spot of relief and the growing intensity of the expedition will put exponentially more pressure on the player.

Several bosses are encountered within the maze, and their purpose is as confusing as the nature of the maze itself. Killing them does not seem to have an effect on anything despite the fact that the game seems to imply a gameplay focus on them by putting them in some of the most obscure corners of the maze, where you are farthest away from home. The existence of these bosses are perplexing, their lack of purpose adds to the general confusion of the game and makes you feel like the game is making a mockery out of you for thinking that traditional rules of video games apply here. You really thought the bosses were gateways into the next chapter of the game? Well, in here there are merely one part of the massive mobius strip that will eventually lead you into even more rooms of agonizing traps and obscured passageways- any stable grounds of conventiality that you firmly stood on have disappeared and you are floating in a sea of dazzlement.

The final kicker of the game is perhaps the most shocking one: After spending enough time traversing the screens you will notice that there is something dangerously wrong with this game. When does it end? What is my goal? How do I get out of here? Questions will fester your mind and your curiosity will eventually lead you into committing horrible deeds. I have done one such deed - I decompiled the game to figure out what to do. And to my surprise... The maze is all that there is to the game. There are no clear screens, no passageways that lead outside of the dungeon, no light at the end of the tunnel... Any semblance of this being a normal game is lost by this point as there is no way to finish it. This game only exists to simulate the experience of being lost with absolutely no end in sight, having to brave through countless passages of traps and hidden corridors for no reason whatsoever, just a meaningless, Sisyphean task of going through room after room after room... The struggle never ends. Perhaps just like how Sisyphus had to find happiness in the fact that he had to push a boulder up a hill for eternity, the game urges you to find meaning in this endless pursuit of exploration that will lead nowhere in the physical world, but will make you confront the absurdity of your actions and thus the absurdity of life itself, and make you embrace it with all of its chaotic occurences and seeming meaninglessness.

Consequently, one may assert that the lack of a clear screen is simply an indication that the game is unfinished. It is very much up to interpretation whether if this was an intentional design by the author of this work, however I would never doubt the genius of Osb- this non-ending to the game is simply too fitting to be an accident. Overall, this is a masterful interactive horror experience that can only be experienced once in a lifetime. Would probably not recommend.

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Tagged as: Needle Trap Gimmick Boss Special Masterpiece Pathing
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Tagged as: Needle Trap
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Rating: N/A       Difficulty: N/A
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