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"We're now in the midnight hour, you're listening to 189.16 - The Scream with me, Forrest Nash."
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Killer Frequency is a Freeware first-person horror puzzle game made by awfindlay, for the PC. Made entirely from scratch in just two weeks and released on Gamejolt for the 2019note  AdventureJam. Here's a trailer of the game.

You step into the shoes of Forrest Nash, a radio talk-show host working the night shift with your producer on the local radio station: 189.16 - The Scream, a struggling drab radio show in the quiet town of Gallows Creek.

While broadcasting the midnight show, a news report says there's been an escape from the penitentiary, a convicted killer that is now prowling the town. Your radio station gets three calls in from the killer's potential victims, who for one reason or another have been unable to contact the police.

You’re live on-air and three people are on the line.note  Are you ready to take the next call?

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Killer Frequency contains examples of the following tropes:

  • Ambiguous Ending: It is unknown if Forrest and his producer lives in the end as the story ends with a knife slash sound appearing in the producer's studio.
  • Audible Sharpness: The killer's method of murder is a knife. How does the player know this? You can hear the metallic sound of him drawing it when he kills your caller on the air. It's also the last thing you hear before the game ends.
  • Bittersweet Ending: Any ending where you fail to save one of the callers. Even if you save all of them, the game still ends on the killer entering the studio, where he'll likely murder Forrest and his producer.
  • Casual Danger Dialogue: Forrest Nash isn't technically the one in danger, but he makes a lot of wisecracks and is remarkably calm for someone who has people's lives on his hands. Even when the killer calls in, threatens him, and then tries to cut the power to the station, Forrest keeps chatting with his callers and producer in the same bored, tired tone.
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  • Dialogue Tree: The game has a branching dialogue tree, searching for clues in the station can give you a good idea on how you can help your current caller.
  • Evil Sounds Deep: The killer's voice is extremely deep. Although since you only hear it when he calls in to your show, his voice could be distorted to hide his identity.
  • Face Death with Dignity: Implied. Forrest doesn't seem to be fazed upon hearing the killer in the studio as it can be assumed that he is content with his fate since he died as a hero
  • Harassing Phone Call: After you handle the second caller, the killer calls in to the show and starts his call by breathing into the phone before threatening you to stop trying to help his victims.
  • Heroic Sacrifice: In a way, Forrest and his producer have saved the three callers from their deaths but not themselves. However, it can be assumed that they've accepted their fates and knowing they died as heroes to the callers.
  • Period Piece: The exact date isn't shown in the game, but the final caller is peddling home theatre equipment (including a VCR set) as the "technology of the future," and calls cellular phones "new fangled" implying it's a couple decades in the past. This is deliberate however as the game was inspired by the slasher films of the 1980s.
  • Police Are Useless: The reason why your callers are calling you instead of the town's sheriff; he won't pick up. The police do start to come towards the station at the game's end, but evidently too late to save Forrest.
  • Skewed Priorities: Played for laughs where Forrest can get upset if the final victim is killed because now he won't get the video cassette deal the victim promised him for his help. There's also how the Radio Shed employee will give a brief "we only sell the best equipment" spiel while he's calling in for advice about how to escape a serial killer.
  • Spiritual Successor: More than a few players have noted that this game is very similar to Do You Copy?, another horror game where you have to use a radio to guide a potential victim to safety from a killer by using maps and information at your disposal, save for there being a slightly larger cast and the main characters having voice acting. And like Do You Copy, it turns out that you're not as safe from the killer as you might have thought.
  • Video Game Cruelty Potential: When saving the second caller, you can lure the killer elsewhere by speaking to him over a radio. There's also, however, a dialogue option to tell the killer where his victim is.
  • Where Are They Now: At the end of the game, you get to see what happened to the possible victims if they survive the night.

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