You’ve been listening to the Dr Frasier Crain Show from KACL. It is now the midnight hour and you’re listening to 189.16 KFAM, up next we have Forrest Nash with “The Scream.” Yes, I’ve said a couple of times already that I’ve been excited for Team17’s upcoming Killer Frequency, the puzzle-horror title focused around a small midwestern town with a killer on the loose. As Forrest Nash, a fallen-from-grace radio DJ hosting his spooky show “The Scream,” it is up to you to save the people of Townsville and unmask the reemerged killer terrorizing your callers on this fateful 80s night.

Alongside your chipper producer, you’ll act as a radio host and 911 operator for the night as Negan whistles his way around town killing the people you are too stupid to save. Between teens prank-calling and your initial paltry selection of ads and records, you’ll whittle the hours away while deputies Leslie and Martinez retreat for help in the next town over. If you’re not familiar with North America or don’t know the Midwest that well, that’s a two-hour drive each way. That’s like Edinburgh to Newcastle Upon Tyne by car.

I say you’ll be stupid because, after a bit of exploring and realization later, I found the information Sandra had called for. It was information I had assumed either you were supposed to know or you’d be given help with. Turns out, you won’t get help from producer Peggy if, in the exploration segments of the show, you don’t find all the information you need. Nor are you given a run button, which I assume is a limit of the VR release. This also means you aren’t limited by a song ending before you get back, instead, they loop infinitely as you explore.

On one hand, I’m glad I’m able to fail somehow and not be led by the hand all the time. On the other, I feel pretty stupid for not fully reading the note now. After picking up the note I was directed to I followed the optimistic tone denoting “you’ve found the right thing,” assuming that would be all. I was wrong and Sandra died on air. Something tells me the FCC will have a problem with the swearing and murder during my show.

Being radio-centric and having to more or less fill time, throughout the night you’ll get calls from a colorful and rather camp cast of characters. Shop owners (with messy Scottish accents) looking for free advertising that neither Forrest nor Peggy notices quickly enough, a 1920s newspaper guy being hunted by the killer, and yes, even some kids posing as the killer making a ridiculous ransom. It is camp and not entirely taking itself too seriously, I like that. Especially when humor is attempted. Note that it is attempted, but it doesn’t quite nail it.

Killer Frequency is dialogue-heavy, almost like an interactive radio play. Because of that, there are a couple of things to play around with. In the trailers you’ll have undoubtedly seen the wastepaper basket basketball clip. There is a soundboard of “whacky” effects that very rarely seem appropriate, a tape machine (ask your grandparents) for ads, and a record player and vinyl. When allowed out of the studio to explore, you’ll need to find keys, records, new ads, and more. The only thing I wish is that the dialogue was snappier. I’m sure I’ve set the world record in paper basketball.

Over a month out from the release of Killer Frequency, the preview is embargoed up to a certain point, so I’m not going to go into too much detail. What I can say though is that Killer Frequency is aiming for something a bit different with its horror, even if the introductory jump-scare before starting your show is about as signposted as Land’s End. There is a campness and self-awareness that keeps a lighter tone surrounding the dark reality of the murderer you’ll attempt to thwart with your call-ins. Hopefully, you’ll be unmasking the reanimated killer, The Whistling Man, and locking him up for good.

Ultimately, as a simple campy fun “what goes bump in the night/where is the call coming from” puzzle-horror game, Killer Frequency does plenty to make it one of the most exciting early access releases this June. With little over a month until release, I hope the bug or two I encountered can be fixed. Multiple times certain faders on the meager mixing desk would lock themselves into place, becoming uncooperative. Nonetheless, that neon-drenched night in September of 1987 is something I can’t wait to get back into, even if the soundtrack is a little generic and characters too talky.

A PC preview copy of Killer Frequency was provided by Team17 for the purposes of this preview.

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Keiran McEwen

Keiran Mcewen is a proficient musician, writer, and games journalist. With almost twenty years of gaming behind him, he holds an encyclopedia-like knowledge of over games, tv, music, and movies.

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