one of the many many reasons why i could never be a professional game reviewer, tragically, is that you simply could not pay me to review a video game. i'm immune to glowing recommendations, i'm immune to things that sound like they're right up my alley. i will get to it When I Get To It, if at all, and that's why it took me about 3 years to play we know the devil after being recommended it in 2023.
We Know The Devil is a psychological horror visual novel about a summer camp where teenagers have to ward off and defeat the devil himself. it's mostly just a chore, like any other thing adults might force you to do. there's some hints at a wider universe, particularly lore references to magical girls existing in the world of this game, but most of the worldbuilding is light, narrowing down our focus to our three reluctant heroes.
the first thing you notice when you open We Know The Devil is the way it paints the camp group as a collective rather than as individuals. this is turned into a joke early on when we see another camp group - they're treated as one person for the sake of dialogue, three mismatched characters in one sprite with no known names, the same line of dialogue repeated to show them speaking at once. but it's taken more seriously with the main characters in the whole game, with the narration from a plural first person perspective - the constant casual references to "our" actions, the typical first-person teenage girl angst spoken from "we" instead of "i".
the second thing you notice when you open We Know The Devil is, of course, that your camp group is not a collective. the three main characters scarcely agree on any course of action, and every decision in the game revolves around them splitting up. time and time again, the three characters are squeezed into a situation clearly better suited for two or four people, and the plot mandates that one person waits behind while two people participate in something - the only type of choice the player can make here is choosing which characters go together, and that means that even if you're not meaning to, you always choose who is unfairly excluded.
it's such a strong combination of themes for the premise - it's the sort of thing that i would insist should be like, taught in English classes or something, except for the glaring problem. there isn't a third thing you notice, or at least not anything similarly profound. the dev had a brilliant idea for what themes they wanted to tackle in their story, and a brilliant idea for how to tackle those themes in the finest details with the very interface and narration, but somewhere in the middle the potential wasn't fully met, and as a result i find myself far more interested in the broad metaphorical story than i am in what's literally happening with these characters.
the characters are... fine. i don't dislike them in the slightest. you invariably get the sense that they exist as vehicles for delivering themes rather than as full people - something that is probably at least somewhat true about most characters in most media but it's probably not a good sign if your audience is actively thinking about it. there are a lot of dialogue sections that leave me thinking, this seems like a really meaningful and profound thing that you could say about some real people... but it's almost meaningless in the context of the game, as something this character is saying to the other character. i don't feel like i know these people well enough to be particularly moved by dramatic statements about their inner motivations, or like i understand the relationship between the characters in order to understand how they intuit all these truths about each other. in some way that adds to the experience - it's like the very real teenage experience of being stuck with other teenagers that you're constantly at odds with and never feeling sure if you're friends or enemies or something else - but in other ways it just feels like i need way more time with this story and these characters in order to understand and be invested in their arcs.
there's a lot of aspects of this story that i think could have benefitted from more time and explanation, really. the worldbuilding is very light, to the point that i'm not even sure what is meant by some of the words used to describe the items the kids use to fight off the devil. the storytelling is very dialogue-heavy, and the lack of narration of the characters' actions makes it harder to visualise what's happening.
the dialogue-heavy storytelling has its other drawbacks as well. the first-person plural narration has a lot of potential, but it's rarely used because the writing often defaults to characters describing what they're doing in dialogue for the audience's benefit rather than the narrator describing it. the characterisation has a lot of telling-not-showing, and sometimes it just leaves me unsure how the characters know this about each other. the dialogue is very often like.... written like text messages, eschewing grammar for a more authentc delivery. it's the sort of thing that would be funny if it was just reserved for an occasional joke, but gets old quickly.
this game is only about an hour to play through once, but most likely you aren't just playing once; there are 4 endings, and i think getting all of them is the intended experience. you'll be seeing a lot of scenes more than once, and there's no skip feature. this is where the flaws in the game's writing really become apparent.
do i like the overarching story in this game? yes, quite a lot - it's a story about queer self-acceptance, about trying so hard to follow all of society's impossible rules that you don't have time to think about whether you want to fit in, about what would happen if one day you just said "fuck it" and broke all the rules. it has a lot of memorable, impactful quotes. it's just that the characters saying those quotes seem to largely exist as mouthpieces for the author's profound thoughts, resulting in a visual novel that feels like it could have been a thought-provoking essay.
here's a very personal and very embarrassing story about this game and me: remember how i said a friend recommended this game to me back in 2023? yeah, this friend actually introduced me to this game in the context of showing me their fanfiction. you know those fics that like, take characters from one piece of fiction and put them in the setting/plot/etc of another piece of fiction. it was one of those, characters from another fandom but a plot stolen straight from WKTD... and for the first hour or so of playing the game, i could not remember who the characters were without relating them back to the other fandom characters that took their place in a 3-year-old unfinished AU.
at first, i thought this confusion was because i was chronically online. then, i thought it was because all three characters were named after planets - something that i'm sure has potential symbolism for audiences that care about planets, but for me it just meant that every time a character name showed up i just mentally pictured a Generic Unspecified Planet to associate their name with, and as a result i associated all three names with the same generic image. but after thinking about it, i feel strongly that this isn't just me being an idiot - it's because the story, tragically, works better as inspiration for fanfiction about other characters than it does as an original story with the original characters that it has.
i'll take one of my favourite quotes from the game as an example - "Venus, your problem is that you are very nice. But you want something. And you think being nice is going to give it to you. But it never will. And until you figure out what it is you want. Every kindness of yours will be full of that want." when i first saw this, i thought of fanfiction about totally unrelated characters, and i don't think that was just me being totally fandom-brained. i think this is a quote that could be meaningful, if it was Jax talking to Ragatha or Misha Bachynskyi talking to Constance Blackwood or some third fandom example that is, god willing, not so obscure that it automatically makes it very clear what non-video-game things the video game reviewer secretly likes. uh, skif talking to richter, maybe? that one's a real stretch.
but this quote, unfortunately, isn't terribly meaningful as something Neptune says to Venus, which is what it actually is. it's an out-of-context quote in a relationship, a summer camp, a whole in-game world that does not explain context to us. there isn't really anything in the dialogue or narration that tells us that Venus wants something before Neptune brings it up, let alone how Neptune intuits this oddly specific truth. the eventual explanation for what Venus wants is shown through subtext exclusively in some endings (endings you're less likely to get if you're even seeing this scene), and we're relying on statements from the author's social media to get a clear unambiguous explanation.
...i see the potential here. i really, really see the potential. i do not see the delivery in the same way. spicy 3 stars