No I’m Not a Human: Tropes Guide

If you’re on the fence about No I’m Not a Human and wish to know what tropes it uses to reinforce its horror, this article is for you.

No I'm Not a Human: Tropes Guide (Source: Critical Reflex)
No I’m Not a Human: Tropes Guide (Source: Critical Reflex)

No I’m Not a Human is a game that uses quite a few tropes to keep you on your feet. These include basic horror tropes, such as the impostor trope, as well as more complex ones like the randomization element that makes each playthrough feel terrifying.

There is a lot that goes on to make No I’m Not a Human a spectacular horror experience, and the game rarely relies on jump scares to convey a feeling of dread. If you’re wondering what these tropes are and how they factor into making the game a horror classic, keep reading to find out.

Related: No I’m Not a Human: Amogus Guide

What Tropes Does No I’m Not a Human Use?

No One To Trust 

The Visitors could blend in as anyone (Source: CRITICAL REFLEX)
The Visitors could blend in as anyone (Source: Critical Reflex)

The first horror trope that No I’m Not a Human uses is the impostor trope. There is an alien among you, and it could be anyone. Should it be alone with you, it WILL kill you. This means you really can’t trust anyone at any point, and this is likely to drive you insane over the course of the game. To make matters worse, you may also find genuine humans whose only fault is bearing a resemblance to a few alien traits, forcing you to kill them. The guilt only makes things worse.

Read: No I’m Not a Human: Tall Guy Guide

Humans Are Just As Bad 

You have to be vary of the Visitors (Source: CRITICAL REFLEX)
Humans can be just as bad, if not worse (Source: Critical Reflex)

If you thought aliens were bad enough, you have yet to see the worst of humanity that the game hides in the early stages. As you let people into your home for safety, you will soon realize that some of them are psychopaths using the alien invasion as a chance to cause the death of innocents. Being able to identify these signs and protect yourself and others only adds to the overall tension of the game.

Randomization Makes Things Unpredictable 

Every playthrough is different (Source: CRITICAL REFLEX)
Every playthrough is different (Source: Critical Reflex)

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What really solidifies the tension of the experience is the randomization elements. The game randomizes NPCs and their nature across different playthroughs. This means an NPC who was friendly and kind to you in one playthrough could be an alien in another. This adds even more to the paranoia, as well as to the replayability of the game.

There are, however, exceptions to this. NPCs such as the Tall Guy and Cashier Girl are consistent across multiple playthroughs. This allows you to use them strategically to ensure your safety, adding a greater level of depth to the gameplay.


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