ParanormalHK (Ghostpie Studio, 2020) is a first-person horror-puzzle game for PC/Windows. It is aimed at players who enjoy atmospheric horror, exploration, urban legends, and light puzzle-solving. The game follows Ah Lok, a member of the online supernatural channel “Beyond the Invisible.” During the Hungry Ghost Festival, the group enters Kowloon Walled City to film a video. Soon, the crew members disappear, and Ah Lok must search for Kathy while trying to escape the supernatural events around him.
ParanormalHK shows that puzzles can do more than slow down a player’s progress. They can control the pace of a horror story and make the player feel responsible for uncovering something dangerous. The game’s puzzles are usually simple environmental problems, such as finding objects, reading notes, opening locked areas, and figuring out where to go next. However, these puzzles are connected to the game’s haunted setting. Solving them feels like investigating a mystery rather than completing unrelated tasks.

The game’s mechanics are mainly walking, looking, collecting objects, reading clues, hiding, and running away. In MDA terms, these mechanics create the dynamic of searching through a space while expecting something frightening to happen. The aesthetic is a mixture of horror, tension, and discovery. A locked door is not only an obstacle. It also suggests that there is something hidden behind it. A note or drawing is not only a clue. It may explain what happened to a missing character or reveal a taboo that the group has broken.
This is where the narrative becomes connected to the puzzles. Instead of stopping the gameplay to watch a long cutscene, the player learns about the story by examining the environment. Notes, photographs, drawings, contracts, and other objects slowly explain the history of the characters and the supernatural events. The player has to decide which details are important. I often found myself reading everything because even a small piece of information could become useful later. This supports Bates’ idea that good puzzles should feel natural to the fictional world. The clues belong in the abandoned buildings, apartments, and filming locations, so the puzzle-solving does not feel completely separate from the horror.
The puzzles also create pacing. When I was solving a puzzle, I felt temporarily safe because I was concentrating on the answer. At the same time, that safety never lasted very long. A sound, sudden movement, or appearance of a ghost could interrupt the moment. During chase sections, the puzzle changes from finding an object to finding a hiding place or escape route. Hiding under tables, using lockers, and moving carefully make the player feel powerless. Unlike a game such as Portal 2, where solving a puzzle makes the player feel clever and powerful, ParanormalHK often makes solving a puzzle feel risky because progress brings the player closer to the truth.

The game also raises an ethical question about cultural knowledge. ParanormalHK uses the Hungry Ghost Festival, spiritual taboos, Chinese imagery, and Hong Kong urban legends as important parts of its horror. Players familiar with these traditions may understand the meaning of certain objects or warnings more quickly. Players from other cultures may recognize them only as mysterious or frightening images. The game includes English subtitles and enough visual information for international players to continue, but some cultural meaning can still be lost in translation.
There is also a risk in using a real place such as Kowloon Walled City mainly as a haunted setting. The game’s atmosphere is effective, but it sometimes treats Hong Kong history and spiritual traditions as exotic horror material. I do not think using these subjects is automatically wrong, but the game could have provided more context about the cultural references. Optional notes, a glossary, or a short explanation of the legends could have helped players understand the culture instead of only seeing it as something scary.
Compared with Portal 2, ParanormalHK has less complex puzzle design and fewer opportunities for creative solutions. Many puzzles have one obvious answer, and some sections are more about finding the correct path than thinking deeply. Still, this simplicity helps the horror pacing. Difficult puzzles might weaken the tension by making the player focus too much on mechanics. I would improve the game by adding a few puzzles with multiple solutions and clearer connections between cultural clues and gameplay.
Overall, ParanormalHK uses puzzles as part of its horror structure. The puzzles reveal the story, control the pace, and make exploration feel dangerous. They are not always difficult, but they make the player participate in uncovering the supernatural events. The game’s strongest idea is that every locked door and strange object feels like a warning: solving the puzzle may help you escape, but it may also disturb something that should have stayed hidden.

