
Game intel
OD: Knock
OD explores the concept of testing your fear threshold, and what it means to OD on fear – while blurring the boundaries of gaming and film.
Only Hideo Kojima could tease a horror anthology by claiming he “tried to scan a ghost,” then drop that his team—and even Microsoft—visited a shrine to ward off bad vibes. At Beyond The Strand, Kojima lifted the veil on OD: Knock, the latest “chapter” in his enigmatic OD project, showcasing hyper-real footage built in Unreal Engine and starring Sophia Lillis. It looks incredible, unnerving, and—true to Kojima form—leaves you wondering: what exactly is the game?
The OD: Knock trailer runs roughly 90 seconds, but every frame feels charged. Here’s our closer look:
These beats underscore Kojima’s talent for theatrical staging. It’s less about showing systems or HUD, and more about plunging you into a moment of primal unease.
At its core, OD: Knock is a showcase for Unreal Engine’s latest tricks:
When Kojima says he tried to “scan a ghost,” he’s weaving folklore into technical showmanship. Whether there was any paranormal interference, the end result is pure horror theater—powered by cutting-edge game tech.

Kojima is famously cagey about mechanics, but we can speculate on OD: Knock’s interactive DNA:
Whatever shape it takes, OD: Knock is unlikely to be typical melee combat or open-world exploration. Expect focused, short-form chapters built around atmosphere, tension, and your own reflexes.
Bringing Kojima onboard is a strategic win for Xbox. After high-profile studio acquisitions and “big action tentpoles,” Microsoft needs counterprogramming—projects that spark conversation over spectacle. OD: Knock delivers:

Plus, Microsoft’s presence in the shrine visit footage isn’t accidental. It signals confidence: “We support weird, experimental game labs.” That ethos might draw more auteur creators to the Xbox fold.
We’re amid a renaissance of actor-driven scares. From The Quarry’s big-name cast to Supermassive’s Dark Pictures anthologies and Sam Barlow’s Immortality, tight, cinematic experiences are resonating. Tools like MetalHuman, real-time ray tracing, and volumetric capture have made faces, eyes, and subtle expressions unprecedentedly lifelike—and terrifying.
Kojima’s OD: Knock stakes out its niche by blending these advances with meta commentary and shrine-bound folklore. If it threads that needle—immersive tech meeting haunting narrative—it could stand alongside these titles while remaining unmistakably Kojima.

I’m all in for the weird, but I want more clarity soon. Share a chapter roadmap, reveal basic input types, and set a target window for launch. Keep the shrine anecdotes coming—they enrich the backstory—but pair them with a clear gameplay pitch so players know if this is a weekend binge, a live-service drop, or a one-shot experiment. Until then, OD: Knock is a dazzling ghost story about a game that’s still materializing before our eyes.
At Beyond The Strand, Kojima debuted OD: Knock’s unsettling Unreal trailer, claimed he tried to “scan a ghost,” and showed a shrine blessing. It’s a masterclass in atmosphere, but gameplay and release details remain unknown. File under: thrillingly cryptic and worth following—just don’t preorder the séance.
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