Whispers in the Dark

It took about thirty seconds of playing Whispers in the Dark to realize this wasn’t going to be my happiest gaming experience. A first-person puzzler where you play as a camera hovering five feet off the ground in a world where the concept of diagonality (a word I invented about three seconds ago) doesn’t exist. I’m not sure why I chose this as my first XBLIG II to review. First-person games on XBLIG tended to be about as fun as when my parents forced me to have a funeral for my Chia Pet (who knew you had to water them?). However, I like both whispering and darkness. The thought never occurred to me to combine the two. That’s why you guys are the game makers and I’m the whatever the fuck you call this shit.

So the idea is that in 1974 two kids are found wearing glowing runes. Then in 1996, the sister dies but her body goes all Obi-Wan on everyone and just disappears. Then in 1997, the brother apparently speaks his last words at his own funeral before his body also blinked out of existence.

“Hey, did you hear something?” “Probably just air escaping from the body.” “It sounded like last words to me!” “Was it a Soliloquy?” “I don’t think so. The second sentence had only six syllables.” “I think you’re thinking of a haiku.”

Wait, was he dead before the funeral? Or was it his sister’s funeral? Why would they have it a year after she died? Did she die on December 31, 1996 and get buried a couple of days later? Wait, if she disappeared, why would there be a funeral? So it must be his funeral. Where he apparently spoke his last words at. Was he being executed? Was he euthanizing himself? Is this a metaphorical funeral? Like that time when I attempted to beer-batter Lucky Charms and Brian told me “Whatever. It’s your funeral, Cathy.” You see, people don’t typically speak at their own funeral. That’s the beauty of funerals. The corpse has to actually yield the conversation to other people, and in exchange for that people pretend like they didn’t hate them.

Anyway, he disappears too (I hope the attending priest was quick-witted enough to yell TA DAH!) and wakes up in what I, based on the gameplay, can only imagine is Hell. Whispers in the Dark is *terrible* to actually play. It’s the movement. It’s so laggy and sluggish that I can only imagine the game is being streamed to my Xbox via telegraph. I don’t understand how this happened, considering that the graphics are so ugly that star-nosed moles would be able to talk shit on them if they would get with the times and upgrade their relic Xbox 360s.

“Hey fuck you Indie Gamer Chick! You’re just jealous that we’ve only bricked one of our 360s so far!”

It’s a real shame too. As a proof of concept, Whispers in the Dark isn’t bad. The idea is you solve puzzles by collecting runes and combining two of them to cast spells. Hey Doodle God, see, this is a video game. I mean, wait, don’t see. I’ll find a better example. But seriously, there’s an idea in here that seems fun and refreshing. There’s no combat, though stationary robots that apparently lack peripheral vision occasionally show up to audition for the role of “most useless security robots this side of Volume.” And there’s a large number of combinations you can use to cast spells to solve puzzles with them. But, not all combinations actually cast something, which only serves to contribute to the “unfinished proof of concept” issue. But hey, unfinished, under-polished digital-trainwrecks. Oh XBLIG, it’s like you never left.

“Holy fuck, she wasn’t kidding.”

I never did get resolution for the story. The further I played into Whispers in the Darkness, the worst the lag became, to the point that the game was nearly unplayable and I quit about an hour in. So yea, it’s pretty awful. But, it’s actually free. In fact, a lot of XBLIG II launch games are. As bad as this is, I’m going to stress once again to those behind this game and any free games out there: your time is worth money. Throw a buck on your games and use the revenue for better developer tools or game programming lessons, or just have fun with it. But put something on it. Hell, if people like me are going to be saying your game sucks either way, you might as well be getting paid for it.

Whispers in the Darkness was developed by Voszcura
Free to play off Xbox One & Windows 10 Marketplace. Not sure why Xbox.com doesn’t have XBLIG II games yet.

Advertisements

White Night

This is the latest challenge from the gang at the Indie Game Riot, who matched my White Night purchase price ($14.99) as a charitable donation to the Epilepsy Foundation. I buy the game, they match the price, everyone benefits. Except my brain, because given their selection of games for me, I’m starting to think they hate me.

In the interest of fairness, I should concede that I almost certainly never had any chance of liking White Night right from the get-go. This is for a couple of reasons. I never got into horror games. As a child, my parents didn’t let me play M rated games. I guess they didn’t want me to grow up cussing a blue-streak or making obscene jokes. The results speak for themselves. By time I was an adult, I had epilepsy. Horror games are meant to be played in the dark, with all external lighting turned off. That’s the biggest epilepsy no-no there is. But, White Night was mostly done-in for me by relying on fixed camera angles. I hate those. My first Resident Evil was #4. Also known as the one that ditched the fixed camera angles in favor of, you know, anything but fixed camera angles. You’ll notice almost nobody talks about the first three Resident Evils as the pinnacle of the series. Resident Evil 4 was so good it made the first three retroactively bad. More outdated than natural aging should have made them, and that’s almost entirely on the fixed camera angles. I get the point of them, especially in horror games. Like a theme park dark ride, they direct your attention in a specific direction to optimize the terror when something scary comes into view. The problem with that is, it compromises optimized gameplay for stylized storytelling. Games aren’t movies. Gameplay should always be paramount.

And, in the case of White Night, the graphics style does not mesh well at all with the fixed camera malarkey. This gets proven nearly every time something is introduced that’s intend to drive the plot in some way. There’s a scene in the second chapter where you’re in a dining room (I think it’s a dining room) and the game’s plot takes over: a ghost girl who needs your help. She appears suddenly and then walks through a door. When she does, the cinematics take over so you can see her walk through the door. You then return to the fixed camera you were at, and it’s almost impossible to figure out which door she just went through. The game is drawn in black and white graphics and the gimmick is most of the game is shrouded in darkness.

White Night 2

Here’s an example of how the puzzles in the game don’t work in a logical sense. See the statue casting a shadow on the grave marker? There’s a key hanging where the shadow is. It’s not an Indiana Jones type of thing where moving the shadow of the statue activates a mechanism that reveals the key. No, the key is apparently just hanging there (you can even feel it before you move the statue) but you can’t actually claim it until you move the statue and can see it. Oh COME ON! It’s right fucking there. It’s just so damn silly that it breaks immersion right off the bat. This is literally the prologue to the game and the concept is already ruined. Sigh.

It doesn’t work as a play mechanic or a storytelling device. Hypothetically, the player character saw the ghost and knows which door she went through. That’s why it’s scary. Because holy fuck that was a ghost! But the player can’t tell which door she went through, so the plot grinds to a halt once again while you stumble around slowly, lighting matches to illuminate dark areas and clicking every object hoping to make the god damn slow-as-radioactive-decay story unfold just a sliver more. This breaks immersion, because in a cinematic experience (like White Night strives to be), the guy who, again, just saw a fucking ghost crying for help and walking through a door, would know which door she went through and follow her. In the game, the players are left to stumble searching for the door that the character himself saw. Are we scared yet? No, really, we’re just bored.

Oh, and by the way, the door she went through? It was locked.

Other technical issues get in the way. Even the simple act of clicking on shit to examine wasn’t handled well. The game kicks off with a car crash that injures the main character. I’m not sure if he spends the whole game limping around, but at the point I quit (which, granted, was very early in), he staggers with all the urgency of a murderer being dragged to the gallows. The limping animation leads to making lining up with stuff that you need to click a needless exercise in frustration. I’ve slammed the examine when the magnifying glass appears on-screen, only the dipshit you control was still dragging his leg in the animation and thus by time the game acknowledges that you hit a button, the character is no longer in position to examine the thing in question. Normally I would label this “lag” but it’s not really lag. It’s just bad design.

I don’t want to call it “Style over Substance” because that implies the game’s creators made a conscious decision that the gameplay could be mediocre as long as the art work was striking (and it is). I think White Night is a victim of the development team knowing how to play their own game and forgetting that you develop games for everyone else. Like an expectation that players will play the game the way the game’s creator does. For example, save points are notoriously spread far apart. In theory, this is done to heighten tension, making players practically pray they that come across one so that all the progress they’ve made isn’t lost. In practice, players just make a tiny bit of progress, return to the last save point they found, then venture back to make a little more progress, rinse, repeat until they stumble upon a new one. Thus 10 minutes worth of gameplay takes an hour to complete. I’ve never seen a game where that’s an option and most players opt to just risk making it to checkpoints. That’s especially true with White Night, because the game unfolds so fucking slowly, with miserable play control, that fear of having to repeat the tedious activities is more terrifying than any jump-scares or creepy atmosphere the game can throw at you.

Lighting matches doesn't protect you from the more aggresive ghosts, but they'll be removed as threats by electic lights. This leads to two things. First, some of the light switches "look dangerous" and thus your character won't push them, because of course he won't. I mean seriously, you fucking pussy, you're being stalked by killer ghosts who are only scared of electricity. You're locked in the house. It's just a fucking light switch! Again, all the stuff designed to keep tension up or be a "puzzle" is handled so poorly that it breaks the immersion. In a horror game, immersion is all you have. You break that, you're left with nothing. And second, it leads to players hugging the fucking walls searching in vain for a light switch that simply does not stick out enough. Who wants to play hug the walls? White Night is a wall-hugging simulator.

Lighting matches doesn’t protect you from the more aggressive ghosts, but they’ll be removed as threats by electric lights. This leads to two things. First, some of the light switches “look dangerous” and thus your character won’t push them, because of course he won’t. I mean seriously, what a pussy. He’s being stalked by killer ghosts who are only scared of electricity. He’s locked in the house. And it’s just a fucking light switch! Again, all the stuff designed to keep tension up or be a “puzzle” is handled so poorly that it breaks the immersion. In a horror game, immersion is all you have. You break that, you’re left with nothing. And second, it leads to players hugging the fucking walls searching in vain for a light switch that simply does not stick out enough, and then when you find it, it doesn’t work. Who wants to play hug the walls? White Night is a wall-hugging simulator.

There’s not a single concept that White Night has that I feel works the way it was probably envisioned. The game gives you matches that you must use to stay in the light. You can carry 12 at a time. If you run out of matches, you die. If you can’t get a match lit in a dark area fast enough, you die. That can be problematic when you’re trying to light a match but the character is either caught in an examination animation or even a movement animation that you can’t even see. I’m guessing it’s done to be realistic, because real people would struggle to light a match in a haunted house where ghosts will fucking kill you if you aren’t able to spark the thing up. THIS ISN’T REAL LIFE! It’s a game! And besides, when the ghosts actually kill you, the death animation looks more like a mildly annoyed person trying to shoo a housefly away, not a scared-shitless person having the life force sucked out of them by a god damned mother fucking GHOST! And why the hell are the ghosts in the game instakills? And why are we even doing the ridiculous save stuff? And why in the blue fuck are matches in limited supplies? White Night has a very old, first-gen 3D horror mentality. It ignores all the major advancements in-game design that have come about over the last twenty years. A lot of people say Resident Evil 1 was scarier than Resident Evil 4. Fine, maybe it was. But horror games control better today than they did in the PS1/Saturn era. Can’t we find a healthy middle ground between good gameplay and real scares?

That’s the real shame here. White Night might actually be a really scary video game. I played it in a room with four grown men and my mother. We all had a couple “fucking game got me!” BOO moments. But typically those resulted in me dying, followed by dying several more times in a row. Then more dying. You die a lot. This is mostly because, for some reason, when a ghost spots you the movement gets even weirder and more limpy than normal. If a ghost catches you, you die. You can run away, but while doing so, you have to compete with horrible play control and the possibility that the fixed camera angles will change. Again, because of the all white and black style and the darkness versus light gimmick, the layouts of rooms are confusing at best. Often, it’s not even worth attempting to runaway.

Going off the percentages of players getting achievements for completing the second chapter, a shocking amount of people quit playing White Night at some point on the second stage, and I’m amongst them. This game is awful. Look, even scary games are supposed to be entertaining. While the game is interesting to look at, a game shouldn’t make it so easy for players to give up and quit. White Night frustrates with archaic fixed angles, clunky movement, bad play control, confusing layouts, a slow, somewhat uninteresting and far too vague story, and annoying instakills that make you replay all the annoying things. No, as someone who completely missed the fixed-camera era of horror gaming and HATES that style, I probably never stood a chance to like White Night. Was this review fair? I feel it was, because if you’re in the same boat as me, with no nostalgic affection for that style, White Night is clearly not for you. Playing White Night is practically a war of attrition, and it is in that sense only that it succeeds. I wave the white flag.

White NightWhite Night was developed by O’Some Studio
Point of Sale: Steam, PlayStation 4, Xbox One

$14.99 said “who’ya gonna call?” like a schmuck in the making of this review.

%d bloggers like this: