Resident Evil was not the first horror game, nor was it the “best” but it was marketed extremely well and it got people interested. There were several other horror games that used the same controlled views to give players a sense of unknowing. Most notable of those earlier titles was Alone in the Dark which was simply too ahead of its time to be able to run well. Resident Evil took all of what Alone in the Dark did and improved on it, from the graphics to the enemies to the overall speed of the game. White Night is taking all of what Capcom did with Resident Evil, improving on the atmosphere, and damn near eliminating the graphics. You can literally count the number of colors used in White Night on one hand.
White Night is set in 1930’s and uses an art style classic film buffs will recognize from classics such as The Cabinet of Dr. Caligari and Nosferatu, according to Indiegames. You are investigating a boarded up, at least you thought it was, mansion that is obviously not as empty as you were led to believe. Your view of the area around you is quite limited, based on your light source. If you have a lighter to rely on then expect to stumble around a lot. The flashlight is extremely focused, which may not be much more help than the lighter, at least in larger rooms.
Gamers were amazed at the shadow effects in Luigi’s Mansion on the Gamecube. Sure, those effects were pretty cool but take a look at the video of White Night and get ready to see how well shadows can add to the atmosphere of a horror game. Things are WAY off in White Night, similar to the near tangible level of eerie that movies like House on Haunted Hill achieved. You just know something is going on but not what.
The blackness in White Night is engulfing, encroaching and completely bonkers on the scare meter. This is not a review but an interpretation of what is available so far for White Night. For anyone that is interested, even slightly, in the horror genre, your latest scare is available on:
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March 14th, 2015
Carl Williams 
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