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Analysis of White Day A Labyrinth Named School. Journey to Korean fear

White Day
Written by Kamran Haider

Fortunately for fans of the genre, terror has strongly returned to this industry. Here we have the last representative to appear, an adventure of clearly Eastern origin that will not go unnoticed. We analyze this reissue of White Day.

Resident Evil 7 was a declaration of intent for the present season. Launched at the beginning of the year, this great horror adventure has captained a genre that is being greatly revitalized over the past few months. Numerous companies and independent studios have been encouraged (or are about to do so) to develop titles inspired by this classic genre, with White Day: A Labyrinth Named School being the last to appear.

We are not precisely before a new title, rather the opposite, given that the original work appeared no less than in 2001. And not only that: time later it was reissued several times for mobile phones. More than 15 years later it finally appears on a console, PS4 in this case (the version we analyzed), although it is also available for PC. With this in mind, I’m sure you’re wondering how this proposal has aged, and the answer is simple: good but with nuances.

The plot, for example, has continued to seem interesting but not surprising at all. On White Day (more or less the equivalent of Valentine’s Day in several eastern countries), the protagonist of the game called Hui-min Leesneaks into an institute to leave some gifts to the girl he wants to conquer … but as you imagine this gesture so beautiful and innocent ends up becoming a real nightmare in which none of us would like to see ourselves stuck.

The building block that houses this institute was formerly a hospital, which received many wounded from the Korean War. A perfect breeding ground so that at present the school is up to the top of ghosts that, when they are seen, are capable of turning your heart around … especially one (or one, rather). But the most disconcerting of all is that these entities are not our worst enemies since the janitors bring them to them. They are true psychopaths and, if they catch us, we will have to run to avoid being killed.

Stealthy and somewhat frustrating terror

The basic proposal of this title is provided by the representatives of the genre of the end of the last century, although it presents some different characteristics to what the first Resident Evil, Silent Hill, Clock Tower and other titles of the time held.

The exploration is one of our main tasks. From a first-person perspective (something quite peculiar in 2001 and that distanced him from most of his peers) it is necessary to go through the dark and labyrinthine corridors of the institute in search of objects, food, keys and, also, other characters that they have been caught in our very odd odyssey. Precisely these meetings condition the fact of attending one of the finals (there are more than half a dozen) presented by the game since it is possible to make specific decisions that have their significance. What girls will we save? Who will die inside the institute? The finals will depend on everything that happens, being a fairly replayable title for this same fact.Stealthy

Get ready for many scares and a dark and disturbing setting

The puzzles are not lacking either, which although they have seemed quite basic and even somewhat rough at times, bring more grace to the matter. Its variety is not negligible (there are switches to activate, use keys, interact with certain objects and mechanisms, etc.) and break somewhat with the dynamics offered by the adventure, which despite what I have told you so far, this is based especially on stealth and moments of “escape”, so to call them.

The protagonist of White Day: A Labyrinth Named School is completely unarmed throughout the adventure so you must move forward as long as possible without being discovered by the ghosts and, above all, by the janitors. That is because as one of these insane detect us will begin frantic persecution that, almost always, will result in our death. Either you act fast and hide or the game is over, it’s that simple. There may be people who like this mechanic but, at least to me, I find it frustrating on many occasions gave that artificial intelligence also of the rivals is not at all low (rather the opposite). In fact, more than once they detect you as if by magic. Yes, it is possible to reduce the difficulty … but I don’t think it’s the ideal solution.

Moreover, these sequences have seemed somewhat obsolete and not particularly well resolved. And what is worse, precisely during these moments is when the years are more noticeable to this adventure, scenes that suffer from any hint of fun. Without a doubt, for me, it is the weakest aspect of the whole title by far.

Just the opposite happens with its great atmosphere. And although it is technically a title that as you can guess is anything but spectacular or dazzling it is true that its aesthetics, the design of the characters and scenarios and the atmosphere so disturbing that it has managed to print the game are very remarkable. Sometimes certain imperfections are appreciated in the animations of the characters, the textures, in general, are of poor quality and the special effects have hardly any impact, which is unquestionable. But, I insist, it is one of those well-made titles from an artistic point of view … and also sound. The soundtrack is very successful, the effects meet and sometimes they really shake us and the dialogues (in English with Spanish subtitles) are quite decent.

Recommended: Analysis of Pillars of Eternity Complete Edition. The magic of the good western role

Conclusion:

The original adventure of 2001 White Day has been properly remastered for PS4 and PC and becomes a horror adventure that reminds us of the classics of the genre of the late 90s … but from a first-person perspective. The title has its ups and downs and is not a work that will please all players, rather a very special group, users who will ignore the must-sees that the adventure presents and will only look at their most achieved points: the scares that hold us and its dark and disturbing atmosphere.

  • The suggestive story, especially if you are interested in what it has to do with the institute
  • The different endings ensure reasonable replayability
  • Its gloomy setting is very well recreated
  • The scares really shake us
  • Playable ups and downs too obvious
  • Technically it is quite lazy
  • It can be frustrating on some specific occasions

About the author

Kamran Haider

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