Said saves only happen when advancing the main story, however, so expect to lose a good chuck of progress should you find yourself on the receiving end of the janitors bat while tirelessly exploring all the identical hallways to find the right item to solve the latest puzzle. Yes, the game requires the use of a felt-tip pen to save progress, though the game does checkpoint with auto saves too. "Speaking of which, White Day adheres much to the classic era of 3D horror games, including a limited inventory that extends to both healing items and even save points. It sounds to me like he wants the game to have map markers, arrows and a voice telling him exactly what to do and where to go. He talks about running from the janitor becomes repetitive/annoying because of the locked doors and sound effects, well, why doesn't he explore the area(s) he's in beforehand to know which ones are locked or not? Oh wait, that requires actual effort on the player's part to use their brain to memorise details. This author is trying to implement modern game design in a 15 year old game and then complains that the game isn't as convenient and spoon-feeding as other modern horror games. On paper, this game is a love letter to fans of classic survival horror ala Silent Hill 1 and Resident Evil 1 - 3, and that's what this game intends to be.
![white day a labyrinth named school remake white day a labyrinth named school remake](https://i.ytimg.com/vi/pcD0OG6PJ70/hqdefault.jpg)
I don't think this author realises this game came out 15 years ago and this remake is intended to re-capture a 15 year old game, thusly it will try to keep its same design from back then. The first half of the review basically just explains what the game is and its features, with only the second half bitching about old game design. This review makes little sense given the design of White Day and its intended audience. So yeah, really looking forward to playing this remake and seeing more people get to experience it! My time spent with the original White Day showed me how nerve-racking a horror game can be when it goes the extra mile to surprise and keep players "in the dark" so to speak. A bad game can dull the tension and make things predictable, as if you're seeing the wires being pulled behind the scenes. Outlast and how it strips control away from you in order to deliver a jump scare). I've grown to be pretty critical of the kinds of horror games that do a poor job of masking or blending their mechanical triggers (i.e. The most novel example of that is how it takes note reading, a standard in the genre that often signifies a moment of reprieve or safety, and chooses to subvert that conditioned security through audio cues and actually summoning danger unique to the story in the note. Grimoire of Horror : Horror community (games, literature, film, etc.I remember one of my favorite aspects of the original game was how it refused to give the player a feeling of security.
![white day a labyrinth named school remake white day a labyrinth named school remake](https://i.ytimg.com/vi/1wcLFbq96-U/maxresdefault.jpg)
![white day a labyrinth named school remake white day a labyrinth named school remake](https://images.squarespace-cdn.com/content/v1/55ef0e29e4b099e22cdc9eea/1503952230636-41Y5FTXUDHF8QOBTGEWX/image-asset.jpeg)
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