White Night begins like any good horror story should. A dapper man crashes his car in the middle of the night in 1930s Boston. Not just for any reason, however. Rather, he’s seen a strange ghost of a woman and swerved out of the way to ensure he doesn’t hit her. Injured and with his car as a write off, he limps his way into a mysterious mansion. Adorned in strange insignia and seemingly abandoned, the man begins to question himself. Did he really hit that woman? Where is he? And more importantly – why can’t he leave the mansion after entering?
White Nights tone and atmosphere is best described as unnerving and unnatural. The game wears its Hitchockian influence on its sleeve, ratcheting up the tension and mystery with every second. But while the mystery is bound to keep most players wanting more, the ultimate outcome is unfortunately quite predictable. Mind you, if you’re not too well versed in the tropes and outcomes of most classical horror films (or even games) then you might not see the resolution coming. Regardless, White Night is an intriguing and enjoyable story from beginning to just before the end.
Easily the most obvious and striking thing about White Light is its presentation. Similar to 2009’s MadWorld, White Night employs extremely stylised visuals combining high contrast black and white colours with tinges of colour to signify light in some circumstances. This look is unique and definitely eye catching, but doesn’t look all that great in screenshots. In motion, it works surprisingly well with the dynamics of this art style being utilised uniquely to help reveal to or hide things from the player as they explore the decrepit mansion.