- Publisher: Activision
- Release Date: Mar 3, 2015
- Also On: iPhone/iPad, PC, Switch, Xbox One
User Score
Mixed or average reviews- based on 57 Ratings
User score distribution:
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Positive: 34 out of 57
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Mixed: 13 out of 57
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Negative: 10 out of 57
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Mar 18, 2015
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Mar 8, 2015White Night is a great survival-horror game, with an awesome story and sound design. The gameplay mechanics can be frustrating from time to time, but the depth of the story kept me going.
I highly recommend this game to fans of very dark stories, and of fans of games where not everything is spelled for you. -
Mar 27, 2015Fun survival-horror game with a nice art-style and with the occasional scare. It's not very scary like P.T., but it does have an intriguing atmosphere that will keep you playing. Worth the € 15,-.
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Mar 6, 2015It's an OK "casual horror" game, nothing to special, good for people that like that uneasy feeling but don't wont to piss themselves, but for die hard horror fan I'd give this hard pass.
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Mar 7, 2015It's more an stylistic adventure then a horror game and it has really leisurely game-play. But i like the art-style and the noir-atmosphere. So give it a try if you are interested in artful games.
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May 2, 2015
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Aug 12, 2015
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Jan 18, 2016White Night is meant to be a slow-burn investigative horror story, but I grew impatient with how incompetent its mechanics are and how they combine to make the experience as irritating as possible. I'm a fan of old-school horror, but one-hit kill enemies, mazelike, hard-to-parse level design, obtuse camera angles and a punishing save system override any nostalgia I might have. I admire that it's trying to pull off a bit of an homage here, but with every good element canceled out by a misstep, I'll stick with the original stuff.
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Jun 1, 2015If you ignore the insipid faux-noir dialogue, you’ll find that White Night is a pleasing old-school survival horror gameplay experience with a sharp visual style and an intriguing story.
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Playstation Official Magazine AustraliaMay 26, 2015Alone in the Dark and Sin City collide to shine a light for imperfect (yet mesmerising) adventuring. [May 2015, p79]