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If you’re big into Asian horror games or horror survival, you may’ve heard the name White Day: A Labyrinth Named School here and there. It’s a game that’s haunted the gaming landscape in certain niche circles for years. But September 8, 2022 marked the first time that this Korean Horror game has been ported to the X-Box, PlayStation, and Nintendo Switch.

But how well has White Day aged and is it worth the $29 USD price tag?

White Day sees us take the role of your average high school boy in Korea who, very reasonably, decides to infiltrate his school at night so he can leave his crush candy.

But it seems like this high school has other plans because the moment we walk inside the doors lock behind us. Fortunately, there are three eligible bachelorettes also trapped in this nightmare to keep us company.

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That’s right. This is a horror survival game with dating sim elements. Love it or hate it, the endings you get is driven by the way you interact with these three characters, and the actions you take that relate to them. Personally, I love that aspect of this game. It’s fantastic to see the choices you make matter.

It’s also our first indicator that this is a game that really, really, really wants you to replay it. There’s even a secret character you can only get by completing the game first. And it helps that this port carries with it all the DLC that was released in its earlier iterations. The DLC, of course, is just 30 different costumes thar range from sexy to ridiculous.

Who wore it better? Heather Mason or this grumpy janitor?

The base game isn’t particularly long, between 7-10 hours, depending on how thorough you are in finding the many ghost stories, collectible items, and solving the myriad of puzzles.

And my god, there are a lot of puzzles. This is a survival horror game in the truest sense. You’re unarmed and your only defense against the forces moving against you is running and solving some convoluted problem using the most random items hinted at by the variety of notes floating around. Sometimes that’s fun. It’s a nice change of pace from beating some misshapen monstrosity to death with a crowbar.

But the primary threat in White Day are the roving janitors. Brutal custodians who will beat you to a bloody pulp if they hear you running or see that a light is on. Their presence contributes wonderfully to the ambiance of the sprawling school, which is filled with discordant music and ambient noise. These feisty grandpas force you to creep through the corridors in the dark, making you the perfect prey for ghosts who only manifest when there’s no light.

WHITE DAY A Labyrinth named school review. Running from the janitor
Get ready to spend a lot of time running from this guy.

But their AI is pretty keen on normal, and their constant patrol sometimes turns the tension into tedium. Though the stealth system in White Day is significantly better than the jump-in-the-closet mechanic that seems to plague most horror survival games today.

The janitor is also the key source of horror in this game, which is a little disappointing. There are moments of supernatural spooks, but these can be pretty dated and sometimes corny. There are even some old school jump scares that remind me of the early days of the internet. And not in a good way. But there are one or two that are legitimately terrifying and provide good twists to old concepts.

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Getting spectral-spooked happens fairly rarely, and sometimes require certain conditions to spawn. It almost feels like a reward when you see one.

Unfortunately, like the ghosts, the characters can also feel a little one dimensional. Our character suffers from the Silent Protagonist syndrome. We don’t hear him speak, though we have dialogue prompts, and he remains painfully stoic and generic the entire game.

Giant baby wants to crush you.
No reaction to the giant baby? Really?

The girls we meet, according to a former game director, are based off the main characters of Neon Genesis Evangelion. And I can see it: you’ve got the spunky antagonistic one, the beautiful ice queen, and the morose and reluctant Mildred. But their personalities don’t seem to extend past those tired tropes. The girls also tend to act over the top, whereas our protagonist will brush off the most bizarre happenings, leading to a strange, almost comical, juxtaposition.

Honestly, you could replace the main character with a dog and I don’t think much would change. Except then you’d be a cute dog, and it’d be a better game.

The saving grace for White Day is its story, which is its driving force. Without giving anything away, I genuinely enjoyed it. The background lore you can find about the school and the ghosts you’ll meet along the way are also excellent contributors to White Day’s world and the reason why I think so many hold this game near and dear.

But if you’ve played this game on the PS4 or on the PC, the price tag isn’t worth it. You’ll only get a few skins (some of the cooler skins have actually been deleted for the PS5 which is absurdly lame) and the graphics look pretty much identical. But if you really, really like Asian survival horror… this game is worth picking up for one reason.

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White Day 2: The Flower Never Lies is in the works. And it looks significantly better than White Day 1.

SUPPOSEDLY, it’s coming out in 2022, though I could find nothing concrete. I even scoured Korean sites trying to find a hint of a clue and got nothing. But the new developers, ROOTNSTUDIO, have stated that playing White Day 1 isn’t necessary to enjoy White Day 2, but those who have played it will “enjoy White Day 2 even more”.

If you’re on the fence, maybe wait to see if we ever get that official release day before picking up White Day: A Labyrinth Named School. And maybe pick up The Bridge Curse Road to Salvation to scratch that ghostly, schooly, horrory itch instead.

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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