White Noise 2 Preview – Of Torches and Videotapes

White Noise 2

(White Noise 2, Milkstone Studios)

<p class&equals;"western">Asymmetry&period; It&&num;8217&semi;s in your drugs&comma; it&&num;8217&semi;s in your art and now it has invaded your multiplayer&period; Although&comma; to be fair to the poor little thing who can&&num;8217&semi;t get a break in architecture&comma; it invades because it works&period; In the multiplayer case&comma; it works because it adds a new dimension to gameplay&period; It can be as subtle as approaching the same &OpenCurlyDoubleQuote;use bullets on head” puzzle from a different level angle&comma; or as bold as having two sides operating different tools to the same outcome&period; Although I tend to approach it with heavy suspicion because it is often combined with head-stomping PvP and is prone to imbalance&period; So I snuck up to <em>White Noise 2<&sol;em>&comma; curious yet concerned&comma; to study it as a preview&period;<&sol;p>&NewLine;<p class&equals;"western"><em>White Noise 2<&sol;em> is a particularly spooky asymmetrical multiplayer by Milkstone Studios&period; The survivors are up-to-four unlucky individuals tasked to find eight tapes&period; Their biggest foe&quest; A creeping spirit who&&num;8217&semi;s very survival involves shunning the light&comma; preventing the capture of precious tapes and squeezing throats until you hear a satisfying crack and all humans are dead&period;<&sol;p>&NewLine;<p class&equals;"western">&OpenCurlyDoubleQuote;So this is <em>Dead by Daylight<&sol;em>&comma; <em>Damned<&sol;em> or <em>Last Year<&sol;em>&quest; Survivors do objectives while being stalked by a player enemy&quest; This idea is so old I think Caligula used to play it with a hatchet and four servants&period;” Hush snarky voice&comma; still your tongue&comma; it&&num;8217&semi;s okay&period; It isn&&num;8217&semi;t to say there isn&&num;8217&semi;t an interesting twist <em>White Noise 2<&sol;em> isn&&num;8217&semi;t playing around with&period; There are two on display here&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;115070" aria-describedby&equals;"caption-attachment-115070" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-115070 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;11&sol;07104112&sol;6-1024x576&period;jpg" alt&equals;"White Noise 2&comma; Milkstone Studios" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-115070" class&equals;"wp-caption-text">&lpar;<em>White Noise 2<&sol;em>&comma; Milkstone Studios&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"western">The first is light&period; Rather than being armed with assault rifles&comma; shotguns and revolvers&comma; you have torches&period; &OpenCurlyDoubleQuote;So&comma; this is the time four people got their throats crushed in record time&quest;” Sshh&comma; not necessarily so&period; As the creature prowling the level hates the light like slasher films hate independent thought from their cast&period; If light falls on the monster for so long&comma; you must retreat to a random spot a short distance away&period; Although their torches only have so much battery&&num;8230&semi;<&sol;p>&NewLine;<p class&equals;"western">…The second part is abilities&period; The survivors get a collection of abilities with cooldowns to hopefully prevent becoming a grungy red paste&period; A compass to tell them the nearest tape&comma; a torch with so much battery life&comma; making noise to mark them to other friends &lpar;and the monster&rpar; if they get lost and a glowstick that functions like a droppable light source&period;<&sol;p>&NewLine;<p class&equals;"western">This isn&&num;8217&semi;t to say the malicious spirit lurking the halls doesn&&num;8217&semi;t have its own tricks&period; A compass to lure you to where the investigators roughly are&period; Summonable idols at particular spots to let you know if an investigator walks through&comma; marking them out like neon chickens&period; Invisibility&comma; where you can not be seen nor harmed but does shed off if you get too close to your prey&period; False spots that act like tapes according to the survivor&&num;8217&semi;s compass but will not help them get out&period; Disabling all torches for so long as long as your hands aren&&num;8217&semi;t seized around someone&&num;8217&semi;s throat&period; Sprinting to close the distance&period;<&sol;p>&NewLine;<p class&equals;"western">It must sound like the survivors are doomed from the moment they walk inside&period; Fated to be delicious lambs to the slaughter&period; Not so&period; As long as the survivors stick together&comma; the most a creature can grasp is a bite or two&period; Even with the torches disabled&comma; the torches are re-enabled as you begin to feast&period; Although if the survivor is on their own&quest; Ooohh&comma; that&&num;8217&semi;s when the easy feast appears&period; As survivors can&&num;8217&semi;t free themselves&comma; they need someone to shine a light on your hideous husk to drive you off&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;115073" aria-describedby&equals;"caption-attachment-115073" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-115073 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;11&sol;07104510&sol;13-1024x576&period;jpg" alt&equals;"White Noise 2&comma; Milkstone Studios" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-115073" class&equals;"wp-caption-text">&lpar;<em>White Noise 2<&sol;em>&comma; Milkstone Studios&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"western">This leads to something of an imbalance currently&period; There is no real way of separating the team&period; So any competent ones &lpar;especially with voice chat&rpar; will simply cackle as they drive you off with illumination&period; It&&num;8217&semi;s for this players seem to be currently favoring the hospital level&comma; as the winding corridors offer more choking points &lpar;literally and metaphorically&rpar; and more ways to mess with investigators&period; The prairie&&num;8217&semi;s open fields just make it too easy to turn-and-kill the monster currently&period;<&sol;p>&NewLine;<p class&equals;"western">Another interesting part is traits&period; Your selectable torch and character have their own traits that&comma; in theory&comma; are significant enough to affect gameplay&period; The reality is they don&&num;8217&semi;t seem potent enough in their effect to be noticeable&period; As well as this&comma; with only four individuals to pick from when you&&num;8217&semi;re not playing misanthropy personified there&&num;8217&semi;s no tactics of selection&period; Perhaps in the same way&comma; while sanity is apparently a factor it doesn&&num;8217&semi;t feel potent enough to be noticeable or to play into the separation required to eviscerate your victims&period;<&sol;p>&NewLine;<p class&equals;"western"><em>White Noise 2<&sol;em> seems to have a solid base&comma; but it seems to beg for tweaks and&comma; well&comma; more content&period; Two levels&comma; four characters and two monsters isn&&num;8217&semi;t too grand&period; It is worth it for a pittance&comma; but I&&num;8217&semi;ve always been of the disposition that I&&num;8217&semi;d rather pay a bit for a great replayable game than for two okay titles&period; Then again&comma; &OpenCurlyDoubleQuote;more content” is always a weird complaint for an Early Access title&period; It&&num;8217&semi;s like shaking your stick at a beta title screaming &OpenCurlyDoubleQuote;THERE&&num;8217&semi;S TOO MANY BUGS&excl;”<&sol;p>&NewLine;<p class&equals;"western">I guess the big over-riding question of the preview is&colon; Did you have a good time&quest; Overall&comma; I did actually&period; I typically hate PvP because it shuns cooperation in favor of singular heroes&comma; leaving me in the dust&period; Plus&comma; does tend to lead to trash talking&period; So I veer towards co-op&comma; as it ends up in everyone&&num;8217&semi;s best interest to work together&period; Plus&comma; everyone tends to be more pleasant to each other&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;115072" aria-describedby&equals;"caption-attachment-115072" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-115072 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;11&sol;07104409&sol;3-1024x576&period;jpg" alt&equals;"White Noise 2&comma; Milkstone Studios" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-115072" class&equals;"wp-caption-text">&lpar;<em>White Noise 2<&sol;em>&comma; Milkstone Studios&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"western">Oddly&comma; <em>White Noise 2<&sol;em> more sits in the co-op camp&period; Everyone was working together&comma; even chuckling about failures&period; The monster even started taunting in a friendly way&comma; wanting to give people hugs&period; Which then made me wonder&colon; Was the imbalance favoring survivors a bug or a feature&quest; Is it less a tension-filled multiplayer&comma; and more the adult equivalent of an after-school special on the magic of friendship&quest; That misanthropy will only end with a collection of friendship-empowered people standing over you&comma; shining their light across your body while giggling&period; Christ&comma; <em>White Noise 2<&sol;em> is like high school all over again&&num;8230&semi;<&sol;p>&NewLine;

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