White Day 2: The Flower That Tells Lies - Complete Edition

White Day 2: The Flower That Tells Lies - Complete Edition

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Elucidator Jul 12, 2024 @ 12:41pm
Bugs, when will they get fixed?
I am reluctant to buy this release for the following reasons:

- During animation scenes, the animations displayed slow down while the audio plays at normal speed.
(lowering graphic settings + disabling vsync helps slightly apparently, running at a lower monitor refreshrate does nothing-- its not a bug shared with other games)
Example is Episode 1 scene 1, where clearly the fire makes it worse.

- Some translation issues: There are a couple. Ghost Photograph instructions do not really tell you exactly where to take a picture. It says in classroom 1 of the first years for example, but taking photos there does nothing. Similarly the dialogue options are confusing sometimes, compared to the instructions due to translation issues I assume.

- Lack of interactables -- like, seriously. (lightswitches for example)
This spoils what is and isn't important. It also breaks immersion and ruins the mystery aspect of this ghost house setting.

- Confusing the player: This happens repeatedly.
Lets start with Doors. Only some of the many doors do anything when clicked upon. Sometimes they have an interaction indicator, but mostly they don't. In case of double doors, only one of the doors can be opened, which means, when the player is Taught that most doors don't open, even when the map shows room behind it, then the player will think "Oh, its background" and walks away, not checking the second door. This easily causes the player to get stuck.
Similarly, a non interactable TV turns interactable upon holding the remote?
(classroom 1-5? I think) When the player checks the TVs in the classrooms and most of them don't do anything, or checks the TV in that specific classrom and it doesn't do anything 'before', why would they check it again? What sanity would drive them to try it out?
Well.... the game as it seems this way is about Brute Forcing. Attempting to interact with anything and when it succeeds, then it lets you continue. A 2 hour play can easily take 8 hours because of how your game design confuses the player.

- Police Guy Chaser spots you even when you stand and make no sound, while standing in a dark corner of the room, even when no light is shined upon you, still simply because he comes around the corner. It appears the police guy has more than 180 degree line of sight and instantly chases.

- Police guy sees through objects. He only needs to enter a classroom or location where the player is. So long the object doesn't count as a wall, the police guy can see the player, no matter how hidden they are, crouched or not, etc. It looks like 'floor differences' count as walls.
It is also random when the police dude enters a classrom and when he doesn't. It's not sound or noise based which is kinda weird. He notably stalks the player's location and objective location. This betrays too where to go, and makes it a bit annoying, because the police guy is difficult to lose. (You need to run away every time and cannot trick him to go some odd direction).
(That said, he always goes to valid directions, so if you run to dead ends and he isn't in the room seeing you at that time, he stops following.)

On hard mode he kills you in 3 hits. You can't run into the bathroom and hide depending on a distance even when he is outside of the room, he'll kill you-- Seemingly you always have to run, rather than hide.

- Also police guy doesn't see the player in the hallways at a certain distance in front of him if their light is turned off, regardless of making sounds or not. You can also get very close behind the guy because he never looks around and always goes forward, unless he enters a room and returns.

- Prop model issues:
+ From what I have seen, toilets have no way of flushing. You take the time to create pipes and holes in sinks, but not in the toilets?
+ There are sinks in the toilet rooms and... just outside of them? Why so many?
+ No reflections, no clue who you're playing as. No body visible either when looking down. (missing features from White Day 1.)
+ Clean, brand new, aluminium drainages inside somewhat dirty looking, old toilets? Why this difference?
+ Trash Bags stacked at night inside a school building everywhere? (makes no sense), especially not in the toilets. I recommend toilet paper or clearing tools.
+ 2 circuitboard switches in the same building. They're designed to feed power to various locations amongst the old building and the auditorium. The one in the generator room makes sense. The one in the projector room is really out of place there. There is also a surge breaker in these two places. Sigh-
+ So many stepladders, yet you need to go through hoops to get across a few bars your model could easily crawl underneath. (... I can't believe the director aproved of this design), If the structure requires a hydrolic press to move, its clearly sturdy enough as is and will not crush the player or cause danger to go underneath.
+ You have an entire hallway with classrooms with lockers and none of them can be opened, (Floor 2) even though two other hallways with classrooms (floor 3 and 4) had lockers that could be opened. (This is just inconsistent)
+ Repeated posters everywhere. I get you wanted to decorate, but this is highly unusual for schools. Look at a real school please.
(This is a korean school. It doesn't make much sense for them to have just giant posters either. Where is the student notices board? What is the school trying to tell the students? Wash your hands clean? Good, but what else? Yeah--

- Police guy walks around like a cheap Garry's Mod chararacter in 90 degree angles straight turns and he walks before his model completely turned as well, my my. As mentioned, he doesn't actually look around. Even after pasing a long hallway, even while the door is still open, he doesn't check the long end. He immediately enters a room upon being next to a door. It feels very cheap,
What also feels cheap is how he suddenly spots you and at the same time starts running to you before the music even plays.
Or how he hits you, and you get hit even when he misses, and the damage is delayed-- like, you're running far from him and only then the game notices you got hit. the heck.

- Sound Design
It needs to be improved. You can't hear the police guy sometimes because he despawned/respawned I assume. You can't tell how far away he is.
+ Why are random toilet sounds at max volume playing and no animations to support it?
+ Why are random admospheric sounds playing? It does startle, but it's not scary. And this not creating much horror is the problem. It feels too crowded. There is an extremely high likelihood you encounter these sounds at high frequency, so its easy to get used to. It ruins the atmosphere you're trying to portrait of this lonely mysterious school that happens to be haunted at night. Instead, it feels as if this school is being used by a lot of.... things.
+ The Ladder climbing sound just loops no matter what direction you climb in which breaks realism.
+ You repeat the same audio at the same volume at the same pace for every headphones in the New Building audio room.... >..>; Are you trying to be a scary game or just be a joke?
+ Headbanging ghost inside the locker can be heard outside of the classroom (as if walls do not exist or do not matter. The sound area pretends as if there are no objects at least.)
Same goes for the phone ringing noise by the way.

- Fog Transitions
You can see when you step into a connecting hallway, fog appear, and disappear when you step back. The hallway is much more clearer when before you're inside.

- Lack of ..... it being horror.
Sure you have jumpscares, but I mean....
the closest atmospheric horror I have seen in the bits I watched is just 'a head' that sometimes randomly stares at you from a window in one of the classrooms.
+ The fire ghost makes noise for no reason and is just a guide. Its not scary. The ghost spawns whether or not you look at it while entering a specific zone and the sound appears at a predictable pace as well.
The biggest problem is that it is a guide and the player doesn't get to see much horror in it. Yes, it attacks you at the end, just before you insert the plate and leave-- like... who cares at that point?
Here's a tip. If you want to make the first area slightly scary, add a strange character/shadow/ghost down inside the mess of that P.E. room, but only let it be there before you go need to go downstares, so you see it and let it disappear when you go downstairs
+ The headbanging ghost is also a guide. "Go here player, here. Look, stuff you need to progress!".... what a way to introduce scary things; make them help you. This is so bad for horror. You're not alone in a mystery situation. You've got helpers, noisy helpers.
+ I cannot spot a single moment of mystery, dread, loneliness and isolation....
and this game doesn't make you feel helpless or powerless either, so uh...
It just feels like a bother when you get chased by the police guy, or when you';re being stalked by a ghost spawning from a locker or something, its not scary, because you're not creating a horror atmosphere.
All the police guy does is it patrols, then it chases you and then slows down.

How did White Day 1 create horror using the chasing Janitor? Well, you could hide from it. He would maybe or maybe not search the toilet rooms, creating a sense of dread. You see the feet below the door of this scary man passing. The fact is, he was scary because we never got attacked by the guy, we only saw what happens when someone else got attacked. Once you know what happens, it stops being as scary, right?
So the police guy, responds too predictably and too quickly- There is no chaos. There is no-- sense of helplessness involved. He isn't scary because of that.

The lady in red? Do you call an approaching, talking woman scary? Why? Because she attempts the NSFW topic? You answer the dialogue wrong and you die. That's not scary, just a bother.

To create horror in a horror game, you need to make the player feel an unsettling thrill. The thing is, it is highly predictable something will happen, and so this doesn't basically does not happen. Even when it is predictable, it is within expectation. I get that expectation is a hard topic because this game is a sequel, but that is why the ghosts need to be more chaotic, rather than "Oh hey player. Jump scare. Done."
Do stuf that just feels... weird. That is how you can still make it unsettling and may be even scary.
So I see problems with design choices and the overal game design. That is why it fails as a horror game.
Ask someone who is easily scared to play your game, and see if they get scared? If not, you clearly failed on the horror genre.

By the way, that lady in red can appear on the third floor, even though the lore says she appears on the fourth floor. Facepalm. The text needs to not be confusing. I should put this part between the player-gets-confused part I mentioned earlier.

I see a lot of problems with this game, and in my opinion, the entire project needs a reexamination. There are some aspects within it that diffidently need to be redone from scartch. It's just that crappy basically. Overal, compared to White Day 1, and yes, we will compare it because of its nature as a sequel, this game project feels like a quick cash grab currently.

You only have 1 enemy / stealth mechanic in this game, at least practically. Somehow you screwed up this one mechanic. You can't properly remain hidden and running away indeed is possible, but a bother to do, and it ruins the point of the horror effect.
Also, lore wise it doesn't make sense. The police guy isn't Hunting You Down from the start--- he's just patrolling and so should at least be surprised when he sees a student, then hunts you down after ward-
What I am trying to see is that the way this stealth mechanic is implemented currently is just bad. It effectively ruins the foundation game mechanic on which the game is build. I'm sorry, but the studio who did it just didn't seem to care as much and seemed to only be interested in implementing the quickest solution. I do not get the feeling they have ever looked at White Day 1, with the exception of some of the school's textures and walls. I am also shocked that this game 'got approved' by the direction team in this state and even by the publishers for it to be released.

People buy it in this broken and disappointing state.

Fix at least your base stealth mechanic. The player needs the ability to stealth around the police guy and the police guy needs to hear the player and see the player.

----
Final Note::
Here's why you should add more interactables in your horror game if it wasn't obvious.
First, it adds realism. Imagine looking at a school poster or bulleting board. You may learn what some active students are interested in. So far, the game doesn't show much life of the school. The game instead focusses on the occult only, as if there is no school, and Staff problems.
What are students doing? You have plenty to create interactables for. Maybe you can find incomplete homework somewhere, or some student forgetting a bag or whatever.

Secondly, It makes it more difficult to tell what is important and what isn't, rather than to spoil what you need to solve a puzzle up front. By strictly making only puzzle solving elements interactable, you know it is important, so you can solve puzzles before you even need them.
For example: By selectively letting the player know 4 trophes can be looked at and they all belong to the bicycle club, you have solved the puzzle before even visiting the clubroom. Its dumb.

Third, it can be helpful for the player, and make the game less confusing:
Having the TV interactable from the start tells the player it may be important later.
You can tell that the player doesn't need to open a specific door.
You can open up both doors instead of one of the two doors of a double door.
etc.

Fourth, it just adds more Mystery instead of predictableness. You learn more of the nature of the school instead of just the puzzles, so now you need to figure out what is an isn't imortant, etc.

Lastly these interactables can also be used to increase fun with the Stealth mechanic. For example, enabling light switches could be uses to distract the police man or lure them somewhere.

By choosing to keep doors open all the time, you could make the police man run faster to close doors and find a pozzible culprit, instead of him samepacing.
(really, why are doors even automatically closing themselves? Its dumb.)
Last edited by Elucidator; Jul 13, 2024 @ 6:28am
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Showing 1-4 of 4 comments
Leo Felix Sep 14, 2024 @ 2:10pm 
Not mention the ending that become bugged after one fix patch. This patch is supposed to fix the bugs, not create them.
Elucidator Sep 14, 2024 @ 3:24pm 
I should probably fix the typoes and some improper explanations in the OP, but I have the feeling PQube doesn't care much about this game.

Originally posted by Leo Felix:
Not mention the ending that become bugged after one fix patch. This patch is supposed to fix the bugs, not create them.
I tried to figure out why that is, and found this:
https://steamcommunity.com/app/2078040/discussions/0/4513254562063658379/
which lists a couple of even more bugs I noticed.

There are bugs I haven't mentioned that others did that I left out of course.
but it seems that something is either preventing the Trigger Area from appearing or it isn't registered or it moved elsewhere. I think it simply doesn't appear because a flag doesn't get set (namely that you picked up every item)

And the reason for this is likely because the compiled game uses a variable to determine which event sequence the player is in, and they inserted the event that lets you choose which option / route Story 1 takes to proceed.
So, possibility 1 would be: The game's event number variable is now a number too large for this event to trigger, simply because of the choice event.
Possibility 2 would be: The choice event uses the same area trigger as the final cutscene, and it is removed upon use. Because of that you cannot trigger the final cutscene. It could be a Trigger Box overwrite issue.
Anyway, it should be easy to fix regardless.

---

Its possible the Area Trigger box got moved to some unknown location. Ghost Photo 13 is a bit buggy. When you load a savegame, its Ghost photo event trigger is moved into the wall. Because of that taking a photo of the TV doesn't let you get the ghost photo, but taking it from the wall behind it does let you obtain it. However, reload again and again and at some point you cannot reach it anymore at all.
So basically upon loading a savegame, the trigger box is being moved.
Something similar might be happening with the Final Cutscene trigger area, which should be on Floor 3 (caused by a player entering it) new building, but it might be on Floor 4 or 2 instead or maybe somewhere else entirely.

The problem is that the game dynamically loads and unloads areas, so if you leave the new building, I doubt you can find the trigger box at all. The police man for example simply despawns and spawns in new building 2.


Edit: Just saying, but I tried using the form on their website to report bugs (including sharing my email so they can reply, etc.) but I received no replies. I have no clue what they're doing basically.
Last edited by Elucidator; Sep 15, 2024 @ 5:03am
Leo Felix Sep 22, 2024 @ 7:38am 
Originally posted by Elucidator:
Anyway, it should be easy to fix regardless.

That's my point.

But in order to fix it, the developers need to want to do it and care about those of us who paid for the game and don't want it to be bugged like that. We want to have fun and not stress ourselves out, looking for where the trigger point went, as you said.

By the way, another point where they destroyed the game is in regards to what puts you on the path to one ending or another. What indicates the path is no longer getting a specific ending, but in some cases, just a small, super-hidden item that no one can see.

If the cutscene trigger hitbox is moving, it's not the players' fault. And as you said, and I know it well, it's not difficult to fix. And the worst part is that it was working before the patch. Another reason why it's not difficult to fix.

All we want is for it to simply happen after we get all the necessary items, are on the correct route, and pass through the point where the scene was always triggered. It doesn't hurt to fix it, but it takes willpower and the will to do it. I'm not saying they don't care, because they've already made enough money with the game, but it does give that impression. Consumers are being harmed by this. I paid for a game, and it was all bugged, where I could follow both endings at the same time, just by going back and not picking up a certain item, and also with an ending where the trigger for the final scene simply disappeared and wouldn't start. It became impossible to get all the achievements, like that. And I, for example, like to complete 100% of games, because that's why I bought them, to have fun and challenge myself.

Please, I have a request, and if anyone can get it to the game's devs, I would be very grateful: just make one last effort to fix the bugs that still exist in the game and those created by the last patch, 4.0. This will make the game excellent and people will stop complaining. Because the way it is, I feel cheated. And I couldn't even ask for a refund (that's not the case), because it's been a long time since I bought it. But I don't want my money back; I want the game that I bought, working perfectly, as promised.
Last edited by Leo Felix; Sep 22, 2024 @ 7:50am
felix Sep 22, 2024 @ 9:49pm 
hello sorry can you made threads about EP1-Ep 3 story because I dont know what white day 2 sell thou, i mean there is gameplay and story one we already knew that wd 2 have a lot bug I thought they gonna sell story but my opinion all 3 story dont give me good impression.
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