Review

Daylight Review

  • First Released Apr 29, 2014
    released
  • PC

The Bogeyman has been banished.

When Daylight's ridiculous final image appeared on my screen and the credits then rolled, I stared into my screen, mouth agape. What. Was. That?

My incredulity wasn't a result of how scary this first-person survival horror game is, but how poor it is, how it makes no effort to escape rusty cliches, and how nonsensical its writing is. Granted, I jumped at a few scares, but you can see only so many drawers fly out of bureaus, and so many toppled wooden chairs right themselves, before you know when and where the "surprises" will occur. Daylight is procedurally generated, but it's no less predictable than a typical linear adventure. In fact, a carefully crafted game might have provided more unique opportunities to create stupefying shocks. Daylight instead recycles the same basic fright props in different places, turning the initial scares into tepid shrugs.

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Now Playing: Daylight - Video Review

You could think of Daylight as a combination of Slender: The Arrival and Outlast. The Slender comparison comes from how you must escape each area without coming too close to ghostly stalkers, in this case spirits in blood-soaked dresses, their eyes and mouths glowing with bright light. The Outlast connection is the setting, which focuses on a now-defunct asylum where terrible events once occurred. You grasp a cell phone that functions as a light source as well as a GPS, mapping out new areas as you enter them. As you move through each major region--the hospital, the sewers, the dark adjacent forest--you come across memos, personal diaries, and other written remnants of the past. Collect enough of these remnants, and you may proceed to the next stage of your journey. There's a story to piece together here, a story partially driven by the insidious disembodied voice that accompanies you. But after a single playthrough, it's a jumble of random notes and vague dialogue that point nowhere in particular.

It takes several playthroughs for the game's story to come into better focus, though the payoff is hardly worth the tedium of getting there. The hazy opening, which has player-character Sarah waking in the middle of an abandoned mental hospital, is almost quaint in how it embraces age-old horror cliches. It's tempting to presume that Daylight is aiming for B-movie appeal, but the writing lacks the overt melodrama, and the presentation is too prosaic, for the the game to earn a "so bad, it's good" recommendation. The rapid flutter you hear when a witch approaches is an effective touch, and the discordant string noodlings that puncture the silence when you set your eyes on her are chilling. But the audio often communicates no more true horror than a discount sounds-of-Halloween CD. Random creaks and screams don't contribute much to the atmosphere because there doesn't seem to be any evidence of a force that should create them. They're just eerie noises collected from the eerie-noise repository.

Our hearts go out to all the jack-o-lanterns that will go glow-stickless this Halloween.
Our hearts go out to all the jack-o-lanterns that will go glow-stickless this Halloween.

Some of the screams do have an obvious origin: Sarah herself often reacts to events as they occur. In fact, she often reacts to things that don't occur. "Oh God--I can't see anything," she complains, even though the phone and glow stick you carry do a fine job of illuminating her surroundings. "I know there's somebody here," she says, even when there's no obvious sign of another presence. She'll respond to silence with "What was that?" as if there's some paranormal phenomenon to analyze. Sarah displays no real character, so she comes across as though she's been possessed by an actress practicing her lines for an upcoming horror film.

Well, maybe Sarah is frightened by the silly writing, which piles on desultory truisms that have no apparent relevance to the muddled backstory. "Life is but a butterfly's dream," remarks your unseen guide, doing his best to make an arbitrary Chuang Tzu reference sound like a Deep Thought. Armchair philosopher Sarah opines out of the blue that you can't escape fate, proving that she's watched plenty of movies but adding nothing to the tale she's actually a part of. By the time a newspaper clipping raised the possibility that a construction project was occurring atop a Native American burial ground, I could only laugh. When it comes to appropriating horror ideas someone else used in superior ways, Daylight leaves no stone unturned.

The game's odd moments of inspiration provide proof that it didn't have to be this way. When a pursuer draws close, you can burn away her presence with a flare, and I reached for the flare button in a panic several times when a spirit closed in. The game's few puzzle elements were welcome, too, as was an inspired moment when a music box came to life and spun terrifyingly beautiful shadows across the walls and ceiling. Such beauty is uncommon in Daylight, a dated-looking horror game with the distinction of being the first game made with the Unreal 4 engine to be released. A cutting-edge engine deserved a more fitting introduction.

The writers of Daylight heard that infections were scary, so figured they should be included. Also scary, according to Daylight: lights that turn on and off, crows, asylum patients with evil powers, the number 13, notes that have words left out for some reason, biological experiments, boiler rooms, rain, archaeological relics, construction workers being pushed into cement, ferry accidents, the year 1666, and other elements yanked from the grab bag of scary things.
The writers of Daylight heard that infections were scary, so figured they should be included. Also scary, according to Daylight: lights that turn on and off, crows, asylum patients with evil powers, the number 13, notes that have words left out for some reason, biological experiments, boiler rooms, rain, archaeological relics, construction workers being pushed into cement, ferry accidents, the year 1666, and other elements yanked from the grab bag of scary things.

Daylight's most interesting facet is the way it allows you to connect the game to your Twitch.tv channel, where viewers can type keywords into the chat window and trigger in the game a few scares of their own. There's no official list of effective words: viewers simply try out commands and wait to see what happens. Hearing a panicked cry because someone in your channel typed "scream" is a curiosity, but only a curiosity. In fact, viewer-generated events simply confirm how disconnected the sound design and jump scares are from the setting and its themes. Who is it that's screaming, and what exactly is she afraid of? Daylight doesn't care. Screams are scary, and that's all that matters.

When it comes to appropriating horror ideas someone else used in superior ways, Daylight leaves no stone unturned.

Take Daylight's claims to procedural generation with a grain of salt; while the corridor mazes change somewhat from one playthrough to the next, layouts remain consistent enough that you can easily rush through them when making return visits. In fact, given the lukewarm nature of the game's scares, I took to rushing through the game at full speed on my second playthrough; you can sprint indefinitely, which isn't conducive to terror, but handy if you want to finish in 25 minutes or so. Daylight makes for an interesting experiment in audience participation, but no crowd of online viewers can make the poor writing any better or the themes any less hackneyed. In creating a game designed for return visits, Zombie Studios ironically forgot to make a game worth playing in the first place.

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The Good

  • A few scary moments

The Bad

  • Terrible writing and storytelling
  • Loaded with cliches
  • Predictable scares
  • Sarah's reactions don't always make sense

About the Author

Kevin VanOrd has loved scary games ever since he first visited the famous town of Silent Hill. He played Daylight seven times for the purposes of this review.
431 Comments  RefreshSorted By 
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Porcupeth123

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still looks better than Outlast

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Warlord_Irochi

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@porcupeth123 Doesn't matter how it looks when Outlast is good and this one is not.

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Gamer3344

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Edited By Gamer3344

@porcupeth123 looks are shit, gameplay and atmosphere is most important for a horror game

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deactivated-5bda06edf37ee

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@Gamer3344 looks (graphics) are actually VERY important in creating an immersive atmosphere in horror games...


i don't know how anyone can say this looks better than Outlast. this looks very amateurish to me.

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Morphine_OD

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Edited By Morphine_OD

@groowagon @Gamer3344 Outlast is pretty amateurish as well

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Porcupeth123

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@Gamer3344 and that's what i'm talking about with "looks", not graphics

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hardeddie

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The game was written by a former IGN presenter, Jessica Chobot. No surprises here. Wrong career choice. Im on par with Kevin's review, but I will purchase this. Indie games are more important than AAA titles. Go figure this yourself.

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Gamerno66666

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@hardeddie Also Anthoni Geyogolos or something.

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Stebsis

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@hardeddie Here's a thought, why not try to support good games, be it AAA or indie? If you support bad games, there's going to be bad games, like Flappy Birds and millions of clones it has because it was so popular. It doesn't matter if a game is AAA or indie, support the games you like

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deactivated-637d15bfb1440

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@Stebsis @hardeddie I have to agree with Stebsis on this; it's a noble idea to support Indie-scheme and such, but the money could be better used on quality-indie. Even better if you went and spent the money on GOG or something that sells no-DRM-stuff.

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deactivated-597794cd74015

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@hardeddie

Are you seriously saying that you will buy this game JUST to support an indie dev ?

Why ?

And....................... JESSICA FREAKING CHOBOT ??!!??!?!

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balto70

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I've watched playthroughs of this and have been shocked at how boring it looks. I would love a good, scary game that didn't have any far-fetched plotlines in it. A creepy atmosphere would go so much further than cheesy jump scares. Also, if your character behaved like you would behave in that situation. That was the only disappointing thing about Outlast to me. I don't think that your character should have an uzi or anything, but if you were in that situation, you'd be looking for SOMETHING to defend yourself with in case you got cornered and had no choice, even just to buy enough time to get loose and get away. Whether it would be a pair of scissors, a broom handle, anything. To me, THAT would be an awesome, immersive scary game.

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19James89

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Well I won't be buying this, this year is turning into a sucky year for gaming. First Thief and now this. :(

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jecomans

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@19James89 Not counting handhelds (3DS is going strong this year) I think the only game this year that has met or exceeded expectations is South Park: The Stick of Truth.

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mortalsaw

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@jecomans @19James89 Infamous second son ? titanfall ? MGS V Ground Zeroes ? Darksouls 2 and bunch of other good games

handheld my ass

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mortalsaw

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@jecomans @mortalsaw no game is perfect .but you seem to be bitching about them

they all got good review and honestly most of them are good

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jecomans

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Edited By jecomans

@mortalsaw Infamous: SS had shoddy boss battles, bone-bare story and side-missions, and abandoned it's side characters. Dark Souls 2 lacks the level design and atmosphere of it's predecessors, and has far less interesting NPC's and bosses. GZ was a mess. Can't say much about Titanfall, but friends who play it say it lacks a bunch of modes and features it should have already. Those are good games, certainly, but that's it.

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DannyDopamine8

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what does he mean when he says the game is procedurically generated? Only certain things you do trigger other things? Or the entire game is just random generated scares?

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lilmcnessy

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@dannydopamine8 randomly generated map normally

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corteztheg

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I knew that this was gonna be mediocre game, any game with pre-release sales price of 29.99 on amazon is mediocre e.g. Prototype 2 and Deadpool. which is why i am not invested in Murdered soul suspect or Mad Max.

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Cloud_imperium

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The game looked pretty mediocre since the beginning , that's why I never even watched its single gameplay after the first trailer . However I did hope that it'll prove me wrong , well it didn't . Much more excited about The Forest and Routine .

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GSyygeniobastardoyyGS

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@Cloud_imperium Forest is the real deal. Good good PC games.

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dani3po

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Jessica Chobot does not like this. Especially the part of "Terrible writing and storytelling".

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Bloody_basic

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Hmm... The game is not good. That's the first for horror games for a long time.

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redder1111

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3 ????!!!! why i was so excited about this shit?

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Earthbound_X

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Edited By Earthbound_X

Why doesn't the video player let me select anything higher then the High video option? It won't let me select HD or Auto.


I know it's been on HD before, but the flip over bar, goes away in I try to go higher then the High option.


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GregoryBastards

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@Earthbound_X It hates you.

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Earthbound_X

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Edited By Earthbound_X

@GregoryBastards @Earthbound_X Yeah thanks......

Edit: OK, oddly enough, went to the video section, selected the first video I saw, that let me change it to HD, and now all videos are in the HD option. Odd way to do that though.

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GregoryBastards

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Edited By GregoryBastards

@Earthbound_X OY!!....now it's happening to me...is this a curse....!!

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GSyygeniobastardoyyGS

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Huehuehuehuehue, another flop.

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GregoryBastards

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@geniobastardo Right you are Shizuo sama.

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GSyygeniobastardoyyGS

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@GregoryBastards @geniobastardo beware the vending machine.

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madjack1812

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Metacritic for this is pretty interesting - 7 reviews spread evenly between 3/10 and 8/10. Divisive.

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grin89

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still think dead space is the scariest game ive ever played.

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Prats93

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I'll wait for The Evil Within thanks.

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GSyygeniobastardoyyGS

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@prats93 that might be even more disappointing. See the previews or fist impressions?

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PS4andXoneGamer

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Zombie studios made both the Saw games so I can't say I'm surprised by this

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