Until Dawn Review Non Spoiler

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Until Dawn
Game:
Until Dawn (2015)
Category:
Review
Duration: 7:24
16,057 views
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Eight friends return to a secluded cabin atop a snowy mountain one year after tragedy befell them there. No cell phone service, no electricity, no way to get a hold of the outside world. What could go wrong, right? If the premise for Until Dawn sounds derivative, that’s because it definitely is. The tropes and clichés built into the introduction for Supermassive’s choose-your-own-adventure game are deliberately obvious. It was billed as a classic teen slasher in the vein of Friday the 13th and Halloween. Going into it, I planned to accept these tropes and play the game with an open mind. If that’s what the studio wanted it to be, then that would be how I looked at it. What it turns out to be, however, is much more than that, and that’s partly what makes Until Dawn a success.

After we witness the tragic deaths of two characters, the story jumps ahead to one year later where the remaining eight teenage friends have reconvened on top of the Blackwood Pines mountain range, the site of the tragedy and where one of the character’s family owns land. A ski lift takes each of them to the summit where the Washington residence sits, but they arrive to find the house blanketed in darkness with no means of getting the lights on and hints of someone lurking in the woods surrounding the property.

The gameplay mechanics consist mostly of using the analog sticks to interact with the world, and, in times of duress, quick-time events with the face buttons. Gamers who played Heavy Rain or any of the recent Telltale games will find very similar mechanics in Until Dawn, though you won’t as often choose your characters’ lines when they’re talking. There are no puzzles to solve. Instead, the action relies mostly on making decisions quickly. Very smartly, sometimes inaction is actually the best decision, and you’ll have to decide in a hurry when it’s best to do nothing instead of doing something that could be do more harm than good.

All eight characters are playable, and with it being a horror story, their lives are in danger at any point. The game stresses the popular definition of the Butterfly Effect – one small thing can lead to big consequences – and the story will continuously go down several branching paths based on things you’ve said, choices you’ve made, and relationships you’ve developed. You can look at these changes in the game’s menu and you’ll find it’s true to its word a lot of the time. Little things here or there can set up a series of events leading to a character’s demise or survival much later. Plenty of recycled moments from the horror genre can be seen, like the equation of sex equals danger and the victim tripping during his or her escape from the enemy.

Like a lot of other games that offer branching stories, some characters in Until Dawn might die before they really experience a full character arc. This seems to be the price you pay for leaving the story in the hands of the user like Until Dawn does. Maybe someday a game will find a way to have it all at once, player agency and satisfying character arcs across the board, but this isn’t that game... (rest can be found on my website)

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