The bottom line
Until Dawn is torn between being a horror movie that wants its characters dead and a video game that teaches players to keep them alive. Playing as the director, who decides who lives and dies, is the way to settle that conflict and get the drama the genre needs.
Key takeaways
- Slasher movies kill characters for specific reasons. 2:48
- Early slashers punished sex, drink and drugs, and left one innocent Final Girl alive.
- Interactivity lets those rules fall away. 4:02
- Emily, a "monster bitch", can survive the whole night, and any mix of characters can reach the finale.
- Without a director's hand, the story can fall apart. 4:59
- Jess "dies", returns hours later in the mines, then walks a few paces and is killed at once.
- Playing as the director makes the horror rules fall back into place. 6:22
- With eight characters, some of them jerks, the player saves favourites like Sam, Chris and Ashley and lets others take the fall.
- The game itself pushes players to save everyone. 8:58
- Games teach us to pick smart dialogue, hit flashing buttons fast and solve systems like the death-warning totems.
Until Dawn the movie wants everyone to die. But Until Dawn the game wants everyone to survive. Something's gotta give.
Mark Brown
Chapter summaries
0:00 The choices are mostly smoke and mirrors
Until Dawn's choice system works like Telltale's and Quantic Dream's, and that is fine.
- Choices dent the plot but rarely change it. 0:21
- It has false choices and branches that snap back to one point.
- Some characters can't die until the very end.
- A small indicator promises a choice will matter somewhere down the line.
- Its new ideas are mostly for show. 0:52
- Sepia flashbacks recall the choices that led to the scene.
- Detailed meters track personality traits and relationships, but they are smoke and mirrors.
- Making a choice matters more than seeing unique results. 1:16
- These games aren't about infinite story states.
- Building a billion unique paths is too expensive.
1:46 Interactive deaths still have to make drama
A slasher story needs deaths that follow its formula, and player choice can break that formula.
- The real question is whether grisly consequences make good drama. 1:46
- Having a say makes any story more memorable, as co-op improves almost any game.
- Until Dawn wants to be a Hollywood horror film. It is not a naturalistic story like The Wire, where people die at random.
- Slashers follow a formula for who dies and when. 2:30
- Teens gather in an isolated cabin on the anniversary of a horrible event, and a psychopath picks them off.
- The order of the kills can matter too.
- The game also borrows from psychological horror and torture porn.
- In drama, every death has a reason. 3:48
- A death can be a sacrifice, vengeance or motivation for another character.
- In horror, the reason can be as small as smoking pot, chugging a beer or bullying.
- The game also breaks the one-survivor ending. 4:38
- You'll probably end with several survivors, maybe all of them.
- Matt, Emily's put-upon boyfriend, can die while Emily lives.
5:01 Directing the cast
A large cast lets players act as a horror director, but the game hides most of the logic behind its deaths.
- Eight playable characters make it easy to play the jerks as jerks. 5:46
- Games like Life is Strange, Tales from the Borderlands and Beyond: Two Souls have far fewer.
- Brown normally plays kind and compassionate characters.
- Some of the cast are archetypal arseholes and narcissists.
- He let them make dumb decisions and didn't mind if they ended up as puddles of bones and teeth.
- Players can also subvert the genre's worst tropes. 6:35
- Let the ditzy blonde survive, or save the black guy from dying first.
- Or have the Final Girl die at the last moment.
- Players can only steer events in this way because deaths often follow some internal logic.
- Some deaths can be foreseen, but many are opaque. 6:48
- Failed quick-time events and bad relationship meters can kill. Wandering off alone invites it.
- Totems show a clip of a character dying or surviving.
- The flare gun choice is almost opaque, yet it has huge consequences for Emily and Matt.
- The game gives no instructions, and its trophies for certain endings are all hidden.
7:56 A game about being the director
| Horror movie | Video game | Director mode | |
|---|---|---|---|
| Goal | Gruesome deaths | Everyone survives | Assigned fates |
| Dialogue | Jerks get punished | Smart choices | Nasty lines to doom |
| Horror clichés | Rules decide deaths | Avoided | Used to split group |
| Totems | — | Solved to save | Guide who dies |
Making the director's job the explicit goal would settle the clash between horror and play.
- The game could tell players who must live and die, then make them cause it. 8:08
- Doomed characters need immoral acts and nasty words, so the killer enacts poetic justice.
- Or the player plays into horror cliches and splits them from the group.
- It would be shorter and built for replay, with different instructions each time.
- Some random elements would keep jump scares from going blasé.
- Without that push and reliable mechanics, many players miss the game's best pleasures. 9:25
- In the director's chair, the player tries their hand at being Wes Craven or John Carpenter.
- Brown still enjoyed Until Dawn and recommends it.
- He admits he may be trying to make it into something it's not.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Choice-driven stories can lose the dramatic logic of the genre they borrow from, because players are trained to win while a horror film needs people to die for a reason. Until Dawn's eight playable characters and the idea of playing as the film's director show one way to bring that logic back.
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