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Is Until Dawn a Good Horror Movie?

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Game Maker's Toolkit10:02Open on YouTube
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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 branches mostly snap back to one path
Like Telltale and Quantic Dream games, choices dent the plot but rarely rewrite it, because a billion unique paths is too expensive to build.

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

Slashers kill rule-breakers; Until Dawn lets anyone survive
In drama every death has a reason, and handing deaths to the player can strip those reasons out.

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

Playing director settles the movie-versus-game conflict
Horror movieVideo gameDirector mode
GoalGruesome deathsEveryone survivesAssigned fates
DialogueJerks get punishedSmart choicesNasty lines to doom
Horror clichésRules decide deathsAvoidedUsed to split group
Totems—Solved to saveGuide who dies
Brown imagines a shorter, replayable game where you are told who must die and must make it happen, like Wes Craven or John Carpenter.

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.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript133 lines
0:05

Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design. Sony's new PS4 game Until Dawn is billed as an interactive horror film, where TRAILER DUDE: Only your choices determine who will survive And I want to talk about that, but not about how much you can effect the story with your choices. Because, it's basically identical to the systems we've seen in games by Telltale and Quantic Dream. Yes, your decisions will make a dent in the plot, but it's also full of false choices, characters who can't die until the very end, branching paths that snap back to a central point, and that cute little indicator to tell you that this choice will definitely have an effect on the plot, somewhere down the line.

0:48

CHRIS: Boom, butterfly effect It does have some ideas that I haven't seen in one of these types of games before, though. Sometimes, you'll get a nice sepia-tinged flashback, to give you a better idea of which choices led up to the events onscreen. But don't be fooled by these screens which show how all your choices play out, and the incredibly granular meters that show your current personality traits and relationships to the other characters. They're all a bit smoke and mirrors, to be honest.

1:16

And that's fine. As we talked about in this video, these games aren't about offering infinite story states. And simply making choices is often more fulfilling than seeing wildly unique consequences play out. Plus, games are expensive to make without considering a billion unique paths. Especially when they look like this. DR HILL: I believe that in our last session, you were not completely honest with me. So what I want to talk about, is the question of whether all these choices and their consequences - especially the more grisly, blood-soaked of the consequences - can actually lead to good drama.

1:52

Because, while it is true that any story can become more meaningful and memorable when you're having a say on the proceedings. Much like how almost anything is improved with the addition of cooperative play. Or chocolate Does that actually make the stories dramatically satisfying? And this question is especially important to Until Dawn as it wants to play out like a Hollywood horror movie. This isn't a naturalistic story like The Wire, where characters can be snuffed out seemingly at random. This is a horror movie, man...

2:22

RANDY: There's a formula to it! A very simple formula! The game is heavily based on slasher movies. It's got a bunch of horny teenagers, getting together in a isolated cabin in the woods, on the anniversary of some horrible event. And there's a psychopath, who wants to pick them off - one by one. It also has elements of psychological horror and torture porn and - well, I don't want to spoil things. So let's stick to slasher flicks.

2:49

The thing about these movies is that there is always a very specific reason why some characters live, and others die. And sometimes, importance is placed on the sequence of the kills, too. In early slasher flicks, for example, it was all about morals. Sniffy, puritanical, thou shalt not morals, maybe, but those were the rules. RANDY: There are certain rules that one must abide by to successfully survive a horror movie.

3:13

RANDY: Number one. You can never have sex. Big no no! Big no no! STU: You're dead Meg. RANDY: Sex equals death, okay? Number two. You can never drink, or do drugs. No, it's the sin factor. It's a sin. It's an extension of number one. Break those rules and you'll be killed, leaving one last girl. An innocent, virginal, Final Girl. Early slashers were often criticised for being misogynistic. Which should make them the perfect source material for video games.

3:48

Anyway, the point is that in drama, people die for a reason. Whether that's a heroic sacrifice or in vengeance or to give another character motivation to do something, or - in horror movies - because they smoked pot, or chugged a beer, or were a total bully. But when interactivity comes into play, the rules can go out of the window. In Until Dawn, take Emily, who is a monster bitch. MATT: Let me think. EMILY: Don't think you idiot just get me outta here!

4:15

She would be killed in the most gruesome way possible in any horror movie, but can survive the entire night in Until Dawn, while her put upon boyfriend Matt is, uh, hung out to dry Or take Jess and Mike. Horror movie tropes say these sexpots should die, while innocent characters should live. But that's not how things work in Until Dawn. In fact, any combination of characters can make it to the finale. And you'll probably end with multiple survivors. If not all of them making it through the night, even though that goes against the horror movie set up where just one person survives.

4:50

But even if you don't care about horror movie formulas. Or you revel in the idea of a horror flick that ignores them entirely, the interactive story can sometimes just be... a bit rubbish. Take Jess, for example, who gets killed in the game, but you don't see a body so of course she's going to come back. And she does: hours later into the story she wakes up, alone, in the mines. And then, in my game, she walked forward a few paces, and was immediately killed. Oh. I think any script editor would put a big red circle around that scene.

5:19

And that's the thing: while interactivity can lead to more memorable, more surprising, and more personal narratives, without the smart guiding hand of a director or a script editor, the story can fall apart. It can be desperately unsatisfying, or lack important elements like character arcs, poetic justice, and good pacing. And that's the way it will always be. Thanks for watching, please like, comment, and subscribe.

5:39

Throw all your money at my Patreon - and, wait. Actually. Maybe we can fix this. You see, the thing I liked the most about Until Dawn is that you get to control eight different characters. That's much more than games like Life is Strange, Tales from the Borderlands, and Beyond: Two Souls. Which meant that while I normally play these sorts of games as a kind and compassionate character, having eight different people to play with, some of them archetypical arseholes and narcissists, I felt much more comfortable role playing them as jerks. And while I tried my best to save my favourite characters, like Sam, Chris, and Ashley, I was happy for the others to make dumb decisions and wouldn't really mind if they ended up as puddles of bones and teeth.

6:22

I realised that I wasn't really playing as the characters, but the as the director. Influencing who lived and who died, based on my own judgmental preferences. Suddenly, those horror rules were falling back into place and the story was way less disconnected. Perhaps you might want to try and subvert the most problematic tropes of horror movies. Have the ditzy, slutty blonde survive the ordeal, stop the black guy from getting killed first, or have the archetypical Final Girl bite it at the last moment.

6:48

And you do have some ability to influence events in a specific way, because the deaths often follow some internal logic. Characters can get killed if you screw up quick-time events. Messing with those relationship meters can lead to at least one death. And if you ignore the tropes of the genre - like wandering off from the group to investigate a spooky noise - then perhaps that character deserves to get killed for not watching enough horror movies.

7:10

And then there are these totems, which is another clever mechanic. Find one of these and pick it up, and it will show you a clip of one of the characters getting killed or surviving an attack. They're vague, but you might be able to use them to help guide later choices. But not all deaths are so easy to foresee. Understandable, of course, as Supermassive wanted to surprise you. And the legions of YouTubers who have made this game famous.

7:31

So, your choice of how to deal with this flare gun, for example, is an almost entirely opaque decision but will have huge consequences for Emily and Matt. And that's only if, like me, you were even trying to tell a specific story. Until Dawn doesn't give players any instructions, and while the trophies - which reward you for finishing the game with certain combinations - could push you to try and get a specific outcome, they're all hidden trophies.

7:56

So how about this for an idea. And, before I go on, I want to acknowledge that maybe I am trying to make the game into something that it's not. And, for the record, I really enjoyed Until Dawn and would recommend it. But, what if the game was actually about being the director. Similar gameplay, but at the outset of the game you would be told who must live and who must die and maybe even in what order. And then, you'd have to force the characters to act in different ways to ensure their death or survival. For those who are fated to die, you must act immorally and say nasty things to force the big baddy to enact poetic justice on their guts, or play into obvious horror cliches and get them split up from the rest of the group.

8:33

The game could be a lot shorter, but designed to be replayed over and over again with different instructions each time. It would also need some random elements, to keep you on your toes and also ensure that those jump scares and creepy moments don't become blasé. Because here's the main issue that nags at Until Dawn. On the one hand it, it wants to be a horror movie where characters get killed in increasingly gruesome ways. But on the other hand, it's a video game, and video games are there to be won.

9:02

Games teach us to make the smart dialogue decisions that will give us the best outcomes. When buttons flash up on the screen, we've been taught to hit them as quickly as possible. And systems, like the totems that warn of potential deaths, are supposed to be solved, right? Until Dawn the movie wants everyone to die. But Until Dawn the game wants everyone to survive. Something's gotta give. That conflict is somewhat solved when you put yourself in the director's chair. And try your hand at being Wes Craven or John Carpenter. But without that push, and reliable mechanics, many players could miss out on Until Dawn's greatest pleasures.

9:46

Thanks for watching. I hope you enjoyed the episode - if you did, please give it a like on YouTube. Plus: how would you make an interactive horror movie, or did Supermassive get it right? Let me know your thoughts in the comments below.