Lucas Versantvoort / 13 Oct 2015
I remember seeing the occasional advert for Until
Dawn. It was feverishly being promoted as one of the few PS4 exclusives
actually worth waiting for. The game was released, the gaming press heaped its
usual 7s and 8s on it. Having watched several Let's Plays, I found myself
getting angrier by the minute, about the gameplay, the story, the characters. I
rarely get angry about games. My reasons are numerous as you will soon find
out. Let get to it.
First of all, I kept coming across a
particular argument in the game's defense, namely that it was self-aware. Each
time someone criticized the story or the characters, there'd always be someone
saying, 'but it's fun. It's playing with its own genre and clichés' and so on.
While in certain cases, I can accept such an argument, here it becomes a
catch-all defense. Don't like the characters? It's mocking horror character
archetypes. Thought certain twists were dumb? The game's playing with certain
tropes. You get the idea.
Is the game self-aware? Of course it
is, to a degree. The entire premise screams 90s teen horror flick. The problem
is that it does a terrible job of letting us in on the joke, if there is any.
It awkwardly straddles the line between playing it straight and showing us the
winks and nods. Any story that is self-aware shows said self-awareness through
humor, by playing around with or subverting all kinds of genre expectations.
The key word here is humor. Until Dawn doesn't play around with its genre
expectations, it merely adopts them and then awkwardly tries to tell a
straightforward horror story. Take a look at the moment when the killer is
revealed around the halfway point. It's entirely cliché, not to mention
outrageous and if the game was more obviously satirical in its setup, it'd
probably be really funny. But the game doesn't indicate it finds anything funny
about it at all. The plot twist is played out with a straight face and you're
left wondering whether it was meant to be a parody or that the developers
honestly believed in their creation.
This imbalance also has consequences
for the rest of the story, particularly its characters. On the surface, you'd
think the game's mocking all the usual character archetypes, the nerdy girl,
the jock, the slut, etc., but the lack of satire makes you feel like you're
supposed to be invested in these 'people'. The fact that you have to control
them only enhances this effect. In a movie, you can more easily detach yourself
from the proceedings, but in Until Dawn you actively control the characters.
Also, the game's stats regarding characters' relationships only serves to
enforce the notion that you should care for these characters.
One of the most mindboggling aspects
of this game is the therapist. He asks you questions and your answers influence
certain gameplay segments like what horrors you'll face. At a certain point,
however, the therapist starts blaming you for what's happening to the
protagonists. Remember, we don't know who he's talking to yet, but since he
always talks to the camera, he's basically addressing us. He asks whether
you're enjoying this 'game', tormenting these poor people. The game's obviously
telling us something, but again I'm unsure if Supermassive Games are suggesting
what I think they're suggesting. What the therapist is saying is simple: we,
the gamers, are sick fucks for playing a game in which we know people are going
to get hurt and die. Why do we know this? Because the game was advertised this
way. While our fascination with violence is an interesting topic, I despise
this way of conveying that message, because this isn't about dealing with said
topic, but merely throwing accusations around. Let's assume Supermassive Games
are serious. They spend all this time crafting this game, rendering all kinds
of horror in all its gory glory so to speak, have the game advertised as such
and then blame their customers by claiming some moral high ground: 'No, but you
see, YOU are the monster. You are the cause of these characters' suffering,
toying with them like lab rats. If you didn't play the game, none of this
would've happened' What's worse is that many players' indifference toward the
characters would actively contribute to these accusations. After all, if we
don't care about characters, we don't care about whether they live or die. The
game might as well be saying, 'why would you have character X die? Just because
he/she said some annoying things or did this or that? That's not a reason to
kill someone, you sick fuck'. You'd almost think Supermassive Games made the
most aggravating group of characters they could think of just to play
this blame game...but that's probably a bit far-fetched. I seriously hope this
aspect of the game (blaming the player) wasn't meant to be taken seriously, not
even a little bit, because this is not the way to get people to reflect on why
they play games like this.
Next up is gameplay. Until Dawn
freely borrows from Silent Hill: Shattered Memories, Telltale Games and
probably a few others to shape an experience that eerily resembles The Order:
1886 in terms of linearity. I already mentioned the therapy sessions where
your answers influence the game's events to some degree. For example, if you
say you fear rats more than birds, there'll be a predictable jump-scare
involving rats.
And what about the butterfly effect,
the gameplay mechanic that allows for teeny tiny variations in story outcomes?
While this is in theory an interesting mechanic, it's been applied to a vacuous
story starring vacuous characters. Sure, the game allows for all kinds of
variations in how the story ends, who lives, who dies and so on. But when it's
a story about a bunch of boring monsters and characters you don't care about,
who cares about replay value? 'Oh man, I hope I can save Boring Character #4
next time.' Imagine if, instead of this tripe, Supermassive Games dedicated
their time to crafting an intricately woven story filled with three-dimensional
human beings and ask yourself if the butterfly effect (and basically the entire
game) wouldn't be way more intense and fulfilling as a result?
Again, I am astounded at the praise
heaped upon this game. I can appreciate a linear, intense, story-driven game if
I'm compensated for the lack of player freedom by things like interesting
drama, character development and so on, but none of those things are to be
found here. Character drama? You mean the overly prepared, insane kid who wants
to torment his friends because they were indirectly involved in the death of
his sister? Or the characters who just can't stop pranking each other? The
characters who are physically unable to not speak in double entendres? The
character development that basically comes to a grinding halt around the
halfway point? Yeah....0/10.
Gameplay? You mean the endless
series of hallways you get to stroll through that make Final Fantasy XIII look
like Deus Ex? You mean the thrill of running away from a killer by pressing one
button? Look, there's a place for these kinds of point-and-click adventure
games. I just don't feel they convey to the player the horror of, say, running
away from a serial killer.
Horror? You mean the cheap jump-scares
that qualify for fear nowadays? The horror of B-movie monsters? The horror of
having to not move your controller to remain undetected? Wow, what immersion!
The horror of quick-time events? The only true horror to be found here is
having to spend hours and hours with these walking cardboard cutouts. That and
the fact there are people who think Peter Stormare's character was actually
terrifying. Really guys? Is this what qualifies as a scary performance
nowadays? Hopping from one random expression to the other without rhyme or
reason?
Until Dawn has a few redeeming
qualities. For one, you can't load a previous save to undo a mistake you made
that got someone killed. It pretty much autosaves immediately, so--like in real
life--you're forced to live with the consequences of your actions. Even this,
however, is a double-edged sword due to the game's insistence on using quick-time
events. If you accidentally screw up due to missing a single quick-time event,
you'll just have to live with it. It feels undeserved. If something happens due
to a choice you consciously made, that's one thing, but if it's because of bad
reflexes...
The graphics are obviously quite
good too. I'm specifically referring to the character models of course, not the
environments. Again, however, there's a downside: the Uncanny Valley. In case
you're unfamiliar with this term, it basically refers to how high quality face
models always look slightly inhuman. You'd think that as graphical quality
increases, characters would look more and more realistic, but this isn't
necessarily the case as seen in Until Dawn. Sometimes, characters' expressions
will be spot on and other times unintentionally creepy.
The other redeeming quality, and the
game's key feature, is obviously the butterfly effect. If applied to a game
actually worth playing, then we could be in for a treat, but that will take a
while. What we'd need is a game not just with a story worth experiencing and
characters worth spending time with and so on, but a game that takes this
butterfly effect to the extreme. Until Dawn emphasizes your ability to
influence character relationships and who lives and dies, etc., but the
possible variations still feel slim as a short trip through Until Dawn's wiki
will show you. We need more variations and possible story outcomes; the ability
to take the story in wildly different directions and, in Until Dawn's case,
more possible variations in character relationships; more choice types in
general, not just A or B, the list goes on.
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