

He used words like “glib” and “cheesy” to describe the game, yet emphasized the story’s up-and-down arc that constantly puts players at ease, only to raise the tension to absurd heights. YES NOByles admits that his studio’s approach to Until Dawn is “very filmy,” right on down to what can only be described as the kill cam (or perhaps the near death cam), representing the viewpoint of the murderer moving about the forest. Some of these endings are radically different from one another, and others are more about slight, subtle differences, but whatever you see at the end is a direct result of what happened in-game, from choices you made to those you let live and others you saw perish. The result is an adventure that may take players only five or six hours to see through, but an adventure that happens to conclude with one of about 30 endings. If someone dies, that person remains dead and the plot trucks along, altered but unabated. These twists and turns rest at the heart of Until Dawn, because – heavily and admittedly influenced by Quantic Dream’s masterpiece Heavy Rain – Until Dawn doesn’t stop no matter what happens to any of the characters in the story. As Byles explained, Until Dawn revolves around the conventions of the teen horror flicks we all know and love: an “isolated location” with “no phone,” occasionally accompanied by “inappropriate sex.” A killer stalks eight helpless teens out in a heavily wooded, snow-covered locale, and it’s up to the gamer to see the story through, no matter what twists and turns it happens to take.
