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Is Until Dawn a Good Horror Movie? | Game Design Critique

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    Hi, this is Mark Brown with Game Maker's Toolkit,
    a series on video game design.
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    Sony's new PS4 game Until Dawn is billed as
    an interactive horror film, where
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    TRAILER DUDE: Only your choices determine who will survive
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    And I want to talk about that, but not about how
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    much you can effect the story with your choices.
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    Because, it's basically identical to the systems
    we've seen in games by Telltale and Quantic
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    Dream. Yes, your decisions will make a dent
    in the plot, but it's also full of false choices,
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    characters who can't die until the very end,
    branching paths that snap back to a central
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    point, and that cute little indicator to tell
    you that this choice will definitely have
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    an effect on the plot, somewhere down the
    line.
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    CHRIS: Boom, butterfly effect
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    It does have some ideas that I haven't seen
    in one of these types of games before, though.
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    Sometimes, you'll get a nice sepia-tinged
    flashback, to give you a better idea of which
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    choices led up to the events onscreen.
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    But don't be fooled by these screens which
    show how all your choices play out, and the
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    incredibly granular meters that show your
    current personality traits and relationships
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    to the other characters. They're all a bit
    smoke and mirrors, to be honest.
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    And that's fine. As we talked about in this
    video, these games aren't about offering infinite
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    story states. And simply making choices is
    often more fulfilling than seeing wildly unique
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    consequences play out. Plus, games are expensive
    to make without considering a billion unique
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    paths. Especially when they look like this.
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    DR HILL: I believe that in our last session, you were
    not completely honest with me.
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    So what I want to talk about, is the question
    of whether all these choices and their consequences
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    - especially the more grisly, blood-soaked
    of the consequences - can actually lead to
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    good drama.
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    Because, while it is true that any story can
    become more meaningful and memorable when
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    you're having a say on the proceedings. Much
    like how almost anything is improved with
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    the addition of cooperative play.
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    Or chocolate
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    Does that actually make the stories dramatically satisfying?
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    And this question is especially important
    to Until Dawn as it wants to play out like
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    a Hollywood horror movie. This isn't a naturalistic
    story like The Wire, where characters can
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    be snuffed out seemingly at random. This is
    a horror movie, man...
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    RANDY: There's a formula to it! A very simple formula!
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    The game is heavily based on slasher movies.
    It's got a bunch of horny teenagers, getting
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    together in a isolated cabin in the woods,
    on the anniversary of some horrible event.
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    And there's a psychopath, who wants to pick
    them off - one by one.
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    It also has elements of psychological horror
    and torture porn and - well, I don't want
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    to spoil things. So let's stick to slasher
    flicks.
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    The thing about these movies is that there
    is always a very specific reason why some
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    characters live, and others die. And sometimes,
    importance is placed on the sequence of the
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    kills, too. In early slasher flicks, for example,
    it was all about morals. Sniffy, puritanical,
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    thou shalt not morals, maybe, but those were
    the rules.
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    RANDY: There are certain rules that one must abide
    by to successfully survive a horror movie.
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    RANDY: Number one. You can never have sex. Big no
    no! Big no no!
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    STU: You're dead Meg. RANDY: Sex equals
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    death, okay? Number two. You can never drink,
    or do drugs.
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    No, it's the sin factor. It's a sin. It's an extension of number one.
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    Break those rules and you'll be killed, leaving
    one last girl. An innocent, virginal, Final
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    Girl. Early slashers were often criticised
    for being misogynistic. Which should make
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    them the perfect source material for video
    games.
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    Anyway, the point is that in drama, people
    die for a reason. Whether that's a heroic sacrifice or
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    in vengeance or to give another character motivation
    to do something, or - in horror movies - because
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    they smoked pot, or chugged a beer, or were
    a total bully.
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    But when interactivity comes into play, the
    rules can go out of the window. In Until Dawn,
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    take Emily, who is a monster bitch.
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    MATT: Let me think. EMILY: Don't think you idiot just get me outta here!
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    She would be killed in the most gruesome
    way possible in any horror movie, but can
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    survive the entire night in Until Dawn, while
    her put upon boyfriend Matt is, uh, hung out to dry
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    Or take Jess and Mike. Horror movie tropes say
    these sexpots should die, while innocent characters
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    should live. But that's not how things work
    in Until Dawn. In fact, any combination of characters
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    can make it to the finale.
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    And you'll probably end with multiple survivors.
    If not all of them making it through the night,
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    even though that goes against the horror movie
    set up where just one person survives.
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    But even if you don't care about horror movie
    formulas. Or you revel in the idea of a horror
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    flick that ignores them entirely, the interactive
    story can sometimes just be... a bit rubbish.
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    Take Jess, for example, who gets killed in the game, but
    you don't see a body so of course she's going
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    to come back. And she does: hours later into
    the story she wakes up, alone, in the mines.
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    And then, in my game, she walked forward a few paces, and was immediately killed. Oh. I think any script editor
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    would put a big red circle around that scene.
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    And that's the thing: while interactivity
    can lead to more memorable, more surprising,
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    and more personal narratives, without the
    smart guiding hand of a director or a script
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    editor, the story can fall apart. It can be
    desperately unsatisfying, or lack important
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    elements like character arcs, poetic justice,
    and good pacing.
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    And that's the way it will always be. Thanks
    for watching, please like, comment, and subscribe.
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    Throw all your money at my Patreon - and,
    wait. Actually. Maybe we can fix this.
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    You see, the thing I liked the most about Until Dawn
    is that you get to control eight different
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    characters. That's much more than games like
    Life is Strange, Tales from the Borderlands,
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    and Beyond: Two Souls.
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    Which meant that while I normally play these
    sorts of games as a kind and compassionate
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    character, having eight different people to
    play with, some of them archetypical arseholes
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    and narcissists, I felt much more comfortable
    role playing them as jerks. And while I tried
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    my best to save my favourite characters, like
    Sam, Chris, and Ashley, I was happy for the
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    others to make dumb decisions and wouldn't
    really mind if they ended up as puddles of
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    bones and teeth.
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    I realised that I wasn't really playing as
    the characters, but the as the director. Influencing
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    who lived and who died, based on my own judgmental
    preferences. Suddenly, those horror rules
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    were falling back into place and the story
    was way less disconnected.
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    Perhaps you might want to try and subvert
    the most problematic tropes of horror movies.
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    Have the ditzy, slutty blonde survive
    the ordeal, stop the black guy from getting
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    killed first, or have the archetypical Final
    Girl bite it at the last moment.
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    And you do have some ability to influence
    events in a specific way, because the deaths
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    often follow some internal logic. Characters
    can get killed if you screw up quick-time
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    events. Messing with those relationship meters
    can lead to at least one death. And if you
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    ignore the tropes of the genre - like wandering
    off from the group to investigate a spooky
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    noise - then perhaps that character deserves
    to get killed for not watching enough horror movies.
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    And then there are these totems, which is
    another clever mechanic. Find one of these
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    and pick it up, and it will show you a clip
    of one of the characters getting killed or
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    surviving an attack. They're vague, but you
    might be able to use them to help guide later choices.
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    But not all deaths are so easy to foresee.
    Understandable, of course, as Supermassive
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    wanted to surprise you. And the legions of
    YouTubers who have made this game famous.
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    So, your choice of how to deal with this flare
    gun, for example, is an almost entirely opaque
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    decision but will have huge consequences for
    Emily and Matt.
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    And that's only if, like me, you were even
    trying to tell a specific story. Until Dawn
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    doesn't give players any instructions, and
    while the trophies - which reward you for
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    finishing the game with certain combinations
    - could push you to try and get a specific
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    outcome, they're all hidden trophies.
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    So how about this for an idea. And, before I go on, I
    want to acknowledge that maybe I am trying
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    to make the game into something that it's not.
    And, for the record, I really enjoyed Until
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    Dawn and would recommend it. But, what if
    the game was actually about being the director.
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    Similar gameplay, but at the outset of the game you would be told who must live and who must die
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    and maybe even in what order. And then, you'd have to
    force the characters to act in different ways
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    to ensure their death or survival. For those
    who are fated to die, you must act immorally
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    and say nasty things to force the big baddy
    to enact poetic justice on their guts, or
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    play into obvious horror cliches and get them
    split up from the rest of the group.
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    The game could be a lot shorter, but designed
    to be replayed over and over again with different
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    instructions each time. It would also need
    some random elements, to keep you on your
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    toes and also ensure that those jump scares
    and creepy moments don't become blasé.
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    Because here's the main issue that nags at
    Until Dawn. On the one hand it, it wants to
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    be a horror movie where characters get killed
    in increasingly gruesome ways. But on the
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    other hand, it's a video game, and video games are
    there to be won.
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    Games teach us to make the smart dialogue
    decisions that will give us the best outcomes.
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    When buttons flash up on the screen,
    we've been taught to hit them as quickly as
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    possible. And systems, like the totems that
    warn of potential deaths, are supposed to
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    be solved, right?
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    Until Dawn the movie wants everyone to die.
    But Until Dawn the game wants everyone to
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    survive. Something's gotta give.
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    That conflict is somewhat solved when you
    put yourself in the director's chair. And
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    try your hand at being Wes Craven or John
    Carpenter. But without that push, and reliable
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    mechanics, many players could miss out on
    Until Dawn's greatest pleasures.
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    Thanks for watching. I hope you enjoyed the
    episode - if you did, please give it a like
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    on YouTube. Plus: how would you make an interactive
    horror movie, or did Supermassive get it right?
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    Let me know your thoughts in the comments
    below.
Title:
Is Until Dawn a Good Horror Movie? | Game Design Critique
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Duration:
10:03

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