#but as a vn controlling the experience of how a player reads is your entire goddamn game!
Explore tagged Tumblr posts
official-brennivin · 6 years ago
Text
Until Dawn review
I’ve recently finished my full playthrough of Until Dawn and after going through the main story of the game multiple times and experimenting, I’ve compiled my thoughts! This action-visual novel was extremely interesting to play.
Firstly, the game is marvellous in terms of atmosphere. The sound design, acting and music all create a very strong mental image of the cold environment and the intensity of the action sequences. This game has hit the nail on the head in terms of tone and setting. The environments are crafted wonderfully, and a lot of the gameplay segments feel relatively realistic. When a character pulls off a feat, it’s never unfeasible or totally impossible in real life. When a character is hurt or feels the cold, they react in a pretty normal way. The choice of a ski lodge during winter as a setting really enhances the tension of the story, and even with occasional slivers of dark humour the tone is very much under control. I never felt like my immersion was broken because the game became “too ridiculous” and this can happen with action-VN games. From the moment the opening theme started and that intense and overpowering “Oh Death” started playing, I was hooked. It was amazingly put together.
The decision to use the wendigo as the antagonistic species was a bold move. It’s not often that we see the wendigo adapted to games or films, and I think the decision to use them instead of werewolves or some other cryptid was extremely creative. I already have an interest in wendigo from playing RPGs and reading myths about them, so seeing them in media always makes me happy. The wendigo were also animated in an extremely masterful way. They’re absolutely terrifying. The gory deaths they cause are extremely creative and intense, and they pose a very real threat. One wrong move and the wendigo can easily be the end of you. Those that know me through this blog are aware of my penchant for creative and unique gore, so naturally this made the game very captivating.
Onto the game design, I thought that even though there were a lot of playable characters it was handled quite well. No matter who I was playing as I never felt like I switched control too quickly, or like it was jarring. Each segment was introduced with care and getting into each character felt organic. I do wish that the game was not divided into arbitrary chapters, though. The reason I say this is that whenever I wanted to collect an item I’d missed I had to replay an entire section of the game right from the beginning. Other Action-VNs and even regular VNs either allow you to skip segments of dialogue you’ve already been through or to jump into different sections of a chapter to get to specific points more quickly. Having to play through an entire chapter again just to get a totem that is right at the end of the chapter is very tedious. This did make the game frustrating at times, as the gameplay is so unforgiving and precise that it’s very easy to make mistakes and miss the item you’re looking for. That means starting the whole chapter again and again.
The game is difficult, and I like that about it. It doesn’t hold your hand and doesn’t give you arbitrary button presses all the time. The quick-time inputs feel natural because the button that you will have to use often corresponds to a direction. (for example, if you’re climbing then triangle will be used while launching yourself upward whilst X and square will be used to control your legs) Sometimes, the best thing to do is also nothing - not acting on a quick time event can save your life, if the action is too dangerous. This was also very well-implemented.
My absolute favourite game mechanic is the “stay still” mechanic. Wendigo can not see you if you stand still, so the game requires you to hold your controller very still to avoid detection. Not only is this a very unique way to use motion controls, but it’s also very well-tied into the lore. This is an example of an innovation that pleasantly surprised me. The tension it creates is unparalleled by any other horror game mechanic I’ve seen. The first time I encountered it while facing a wendigo, my heart raced. I genuinely felt fully immersed in the fear of the situation. This was an amazing choice that ultimately made the game for me.
I also loved how the game adapted to me as a player. During the “therapy” segments of the game, while you’re being psychoanalysed by Dr. Hill, the decisions you make influence the game you’re playing. The fears that you express towards Dr. Hill will impact the scares used in the game. This is really interesting and I was really pleasantly surprised by it as well. Games that adapt to your psychology are far and few between, but I think analysing the fears you have and changing the content accordingly makes for a really unique experience for each player. I loved this personal touch.
The characters in this game are fantastic. They’re all very balanced and unique. Not one of them is an all-round likeable person. They all feel like very real young adults with flaws and their own motivations. The way they react to certain interactions is very natural and organic, and I’m really impressed by how well they are characterised and developed. Throughout the story their emotions and experiences feel very relatable and human. Their personalities are all so unique and fun that I found myself quickly latching onto certain characters such as Chris, Josh and Jessica. I really cared about what happened to them, and the way they were written influenced the way I played quite a lot.
My feelings about the dialogue are complicated. On one hand, I love that it was written as a homage to corny 80s horror films. That was a great touch. However, some lines felt off. Sometimes characters would say things that didn’t feel natural. For example, I don’t think it would be typical for an 18-year-old boy to call his girlfriend “hon”. I also didn’t like Mike’s little “oh hell yeah” catchphrase whenever something suggestive happened. Talk about cringeworthy. The dialogue corresponded quite nicely to the characters’ personalities and was believable for American suburban teenagers, but there were points where it felt a bit jarring. Another thing that stood out to me as irritating is that Mike makes a pretty tasteless homophobic joke at one point and it’s not addressed as bigoted - the other characters just kind of let it happen. It’s only one short moment, but I hated it. Whilst the dialogue is quite flawed and I can see a lot of players finding its corniness annoying, it had its charms.
The acting in this game is phenomenal, and it’s clear that the actors had a great time working on it. Everybody on the cast of this game loved being in it, and believed in the project’s creative vision. The facial and physical acting is extremely well-performed. The voice acting is spot on, and they portray their young and naive characters very well. Rami Malek did an especially good job at portraying Joshua Washington, as the role had a lot of emotional range to it and I can only imagine how much work he put into that performance. I also want to mention Peter Stormare’s portrayal of Dr. Hill, which was mindblowingly intense and extremely intimidating. He is a phenomenal actor and the way he pulled off the character’s mystery and powerful aura was amazing.
Overall, while there are times that the game feels corny or unappealing in its dialogue or slightly tedious to replay, it’s very worth playing for those that enjoy horror and/or action-VNs. The very first playthrough is always an intense experience. Even my partner, who normally hates action-VNs enjoyed it purely because the horror was that effective. This game was a really unique experience, and one of the better action-VNs I’ve played. If you haven’t played it and you’re interested in experiencing a creative and wild horror plot with very interesting execution, go ahead! I highly recommend it.
5 notes · View notes