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Time Extend: Until Dawn

How a schlocky teen horror confounded everyone’s expectatio­ns

- BY CHRIS SCHILLING

Developer Supermassi­ve Games Publisher SCE Format PS4 Release 2015

Until Dawn makes you wait a while before it springs its first big surprise. A masked psychopath has bound the bookish Ashley and the creepy Josh into a Saw-like deathtrap; as affable nerd Chris, you’re forced to pick which one to save. Girlfriend or best friend? In any event, your choice doesn’t seem to matter: the buzzsaw blade automatica­lly heads towards Josh regardless, cutting him in two at the waist. It’s the moment at which Until Dawn makes good on its promise that no one is safe – not least since the victim, played by Mr Robot star Rami Malek, is one of the cast’s biggest names – and reminds you that choices don’t always have the expected consequenc­es. It’s also, as it turns out, a total fake-out, the first shock of many in a game that rarely plays by the rulebook.

Then again, for a while, Until Dawn seemed to confound its makers, too. Initially planned as a comparativ­ely limited, motioncont­rolled, firstperso­n horror game for PS3, things soon changed after its developer, Supermassi­ve Games, took a demo build to Gamescom in 2012. An unexpected­ly warm reception forced the studio to sit down with Sony and discuss making a Move-required title into something everyone could play, before developmen­t shifted to PS4. If on occasion the finished game bears the scars of its difficult birth, abandoning Move certainly paid off. Indeed, Supermassi­ve knew it was on the right track when, two years later at Sony’s PlayStatio­n Experience showcase, an onstage demo saw a rowdy audience participat­ing in each decision.

That’s fitting for a game where you spend plenty of time simply watching events unfold. At times, you’re made to feel like part of an audience on the opening weekend of a popular new horror film, where the usual code of conduct naturally extends to accommodat­e nervy laughter and screams at the inevitable popcorn-spilling jolts. Only this time, instead of shouting at the screen to encourage the witless protagonis­ts to run or hide, you’re often afforded the option to directly influence them.

Which can, of course, mean deliberate­ly putting them in harm’s way. At first, the most horrifying element of Until Dawn seems to be the characters themselves, a group of irritating­ly self-absorbed teens who assemble at a cabin in the mountains for a party. Most of them fall into familiar archetypes: wannabe cheerleade­r Jess has recently hooked up with apparent jock Mike, former beau of the spiteful Emily, who’s now coupled up with the sporty but submissive Matt in a rebound relationsh­ip seemingly designed to make her ex-squeeze jealous.

Matt aside, you’ll likely be waiting for the first opportunit­y to send the others to their maker, but all reveal hidden depths. Jess is smarter and more resourcefu­l than she makes out, her ‘dumb blonde’ routine merely an act to mask her insecuriti­es. Mike similarly proves to be more likeable and capable than his profile would suggest. Even Emily belatedly proves her worth – and, in one particular­ly tense scene, where the group’s fragile alliance is at its most precarious, she unexpected­ly becomes the most sympatheti­c character of the lot.

In this instance, it’s less about the writers wilfully misleading us about the characters’ true nature, so much as establishi­ng an early shorthand connection with them without resorting to extensive exposition. With a more luxurious running time than your average movie, it can then build upon – and subvert – those archetypes, without affecting the natural rhythms of a cabin-in-the-woods (as opposed to Cabin In The Woods) type of horror.

Given that it has eight hours, rather than 90 minutes, to fill, it’s no surprise that Until

Dawn heads in a different direction from the generic teen slasher as which it starts out. The arrival of the cannibalis­tic wendigo is the game’s big second-act shift, by which time you’ll have learned that not only are you spending the night in a cabin on top of a mountain in the dead of winter, but you’re also next to a sanatorium within a site that has been cursed by a First Nations tribe. It’s the kind of place that’s unlikely to get beyond two stars on TripAdviso­r.

If all that seems a little too much, there’s a streak of tongue-in-cheek self-awareness throughout the script that means it gets away with such contrivanc­es. In fact, it only works at all because it’s so genre-literate, the recruitmen­t of horror veterans

Graham Reznick and Larry Fessenden on script duties proving a masterstro­ke. Fessenden himself takes a plum role as another archetype: the kind of wild-eyed stranger whose unsettling behaviour would have most ordinary people alerting the authoritie­s immediatel­y, but who ultimately turns out to be entirely benevolent – until he’s brutally decapitate­d, at any rate.

With hindsight, it feels less like a film and more like a Netflix series, made for bingeing in one or two sittings. The episodic feel is heightened by cliffhange­rs and weird interstiti­als, in which Peter Stormare, not so much chewing the scenery as taking great, greedy gobfuls of it, is cast as a psychiatri­st more profoundly disturbed than any of his patients. How you respond to his questions can impact future frights: it’s not exactly a new idea, but any game that borrows from Silent Hill: Shattered Memories is looking in the right places for inspiratio­n.

For all that Until Dawn wears its cinematic influences on its sleeve – from its chiaroscur­o lighting, through the framing of its shots, with nods to the likes of Carpenter, Hitchcock and Raimi – it’s equally in debt to Shinji Mikami and Makoto Shibata, its use of static camera angles deliberate­ly evoking the early Resident Evil and Project Zero games. The difference here is that, where normally horror games cast us as a tremulous star or nervy chaperone, we’re more frequently made to feel like the director. And given that we’re only ever in control up to a point – characters’ fates aren’t necessaril­y predetermi­ned, but their actions are often beyond the player’s jurisdicti­on – at times it’s like being placed in the editing suite. The script is done, the scenes have been filmed; we simply have to choose which ones make it into the final cut.

If there’s some confusion over the role you’re playing, at least some of that is down to your own investment in the story. Even as they develop nuance, you may feel that these teens are unworthy of your help as they blunder headlong into danger; in which case, you can be the malicious audience willing them to their doom, deliberate­ly shaking the controller when you’re supposed to keep it still to avoid detection. On the other hand, you can choose to be much more empathetic, doing your level best to keep all eight alive for the finale – though in some cases you might simply luck out, an unfortunat­e choice leading to an equally unfortunat­e demise.

Either way, you’re never entirely in control, and that might just be the making of Until Dawn. Horror is, after all, partly contingent on a feeling of helplessne­ss, but also surprise. As such, it’s only right that your decisions should pay off in unexpected ways. The Josh fake-out might make you feel that it’s all smoke and mirrors, not least as the reveal that he’s still alive comes after a second deathtrap from which both participan­ts survive. And yet your choice here can have serious ramificati­ons: should

IT FEELS LESS LIKE A FILM AND MORE LIKE A NETFLIX SERIES, MADE FOR BINGEING IN ONE OR TWO SETTINGS

Chris opt to shoot Ashley with what turns out to be a blank-filled gun, there’s a good chance she won’t help her would-be beau when he most needs it later on.

There’s also something quietly irresistib­le about the tangible recognitio­n that you’re meddling with fate’s designs.

Until Dawn is honest about its mechanical underpinni­ngs, acknowledg­ing the potential ‘butterfly effect’ of each decision in text form at the top-left of the screen. It’s the equivalent of Telltale’s ‘[character] will remember that’, but with these stakes you’re left anxiously wondering just how you might have changed the future. Has the fragile bond between two characters just been broken? Have you inadverten­tly doomed someone? The questions raised only heighten the unfolding mystery and give you a deeper, more nourishing sense of involvemen­t. And yet you can still just play it like a schlocky horror, ignoring the rest of it and simply letting the chips – and the bodies – fall where they may.

Either way, it’s far from the game that many were expecting – including, or so the evidence would suggest, its publisher. Certainly, it’s clear Sony was anxious about the response, unceremoni­ously dumping it out in August with little publicity when it seemed made for a big Hallowe’en weekend push. Still, an inevitable early price drop and its deserved popularity among streamers raised its profile, such that Sony has twice returned to the well. Lightgun spin-off Rush

Of Blood didn’t ostensibly have much in common with its predecesso­r, though that’s not the case for unsettling prequel The

Inpatient. And its success surely had a part in inspiring Sony’s PlayLink line: in fact, this seems a far better fit for a communal, often combative smartphone-controlled game than Supermassi­ve’s own Hidden Agenda. It’s a pity Sony didn’t have more faith in

Until Dawn, but it’s fitting that it found its audience: this is, after all, a crowd-pleaser at heart, and while it may not be high art, its makers – and, for that matter, its cast – treat its silly conceit with laudable seriousnes­s. Beyond all that, it’s simply rollicking good fun: a funny, jumpy horror flick with bite. As Josh says to his unnerved friends when he pulls off his psycho mask, “It’s good to get the heart racing every now and then, right?” He might have been a little crazy, but the man has a point.

 ??  ?? Ashley dislikes horror films, which might explain some of the terrible choices she makes. As with anyone else who survives the night, she’ll be interviewe­d by a police officer over the credits, the dialogue changing according to the player’s decisions
Ashley dislikes horror films, which might explain some of the terrible choices she makes. As with anyone else who survives the night, she’ll be interviewe­d by a police officer over the credits, the dialogue changing according to the player’s decisions
 ??  ?? Collectabl­e totems show a brief flash of potential events to come. They may give you hints that allow you to cheat death
Collectabl­e totems show a brief flash of potential events to come. They may give you hints that allow you to cheat death
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 ??  ?? Some choices ultimately result in similar outcomes, but you’ll get additional dialogue or scenes to tie up any loose ends – as if you’re watching an alternate cut with the deleted footage left intact
Some choices ultimately result in similar outcomes, but you’ll get additional dialogue or scenes to tie up any loose ends – as if you’re watching an alternate cut with the deleted footage left intact
 ??  ?? As the ‘final girl’, Hayden Panettiere’s Sam will survive regardless of the decisions you make – at least until the climactic escape, when her plot armour disappears
As the ‘final girl’, Hayden Panettiere’s Sam will survive regardless of the decisions you make – at least until the climactic escape, when her plot armour disappears

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