Until Dawn

Last updated

Until Dawn
Until Dawn cover art.jpg
Developer(s) Supermassive Games [lower-alpha 1]
Publisher(s) Sony Computer Entertainment [lower-alpha 2]
Director(s)
  • Will Byles
  • Nik Bowen
Producer(s) Pete Samuels [1]
Designer(s) Tom Heaton
Writer(s)
Composer(s) Jason Graves [lower-alpha 3]
Engine Decima [lower-alpha 4]
Platform(s)
ReleasePlayStation 4
PlayStation 5, Windows
  • WW: 4 October 2024
Genre(s) Survival horror
Interactive drama
Mode(s) Single-player

Until Dawn is a 2015 interactive drama horror game developed by Supermassive Games and published by Sony Computer Entertainment. Players assume control of eight young adults who have to survive on Blackwood Mountain when their lives are threatened. The game features a butterfly effect system in which players must make choices that may change the story. All playable characters can survive or die, depending on the choices made. Players explore the environment from a third-person perspective and find clues that may help solve the mystery.

Contents

Until Dawn was originally planned as a first-person game for the PlayStation 3's motion controller PlayStation Move. The motion controls were dropped when it became a PlayStation 4 game. The story was written by Larry Fessenden and Graham Reznick, who sought to create the video game equivalent of a slasher film. The development team took inspiration from various sources. These include the movies Evil Dead II and Poltergeist , and video games Heavy Rain , Resident Evil , and Silent Hill . To ensure the game was scary, the team used a galvanic skin response test to measure playtesters' fear levels when playing it. Jason Graves composed the soundtrack and Guerrilla Games' Decima game engine was used for the graphics. Several noted actors, including Rami Malek, Hayden Panettiere, Meaghan Martin, Brett Dalton, Jordan Fisher, Nichole Sakura, and Peter Stormare, provided motion capture and voice acting.

Until Dawn was announced at Gamescom 2012 and released for the PlayStation 4 in August 2015. Although there was little marketing effort from Sony, its sales surpassed expectations. The game received generally positive reviews from critics, and was nominated for multiple year-end accolades. Critics praised the branching nature of the story, butterfly effect system, world building, characters, and use of quick time events, but criticised the controls. Supermassive followed the game with a virtual reality spin-off, Until Dawn: Rush of Blood (2016), and a prequel, The Inpatient (2018), while a spiritual successor, The Quarry , was released in 2022. A remake for PlayStation 5 and Windows was released on 4 October 2024. A film adaptation of the game is scheduled to be released in April 2025.

Gameplay

In Until Dawn, players have to make quick decisions that may have unforeseen consequences. Until Dawn screenshot.jpg
In Until Dawn, players have to make quick decisions that may have unforeseen consequences.

Until Dawn is an interactive drama in which players primarily assume control of eight young adults who have to survive on Blackwood Mountain until they are rescued at dawn. [3] [4] The gameplay is mainly a combination of cutscenes and third-person exploration. [5] Players control the characters in a linear environment and find clues and items. [6] Players can also collect totems, which give players a precognition of what may happen in the game's narrative. An in-game system keeps track of all of the story clues and secrets that players have discovered, even across multiple playthroughs. [7] [8] Action sequences feature mostly quick time events (QTE). [9] One type of QTE involves hiding from a threat by holding the controller as still as possible when a "Don't Move" prompt appears. [10]

The game features a butterfly effect system, in which players have to make choices. These range from small decisions like picking up a book to moral choices that involve the fates of other characters. [11] Some decisions are timed. [12] Certain choices may unlock a new sequence of events and cause unforeseen consequences. [3] These choices also influence the story's tone and relationships between characters. [13] Players can view the personality and details of the character they are controlling, and his or her relationships with other characters. [12] All eight characters may die by the end of the story, depending on the player's decisions. [14] Deaths are permanent; the game's narrative will adapt to these changes and continue forward without them. [13] The strict auto-save system prevents players from reloading a previously saved file to prevent cheating. This makes it impossible to revert choices with unfavorable outcomes. The only ways to change the player's choice are to restart the game or to continue to the end and start a new game. [15] There are hundreds of endings, [16] which are the outcomes of 22 critical choices players can make in the game. [12]

The game is divided into 10 chapters. [17] There is an intermission between each chapter in which a psychiatrist, Dr. Hill (Peter Stormare), [18] addresses the player directly (seemingly breaking the fourth wall). He analyses the player's fears along with choices they have made. [19]

Plot

Rami Malek in 2015 (2) (cropped).jpg
Rami Malek portrayed Josh Washington. [20]
Hayden Panettiere 2009 (Straighten Crop).jpg
Hayden Panettiere portrayed Sam Giddings. [20]

During a party at her lodge on Blackwood Mountain, a cruel prank causes Hannah Washington (Ella Lentini) [20] to run into the woods. Hannah's twin sister Beth (also Lentini) [20] finds her, but the two are pursued by a flamethrower-wielding stranger (Larry Fessenden), [21] resulting in them falling off a cliff's edge. No bodies are found by the police and the sisters are declared missing.

A year later, Hannah and Beth's brother Josh (Rami Malek) [20] invites the group from the previous party Hannah's friend Sam Giddings (Hayden Panettiere), [20] Josh's friend Chris Hartley (Noah Fleiss), [20] Chris' mutual love interest Ashley Brown (Galadriel Stineman), [20] new couple Emily Davis (Nichole Sakura) [20] and Matt Taylor (Jordan Fisher), [20] Emily's ex-boyfriend Mike Munroe (Brett Dalton), [20] and Mike's new girlfriend Jessica Riley (Meaghan Martin) [20]  back to the lodge. Despite tensions between members of the group and reservations about returning after the tragedy that occurred, all seven accept Josh's invitation. Each member of the group arrives at the lodge through a cable car before engaging in separate activities on the mountain.

As the night progresses, Mike and Jessica tryst at a guest cabin, where she is abducted by an unseen figure. Mike's pursuit of her attacker leads him to an abandoned sanatorium, which contains information about a 1952 cave-in on the mountain that trapped a group of miners. Mike finds Jessica either dead or alive, but the elevator she is found in falls, convincing Mike she is dead. Meanwhile, Josh, Ashley, Chris, and Sam find themselves terrorized by a masked man in the lodge. Josh is bisected in a torture device set up by the masked man, who then pursues Sam through the building's lower levels. The masked man's torment of the friends culminates with Chris being ordered to shoot Ashley or himself under the threat of them both being killed by giant saw blades. Matt and Emily, having been alerted to the masked man's presence, discover that the cable car has been locked; instead, the two head to a radio tower to request help. The request is successfully received, but the responder states that the group will not be rescued until dawn due to a storm. An unknown creature causes the radio tower to collapse into the mines, separating Matt and Emily. Looking for a way out, Emily stumbles upon the location where Beth and Hannah fell, with Beth's severed head located nearby. She later is chased by the creature on her way out of the mines.

Mike reunites with Sam just as the masked man appears before them and Ashley and Chris. The masked man reveals himself as Josh, who orchestrated the events at the lodge as revenge for his sisters' presumed deaths. He disclaims any responsibility for Jessica's death, but Mike has him bound in a shed to remain until the police arrive. At the lodge, Sam, Mike, Chris, Ashley, and, if she escaped the mines, Emily are confronted by the Stranger. The Stranger reveals that the creatures who kidnapped Jessica and attacked Matt and Emily are wendigos, former humans who became feral creatures after resorting to cannibalism during the 1952 cave-in. Chris and the Stranger travel to the shed to rescue Josh, but discover him missing, and the Stranger and possibly Chris are killed by a wendigo while attempting to return to the lodge. While perusing the Stranger's files, if Emily was bitten in her escape, she will admit to it, and Mike may choose to kill her to avoid contagion. Finally, Mike sets out for the sanatorium, believing the cable car key to be in Josh's possession; the others scramble after him, with Ashley and Chris possibly falling victim to a wendigo trap en route.

Sam and Mike discover Josh in the mines; his weakened mental state has caused him to hallucinate his sisters and his psychiatrist Dr. Alan Hill (Peter Stormare). Mike tries to lead Josh to safety, but they are separated when Josh is attacked by the wendigo. He is slain outright unless Sam discovered enough clues to determine the truth: the lead wendigo is Hannah, who turned after consuming Beth's corpse. If Jessica and/or Matt are still alive, they link up and attempt to escape through the mines while evading Hannah. Finally, Mike and Sam return to the lodge to seek refuge in the basement with the rest of the survivors, only to find it overrun by wendigos, including Hannah. When a fight between the wendigos causes a gas leak, Mike and Sam work together to destroy the lodge, leading to an explosion that kills Hannah, the remaining wendigos, and possibly some of the survivors. Following the explosion, rescue helicopters arrive to retrieve whoever has survived until dawn.

In the ending credits, any surviving characters, excluding Josh, are interviewed by the police about the events on the mountain, where at least one of the characters will implore the police to search the mines. If he survives Hannah's attack, the police discover the trapped and isolated Josh eating the Stranger's head and transforming into a wendigo. In the remake, depending on their actions, players can unlock two post-credit scenes. The first one sees Josh, having survived the wendigo, hearing Dr. Hill's voice saying he hopes Josh finds redemption. The second, set years later in Los Angeles, sees a medicated Sam trying to get over the events on Blackwood Mountain, with a bleeding scar on her arm, only to be interrupted by a stranger's voice at the door. [22]

Development and release

As a PlayStation Move game

The game was initially designed for the PlayStation Move motion controller for the PlayStation 3. PlayStation-Move-in-Hand.jpg
The game was initially designed for the PlayStation Move motion controller for the PlayStation 3.

British developer Supermassive Games served as the game's developer. [23] [24] Its existence was revealed after a trademark for Until Dawn was discovered. [25] The studio began discussing an idea for a new game for the PlayStation 3's PlayStation Move accessory, which had a greater emphasis on narrative than Supermassive's previous games, such as Start the Party! . The proposed game would be a horror game that resembled a slasher film and it would be designed for a younger audience that publisher Sony Computer Entertainment had courted with the Move. [26] Supermassive hired American writers Larry Fessenden and Graham Reznick, both of whom had worked on horror movies, [27] to write the game's script. They were hired because the team felt the company's British writers wrote in a "parochial" way that is inappropriate for the horror genre. [26] In 2024, it was revealed that London Studio worked on the title from 2008 to 2010 until Supermassive took over the game's development. [28]

The game was initially exclusive to PlayStation Move, meaning players needed to buy the Move controller to functionally play the game. In this version of the game, the only way to navigate and progress the game is by moving the motion controller. Moving the wand guides the movement of the flashlight held by the characters as players explore the location from a first-person perspective. The wand can also be used to interact with objects and solve puzzles. [29] In this version of the game, players can occasionally wield a firearm. [30] An early version of the game also supported two-player cooperative multiplayer, with the studio targeting young couples in their twenties. [28] A segment of the game shown at Gamescom 2012 received positive comments from the gaming community, but one of the most common complaints received was the game's status as a Move exclusive; most people did not want to purchase a controller for the game. [26] At that time, the game had reached the alpha development stage. [31] Byles experimented with the game's debug camera and realized the potential of changing the perspective to third-person. This would change the game from a first-person adventure game to a more "cinematic" experience. The game also switched platform from PlayStation 3 to the PlayStation 4 and expanded the game's scope to include more mature content, [26] targeting an older demographic. [32] Most characters were also recast; Brett Dalton, one of the actors retained from the PlayStation 3 version, said he believed that the recasting was performed to hire better-known actors. [33]

With these changes, the team partnered with Cubic Motion and 3Lateral to motion capture the actors' performances. [34] The team also needed to change the game's graphics. They used the Decima engine created by Guerrilla Games and had to rework the lighting system. [26] The team also extensively used particle effects and volumetric lighting to light up the game's environments. [35] Despite the third-person perspective, the game adopted a static camera angle in a way similar to early Resident Evil games. The approach was initially resisted by the development team because the designers considered the camera "archaic". Byles and the game's production designer Lee Robinson, however, drew storyboards to ensure each camera angle had narrative motivations and prove their placements were not random. Initially, quality assurance testers were frustrated with the camera angle; Supermassive resolved this complaint by ensuring drastic camera transitions would not occur at thresholds like doors but the team had to remove some scenes to satisfy this design philosophy. [26]

Gameplay and story

Supermassive had to overhaul the gameplay completely after the Move exclusivity requirement was dropped, because the core gameplay mechanic of pointing flashlights to different directions failed to be engaging without motion control. Inspired by games like Quantic Dream's Heavy Rain , the team turned Until Dawn into an interactive movie. [36] To increase the player's agency, the team envisioned a system named the "butterfly effect". Every choice the player makes in the game helps shape the story and ultimately leads to different endings. Byles stated that "all of [the characters] can live or all of whom can die in any order in any number of ways", and that this leads to many ways for scenes to unfold. He further added that no two players would get the same experience because certain scenes would be locked away should the player make a different choice. [37] Byles said this would encourage players to replay the game to discover more about the story. [38] Supermassive developed a software that enabled the team to keep track of the story they intended to tell. Due to the branching nature of the game, every time the team wanted to change details in the narrative, the writers needed to examine the possible impacts the change would have on subsequent events. [37] The team avoided substantial rewrites and instead focused on adjusting the game's pacing and direction once the motion capture and shooting process had begun. [26] According to Byles, a subplot that was removed during development involved one of the female characters being pregnant, which got cut for "prov[ing] too distracting from the main story line". [39]

The game's strict auto-save system was designed to be "imperative" instead of "punitive". Byles said even though a character had died, the story would not end until it reached the ending and that some characters may not have died despite their deaths being hinted at. Some plot points were designed to be indirect and vague so the narrative would gradually unfold. Byles recognized the design choice as "risky" and that it may disappoint mainstream players but he felt it enhanced the game's "horror" elements. The game's pacing was inspired by that of Resident Evil and Silent Hill , in which there were quiet moments with no enemy encounter that help enhance the games' tension. [37] Tom Heaton, the game's designer, said an unsuccessful QTE trial or one incorrect choice would not lead directly to a character's death, though it would send the characters to "harder, more treacherous paths". [40]

Byles described the game as "glib" and "cheesy", and said the story and the atmosphere were similar to a typical teen horror movie. [23] The film was inspired by a number of classic movies; the developers observed horror tropes and clichés that can be subverted in the game. These films included Psycho , The Haunting , The Exorcist , Halloween , Poltergeist , Evil Dead II , and The Conjuring . [41] Fessenden and Reznick wrote a script of nearly 10,000 pages. The playable characters were set up as typical horror movie archetypes but as the narrative unfolded, these characters would show more nuanced qualities. The writers felt that, unlike films, games can use quieter moments for characters to express their inner feelings. With the game's emphasis on players' choices, players can no longer "laugh" at the characters' decisions because they must make these decisions themselves. It enables the player to relate with the characters and make each death more devastating. The dialogue was reduced significantly when the team began to use the motion capture technology, which facilitates storytelling through acting. The story was written in a non-linear fashion; chapter 8 was the first to be completed. This ended up causing some inconsistencies in the story. [42]

The development team wanted to invoke fear in the player and ensure the game had the appropriate proportion of terror, horror, and disgust. Supermassive made most use of terror, which Byles defined as "the dread of an unseen threat". [43] To ensure the game was scary enough, the team used a galvanic skin response test to measure playtesters' fear levels while they were playing the game. [44] Byles described Until Dawn as a game that took "horror back to the roots of horror"; unlike many of its competitors, tension rather than action was emphasized. [43]

Music

Jason Graves is the composer for the game. Jason graves image2.jpg
Jason Graves is the composer for the game.

Jason Graves began working on Until Dawn's music in 2011. The scoring process for three orchestra recording sessions lasted for one year. [37] Graves talked with Barney Pratt, the game's audio director, for three hours to get a clear idea about the direction of the soundtrack. [45] He first composed the game's main theme, which he felt represented what the team was trying to achieve, and used it as the demo pitch to Supermassive Games. [46] The music was reactive; it would become louder as the player character approached a threat. [45] While composing for the game, he mixed both melodic and atonal sounds together. [47] The music was influenced by the work of Krzysztof Penderecki and Jerry Goldsmith. [46] There were tonally vague themes to mirror the game's mysterious storyline. [47]

With the butterfly effect being an important mechanic of the game, Graves used film music editing techniques. He divided each track into segments and had the orchestra play it piece by piece. He then manipulated the recordings and introduced variations of them in the recording studio. [46] For the game's mountainous setting, he used a "goat-hoof shaker" to perform the mountain theme and many of the key tracks. [45] He also extensively used synthesizers to pay homage to John Carpenter's work. [46] Only 30 minutes of themes with melody and chord progression were recorded in three orchestral sessions. This was because most of the time was spent recording 8–10 hours' worth of atmospheric music and sounds that Graves later combined to invoke different emotions in different scenes. The Decima game engine was programmed to determine how the music was layered depending on players' choices in the game. [37] The game's soundtracks were nearly 15 hours long. [46] The theme song, "O Death", was performed by Amy Van Roekel. [48]

Release and marketing

Until Dawn was officially announced at Gamescom 2012 and it was initially scheduled to be released in 2013 for PlayStation 3. [49] After the game was retooled, it was rumored Sony had canceled it but Supermassive CEO Pete Samuels refuted the claim. [50] The game was re-revealed at Gamescom 2014. [51] Sony did not market Until Dawn extensively; most of its marketing effort was spent on promoting third-party games such as Destiny . [52] On 31 July 2015, Sony confirmed the game had gone gold, indicating the team had completed development and it was being prepared for duplication and release. [53] It was released for the PlayStation 4 in August 2015, two years after its initial proposed launch. [2] Players who pre-ordered the game received a bonus mission featuring Matt and Emily. [54] As well as the game's standard edition, an extended edition and a steelbook edition were available for purchase. [55] The game's death scenes were censored in the Japanese version. [56] Supermassive hosted a time-limited Halloween event in late October 2015, in which 11 pumpkins were added to the game as collectibles. [57]

Remake

A remake for the game was announced in January 2024 and released for PlayStation 5 and Windows on October 4, 2024. [58] [59] It was developed by Ballistic Moon, whose founders previously worked at Supermassive and contributed to the development of the original game. Powered by Unreal Engine 5, the remake includes various graphical improvements and new musical scores composed by Mark Korven, and introduces a new, third-person, over-the-shoulder game camera, and a new type of totems named Hunger Totems. [60] While the story remained largely the same, the remake also adds new interactions between characters, an extended prologue, and new endings. [61] It also remixes the locations of the totems in the original game. [60] The "Don't Move" gameplay mechanic, which originally required players to keep their PlayStation controller as still as possible to influence the outcome of specific scenarios, was reworked for non-PlayStation platforms. In addition, a new mechanic, "Stay Calm", was introduced for third-party peripherals that lack gyroscope functionality, ensuring players can still experience similar gameplay tension without the need for motion controls. [62]

Reception

Critical response

Until Dawn received "generally favorable" reviews from critics, according to review aggregator website Metacritic. [63] Jeff Marchiafava from Game Informer wrote that Supermassive Games had "polished the [adventure game] formula to a triple-A sheen". He also enjoyed the butterfly effect system because some choices significantly affect the game's narrative. [10] Game Revolution 's Jessica Vazquez described the system as a "welcome limitation" because players would not know the consequences of each choice until they reach the ending. [66] Alexa Ray Corriea from GameSpot liked the game for its impactful choices and the "paranoia" it invokes during critical choices that risk the lives of certain characters. She also admired the system's complexity and intricacy, which lets the player replay the game to discover new scenes. [18] Mollie L Patterson from Electronic Gaming Monthly thought that the system is a "fantastic" inclusion but it never reached its full potential. [65] Chris Carter from Destructoid called the butterfly effect system "gimmicky" due to the choices not significantly influencing the plot. [64] GamesRadar's Louise Blain opined that most choices players make in the first half of the game are meaningless, though she noted that this is less of a problem in the latter half. [67] Polygon 's Phillip Kollar respected Supermassive's decision to not include manual saving, though he found the decision to be punitive because accidentally failing a QTE can result in a character's death. [69]

Carter liked the game's world-building, which he said is extensive and intriguing. He also praised the cast's performances—singling out Peter Stormare's performance as therapist Dr. Hill—and the intermission sessions that became increasingly disturbing as the game progressed. [64] Ray Corriea also enjoyed the cast's performances along with Graves' soundtracks, which she said elevate the game's "panic, terror, and anguish". [18] On a less positive note, Kollar wrote that the acting is hampered by inadequacies in the game's motion capture technology. [69] Marchiafava enjoyed the "compelling" story; he applauded the developers for successfully using different horror tropes while introducing several twists to the formula. [10] Both Marchiafava and Dean Takahashi from Venturebeat liked the characters, who show genuine growth as the narrative unfolds. [10] [48] Correa added that players can relate to these characters. [18] Both Blain and Patterson called the game a "love letter" to horror films, [67] with Patterson noting the game's similarities to a "B-grade teen slasher flick". [65] Andrew Webster from The Verge agreed, saying the game combines elements of both horror films and games, and transforms them into a "terrifying experience". He further added that the control the player has over the events makes Until Dawn "something special". [70] Lucy O'Brien from IGN , however, said the game's strict adherence to genre tropes dilutes the game's scary moments and that it "revels in the slasher genre's idiosyncratic idiocy". She also criticized the game's inconsistent tone. [68] Kollar disliked the game's writing and he criticized the "awkward cuts, long moments of unintentionally hilarious silence and hopping between scenes and perspectives with no regard for holding the player's interest". [69]

Carter called the gameplay of Until Dawn unimaginative, [64] though critics generally agreed the quick time events are well-handled because they help players become immersed in the game; [10] [66] Ray Corriea chose the "Don't Move" prompt as one of the player inputs that further heighten the tension. [18] Marchiafava called its use one of the best in gaming because button prompts were often timed and successful attempts required precision. [10] Patterson described the gameplay as conventional; he enjoyed the inclusion of QTEs and said they match with the game's overall theme and atmosphere. He noted, however, the game's cumbersome controls and suggested the shortcoming may originate from the game's origin as a PlayStation Move exclusive. [65] Ray Corriea was disappointed by the game's linearity and the lack of interactions players can have with the environments, which she said had wasted the game's setting. [18] Blain praised the game's quieter moments, in which the player character simply walks and explores the environment, and the fixed camera angles that contribute to tense and frightening moments. [67] Takahashi found the 3D navigation awkward. [48] O'Brien lamented the game's poorly-implemented motion control; she also disliked the QTEs, which she considered as tedious at times. [68] Level design and location diversity were commonly praised by critics. [64] [10] [66] The collectibles were regarded as meaningful additions to the game because they give players insights into possible future events in the game. [66] [18] [10]

Remake

Critical response to the remake was "mixed or average", according to Metacritic. [71] Critics appreciated the graphical upgrades and additional scenes, but questioned the price tag and performance issues. [lower-alpha 5] Push Square 's Sammy Barker found the remake's enhancements appealing but criticized the lack of incentives for existing owners and its inconsistent performance compared to the original. [77] Borja Ruete of MeriStation praised its gameplay tweaks, [75] while Rebecca Jones from VG247 and Tristan Ogilvie of IGN felt the new gameplay features were lacking. [79] [74] In line with criticism of the limited new content, Ogilvie mentioned a new totem minigame, which he did not welcome. [74] Jones and Rolling Stone 's Aimee Hart were positive about the enhanced accessibility features. [79] [82] Writing for HobbyConsolas and praising the new ending and the extras, Alberto Lloret thought the level of detail in characters and environments was one of the best aspects of the remake. He cited the rough gameplay, length and visual glitches as the worst aspects. [73]

Critics praised the game's story, characters, performances, and horror elements. The Games Machine 's Marco Ravetto noted that the remake retained the strong narrative structure and engaging character arcs of the original game and admired the improved graphical quality, but decried the minor narrative additions, new camera system and lack of significant new features or multiplayer options. [78] Oglivie and Shacknews editor Will Borger opined that the new third-person camera made the game less "cinematic" when compared with the original experience. [74] [80] Borger stated that the remake continued to preserve the original's engaging story and strong performances, but went on to criticize the removal of faster walking and clunkier controls, calling it "an unnecessary, technically abysmal remake". [80] A Vice article by Dwayne Jenkins also criticized the remake for being unnecessary, poorly performing on PC, and not justifying its high cost without substantial new content, while acknowledging the game's strong narrative and characters. [83] Alexander Chatziioannou from PC Gamer , like other critics, said that the remake's technical issues and new content didn't justify the price, but the game had a good balance of humor and horror that, together with an engaging narrative and well-written characters, made for an enjoyable experience and was still "the perfect interactive horror movie". [76]

Ruete and Lloret remarked on the exaggerated facial animations [75] [73] and Jones described the character movements as awkward. [79] This view was echoed by Ogilvie, who saw the movements as sluggish. [74]

Sales

According to Chart-Track, Until Dawn was the second best-selling retail game in the United Kingdom in its week of release, trailing Gears of War: Ultimate Edition . [84] The game was also the seventh-best-selling game in the US [85] and the top-trending game on YouTube in August 2015. [86] Sony was surprised by the game's critical responses and the number of players posting videos of it or streaming it on YouTube. Shuhei Yoshida, President of SCE Worldwide Studios, called Until Dawn a "sleeper hit". [87] Samuels added that the game surpassed the company's expectations, though the exact sales figure was not announced. [88]

The remake was the 14th best-selling game in the UK in its week of release. [89] At launch, the game had a peak concurrent player count of 2,607 on Steam, becoming one of Sony's slowest-selling games on the platform alongside Concord and Sackboy: A Big Adventure . [90]

Accolades

DateCeremonyCategoryRecipientsResultRef.
2015 33rd Golden Joystick Awards PlayStation Game of the YearUntil DawnNominated [91]
The Game Awards 2015 Best NarrativeNominated [92]
2016
2016 SXSW Gaming Awards Excellence in Technical AchievementNominated [93]
National Academy of Video Game Trade ReviewersPerformance in a Drama Supporting Brett Dalton as MikeNominated [94]
Use of Sound, New IPUntil DawnNominated
12th British Academy Games Awards British GameNominated [95]
Game InnovationNominated
Original PropertyWon
StoryNominated

Legacy

Sony announced a non-canonical spin-off, Until Dawn: Rush of Blood, at Paris Games Week 2015. The company described it as an arcade shooter. Its development began halfway through Until Dawn's development. Until Dawn: Rush of Blood was released on the PlayStation VR on 13 October 2016. [96] [97] In June 2017, a prequel to Until Dawn, The Inpatient, was announced. It is set in the Blackwood Sanatorium sixty years before the original. [98] In June 2022, The Quarry , a spiritual successor also developed by Supermassive Games, was released. [99]

In January 2024, Sony announced a film adaptation of the game. The adaptation is to be directed by David F. Sandberg with Gary Dauberman doing a pass on a script originally written by Blair Butler. The film is set to be produced by Screen Gems and PlayStation Productions. [100] In June 2024, Ella Rubin, Michael Cimino, Ji-young Yoo, and Odessa A'zion joined the cast in undisclosed roles. [101] In July 2024, Maia Mitchell and Belmont Cameli joined the cast in undisclosed roles, with Peter Stormare joining the cast to reprise his role as Dr. Alan J. Hill. [102] Filming started on 5 August 2024. [103] In October 2024, its release date was set for April 25, 2025. [104]

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Claire Redfield is a character in Resident Evil, a survival horror video game series created by the Japanese company Capcom. She was first introduced as one of two player characters in Resident Evil 2 (1998) alongside Leon S. Kennedy. The character was initially conceived as a blonde motorcyclist named "Elza Walker" for the prototype of the game, but her name and role were changed for the final build to connect its story to that of the original. During the events of Resident Evil 2, Claire arrives in the Midwestern United States town of Raccoon City, which has been overrun by zombies, to find her missing brother, Chris Redfield.

<i>Resident Evil</i> (2002 video game) Survival horror game

Resident Evil is a 2002 survival horror game developed and published by Capcom for the GameCube. It is a remake of the 1996 PlayStation game Resident Evil, the first installment in the Resident Evil video game series. The story takes place in 1998 near the fictional Midwestern town of Raccoon City where a series of bizarre murders have taken place. The player takes on the role of either Chris Redfield or Jill Valentine, S.T.A.R.S. officers sent in by the city and the R.P.D. to investigate the murders.

<i>P.T.</i> (video game) 2014 video game

P.T. is a 2014 psychological horror game developed by Kojima Productions under the pseudonym "7780s Studio" and published by Konami Digital Entertainment. It was directed and designed by Hideo Kojima in collaboration with filmmaker Guillermo del Toro, and was released for free on the PlayStation 4.

Supermassive Games Limited is a British video game developer based in Guildford, Surrey. The studio is best known for developing horror games such as Until Dawn for Sony Interactive Entertainment, The Dark Pictures Anthology for Bandai Namco Entertainment, The Quarry for 2K Games, and The Casting of Frank Stone for Behaviour Interactive.

<span class="mw-page-title-main">Decima (game engine)</span> Video game engine

Decima is a proprietary game engine made by Guerrilla Games and released in November 2013, that includes tools and features like artificial intelligence and game physics. It is compatible with 4K resolution and high-dynamic-range imaging, used for games on PlayStation 4, PlayStation 5, Microsoft Windows, macOS and iOS.

<i>Until Dawn: Rush of Blood</i> 2016 video game

Until Dawn: Rush of Blood is a rail shooter developed by Supermassive Games and published by Sony Interactive Entertainment, released on 13 October 2016 worldwide for PlayStation VR headset on PlayStation 4. It is a direct spin-off from Until Dawn and features the player riding a horror-themed roller coaster while shooting at inanimate objects and live enemies.

<i>The Inpatient</i> 2018 video game

The Inpatient is a psychological horror video game developed by Supermassive Games and published by Sony Interactive Entertainment for PlayStation 4 and its virtual reality headset PlayStation VR. The game was released in January 2018.

<i>Resident Evil 2</i> (2019 video game) Video game remake

Resident Evil 2 is a 2019 survival horror game developed and published by Capcom. A remake of the 1998 game Resident Evil 2, it was released for PlayStation 4, Windows, and Xbox One in January 2019 and for Amazon Luna, PlayStation 5, Xbox Series X/S and Nintendo Switch in 2022. Versions for iOS, iPadOS, and macOS are scheduled to be released in December 2024. Players control the rookie police officer Leon S. Kennedy and the college student Claire Redfield as they attempt to escape Raccoon City during a zombie outbreak.

<i>The Dark Pictures Anthology: Man of Medan</i> 2019 interactive drama video game

The Dark Pictures Anthology: Man of Medan is a 2019 interactive drama and survival horror video game with paranormal horror elements developed by Supermassive Games and published by Bandai Namco Entertainment. It is the first game of the first season of The Dark Pictures Anthology, a series of standalone horror video games. Man of Medan features a cast of five playable protagonists and a multilinear narrative influenced by player choice. The game's decision-making scenes, of which there are several, can significantly alter the trajectory of the plot and change the relationships between the main characters. Due to these choices, any of the five protagonists can die permanently.

<i>The Dark Pictures Anthology: Little Hope</i> 2020 interactive drama video game

The Dark Pictures Anthology: Little Hope is a 2020 video game developed by Supermassive Games and published by Bandai Namco Entertainment. It is the second game of the first season of The Dark Pictures Anthology. Little Hope serves as the sequel to the anthology's season premiere, Man of Medan. Will Poulter stars as the game's leading actor and plays the role of one of the protagonists, named Andrew. Set in the fictional eponymous town, located in Massachusetts, the game follows four college students chaperoned by their professor. After their bus crashes by the area, the group finds themselves trapped within Little Hope by an impenetrable fog. As they explore the deserted town, the characters are pursued by demons whose appearances are reminiscent of the ways in which the townspeople of Little Hope's colonial era died.

The Dark Pictures Anthology is an anthology series of interactive drama and survival horror video games developed and published by Supermassive Games. The anthology is planned to consist of eight games, with each game inspired by a different horror genre. Each game features five main characters whose survival depends on the choices made by the player. While each character only appears in one game, face models are often reused in other games, except those of the leading actors. The games use a third-person perspective and the ability to choose from various dialogue options and courses of action.

<i>The Dark Pictures Anthology: House of Ashes</i> 2021 interactive drama video game

The Dark Pictures Anthology: House of Ashes is a 2021 interactive drama and survival horror video game developed by Supermassive Games and published by Bandai Namco Entertainment. It is the third game of the first season of The Dark Pictures Anthology. The game features a multilinear plot in which decisions can significantly alter the trajectory of the story and change the relationships between the five playable protagonists; some lead to their permanent deaths. House of Ashes is set during the 2003 invasion of Iraq and follows five characters—four Americans working for the US Armed Forces and one Iraqi Republican Guard—who must escape from an underground Akkadian temple and survive the vampiric creatures that infest the area. Ashley Tisdale, who plays CIA operative Rachel King, was marketed as the game's leading actress. Jason Graves, a long-time collaborator with Supermassive for the series, composed the soundtrack during COVID-19 lockdowns in the United Kingdom.

<i>The Quarry</i> (video game) 2022 video game

The Quarry is a 2022 interactive drama horror game developed by Supermassive Games and published by 2K. Players assume control of nine teenage counselors who must survive their last night at Hackett's Quarry summer camp amongst supernatural creatures and violent locals. Players make many choices throughout the game which may significantly affect character development, relationships, the story's plot, and its ending. All nine playable characters may survive or die, depending on the player's decisions.

<i>The Dark Pictures Anthology: Directive 8020</i> Upcoming interactive drama video game

The Dark Pictures Anthology: Directive 8020 is an upcoming interactive drama and survival horror video game developed and published by Supermassive Games. It is the first game of the second season, and the fifth game overall in The Dark Pictures Anthology. Continuing the series' premise, the game features a cast of five playable protagonists and a multilinear narrative influenced by player choices. Its decision-making scenes can significantly alter the trajectory of the plot and change the relationships between the main characters; some can lead to the permanent death of the protagonists. In Directive 8020, a colony ship called Cassiopeia crash lands on Tau Ceti f, a planet that is 12 light-years from Earth. Lashana Lynch, who plays astronaut and pilot of the Cassiopeia, Brianna Young, is being marketed as the game's leading actress. Directive 8020 will be released for PlayStation 5, Windows, and Xbox Series X/S in 2025.

References

Notes

  1. Remake version developed by Ballistic Moon
  2. Remake released under the publisher's new name Sony Interactive Entertainment
  3. Mark Korven composed the remake's score.
  4. Unreal Engine 5 was used for the remake.
  5. Multiple references: [77] [75] [79] [74] [73] [78] [80] [81]

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