Why Until Dawn is the Multiplayer Game of the Year
Until Dawn, a game about a group of unlucky teenagers staying in a cabin on a remote mountain, is actually a single-player game. It’s like a multiplayer game, though, because it successfully emulates what it feels like to watch a horror movie, which is a shared experience. It brings people together and sparks conversation. What’s more beautiful than that?
You know that moment you grab hold of a friend’s hand as the serial killer’s about to round a corner? Or the sound of a packed movie theatre, a chorus of whimpers and gasps, reacting to the homicidal maniac as they drive their giant kitchen knife into the victim’s belly over and over again? The grotesque sensationalism of the horror movie experience engages the audience, but it’s also the driving force propelling the audience to engage with one another. That’s also what Until Dawn does.
The horror movie experience invites the viewer to engage even though the character on screen won’t respond. Have you ever shouted instructions or words of caution at a clueless teenager traipsing about the screen? Have you ever thrown your hands up in frustration and vented to someone about how that same teenager, now chopped into a billion little pieces, perished because they failed to listen to your sagely advice? When a horror movie character refuses to acknowledge the viewer and makes one poor decision after the next, it’s nice to have someone to complain to. Horror movies are more interactive than almost any other kind of film, and Until Dawn understands why. As we would if we were watching a horror movie, my boyfriend and I grew closer while playing Until Dawn.
In Until Dawn, the characters aren’t gun slingers or expertly trained killers. They’re regular people just trying to survive a sticky situation and they’ve no proper way to defend themselves against incredibly lethal monsters. The characters are often forced to rely on their own wits and resourcefulness. My boyfriend and I were responsible for the well-being of those characters, but we felt vulnerable too.
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