MarketUntil Dawn
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Until Dawn

Until Dawn is a 2015 interactive drama survival 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.

Gameplay
Until Dawn is a survival horror The gameplay is mainly a combination of cutscenes and third-person exploration. Players control the characters in a linear environment and find clues and items. 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. Action sequences feature mostly quick time events (QTE). One type of QTE involves hiding from a threat by holding the controller as still as possible when a "Don't Move" prompt appears. 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. Some decisions are timed. Certain choices may unlock a new sequence of events and cause unforeseen consequences. These choices also influence the story's tone and relationships between characters. Players can view the personality and details of the character they are controlling, and his or her relationships with other characters. Deaths are permanent; the game's narrative will adapt to these changes and continue forward without them. There are hundreds of endings, which are the outcomes of 22 critical choices players can make in the game. with an intermission between each chapter in which psychiatrist Dr. Alan Hill ==Plot==
Plot
During a celebration party at her family's lodge on Blackwood Mountain, a cruel prank causes Hannah Washington (Ella Lentini) resulting in them falling off a cliff. Despite a search, their bodies are never found and they are declared missing. A year later, Hannah and Beth's brother Josh (Rami Malek) ==Development and release==
Development and release
As a PlayStation Move game motion controller for the PlayStation 3. British developer Supermassive Games served as the game's developer. Its existence was revealed after a trademark for Until Dawn was discovered. 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. 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. 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. In this version of the game, players can occasionally wield a firearm. An early version of the game also supported two-player cooperative multiplayer, with the studio targeting young couples in their twenties. At that time, the game had reached the alpha development stage. 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, 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. With these changes, the team partnered with Cubic Motion and 3Lateral to motion capture the actors' performances. 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. 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. 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. 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. 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. 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". Byles described the game as "glib" and "cheesy", and said the story and the atmosphere were similar to a typical teen horror movie. 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. 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". 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. 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. While composing for the game, he mixed both melodic and atonal sounds together. 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. 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. ==Release and marketing==
Release and marketing
Until Dawn was officially announced at Gamescom 2012 and it was initially scheduled to be released in 2013 for PlayStation 3. After the game was retooled, it was rumored Sony had canceled it but Supermassive CEO Pete Samuels refuted the claim. The game was re-revealed at Gamescom 2014. Sony did not market Until Dawn extensively; most of its marketing effort was spent on promoting third-party games such as Destiny. 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. It was released for the PlayStation 4 in August 2015, two years after its initial proposed launch. As well as the game's standard edition, an extended edition and a steelbook edition were available for purchase. The game's death scenes were censored in the Japanese version. Supermassive hosted a time-limited Halloween event in late October 2015, in which 11 pumpkins were added to the game as collectibles. Remake A remake for the game was announced in January 2024 and released for PlayStation 5 and Windows on October 4, 2024. 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. While the story remained largely the same, the remake also adds new interactions between characters, an extended prologue, and new endings. It also remixes the locations of the totems in the original game. ==Reception==
Reception
Critical response Until Dawn received "generally favorable" reviews from critics, according to review aggregator website Metacritic. 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. 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. 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". 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". The game was also the seventh-best-selling game in the US and the top-trending game on YouTube in August 2015. 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". Samuels added that the game surpassed the company's expectations, though the exact sales figure was not announced. The remake was the 14th best-selling game in the UK in its week of release. 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. Accolades ==Legacy==
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 Dawns development. Until Dawn: Rush of Blood was released on the PlayStation VR on 13 October 2016. In June 2017, a prequel to Until Dawn, The Inpatient, was announced. It is set in the Blackwood Sanatorium sixty years before the original. In June 2022, The Quarry, a spiritual successor also developed by Supermassive Games, was released. In January 2024, Sony announced a film adaptation of the game directed by David F. Sandberg with Gary Dauberman doing a pass on a script originally written by Blair Butler. The film was to be produced by Screen Gems and PlayStation Productions. In June 2024, Ella Rubin, Michael Cimino, Ji-young Yoo, and Odessa A'zion joined the cast in undisclosed roles. 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. Filming started on 5 August 2024. In October 2024, its release date was set for April 25, 2025. The film adaptation reinterprets the concept of Until Dawn as a time-loop horror scenario, wherein five protagonists must evade various threats until morning. Death triggers a reset mechanism tied to an ominous hourglass, and repeated failure results in transformation into a wendigo as part of Dr. Hill's experiment. While the central theme of a missing sibling remains, the setting and consequence-driven gameplay elements are largely altered. Audience response to the film was mixed "as a result of its own choices, alongside middling reviews" from critics. ==References==
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