Historically speaking, horror is not my thing. I don’t do horror movies. I don’t do horror games. You can give me a good psychological thriller any day of the week, but horror? Meh. I enjoy watching others play horror games, but I’m usually okay to leave it at that. It’s never really been a matter of being “scared” because I actually don’t find many things to be frightening. At most, certain scenarios are slightly discomfiting, but nothing I’m going to lose sleep over. In all of the years of playing various games, there has only been one game that disturbed me to the point of being unable to play it. I’m still not sure what it was about it that freaked me out, but I still can’t get myself together enough to brave the thing. That being said, today’s game review is one that I never thought I would make.
In case you didn’t know, I finally got a PS4 (check out my golden beauty), so I’ve not been getting a whole lot of other things done in life. 😛 However, I’ve been having a really good time tinkering around with it and exploring various games. I’ve been loving my PS Plus membership because it’s allowed me to take a risk-free (emphasis on the free) look at a few games I wouldn’t normally purchase on my own. One of July’s free games was Until Dawn, so I kind of had to try it. I mean, it was free. I. Love. Free. Anything. You could give me a free plastic straw and I’d be happy, so what do you think I’m going to do with a free game? Exactly. So, I played it, I loved it and now I’m here sharing my experience and thoughts with you guys.
Until Dawn is a third-person survival horror game that was developed by Supermassive Games. Released for PS4 back in 2015, this interactive romp through the remote Canadian mountainside tests your ability to make sound decisions under pressure. Thorough exploration, quick reflexes and timely assertions are necessary if you plan to be successful. However, this game isn’t about saving yourself from the horrors that await you. Oh, no! That would be much too easy.
This game isn’t about you at all…I mean, not really. Not outside of the fact that your every move, every judgment and every step helps to determine whether eight teenagers live…or die. You heard me right, folks. You have the power to save or prematurely cut short the lives of eight (mostly) innocent kids. There’s the potential to save all, some or none of them. Which will you choose? Ha! As if this were a simple matter of choice!
The problem with choices is that even when you think you’re doing the right thing in the moment, those decisions can have devastating consequences later on down the line. This is where the “Butterfly Effect” comes in. This entire game is built upon a Chaos Theory concept that suggests that even the smallest, seemingly harmless event/action (like a butterfly flapping its wings) can set off a domino effect that leads to something downright catastrophic. The decisions you make early on can drastically change your ending, so choose wisely.
However, just like in real life, we simply can’t foretell the future. So, if you decide to play this game and want a bit of advice: I’d try to make the best decision you can…as soon as you can. Bad choices = Death. Seemingly Good Choices= Death. Slow Choices = Death. Got it? Great. The eight teenagers will surely appreciate you remembering that.
Speaking of those pesky little rascals, why don’t we go ahead and meet some of them? I mean, how did they reach the unfortunate position in life to where we are the ones controlling their destinies? Well, it all starts one year before the main gameplay takes place. Deep in the Canadian wilderness there is a remote, heavily wooded area called Blackwood Pines.
On the very top of Blackwood Mountain there is a beautiful snow-capped ski lodge that has been purchased and turned into a home by the parents of the Washington siblings. If it had not been for these three kids inviting a group of their friends over for a booze-fueled kickback, none of the events of the game would have occurred. If only they had known…
Meet Hannah. She and her twin sister, Beth, are arguably the most central figures in this entire story. To me, Hannah seems sweet and a little nerdy. That’s what makes her seemingly insatiable crush on Mike (we’ll meet him later) a bit sad. I hardly think that a girl like her would be a good match for a guy like him, but she obsesses over him nonetheless. Unfortunately, it is precisely that naive, unsuspecting nature that gets her in this mess to begin with.
Beth is the slightly less awkward twin. Though she isn’t featured a whole lot, she definitely seems to be Hannah’s rock. I took her to be brave, headstrong and full of strong convictions about right being right and wrong being wrong. She clearly loves Hannah, which is sweet. There aren’t many touching moments in this game, so hey, you gotta take it where you can get it.
You actually start the game off being able to play as Beth. This is when you have a “tutorial” of sorts. Everything you learn about moving, interacting with objects/people, making decisions and trying to stay alive in the game is all thanks to Beth.
Hannah and Beth’s brother makes me think of one thing and one thing alone: One Flew Over The Cuckoo’s Nest. The End.
No, I’m just joshing. Wow, I actually contemplated the sappiness of that pun and still proceeded to type it. Oh well, I did what I did. But let’s talk about what Josh did. He was a bit creepy to me. I don’t know what it was, but from the first time I saw him, I was thinking, “Screw you guys, I’m going home.” And if you actually know what show that references without getting on Google, you and I would probably get along very well. But seriously, this guy rubbed me the wrong way. Outside of appearing to care about his sisters, he was just your typical sleazeball. I was secretly hoping he’d be the first to kick the bucket.
Back to that fateful night in the mountains. The kids are up at the lodge and as you can see, they’ve been popping bottles and have the red cups on deck. The kitchen looks like an recycling center, let’s be honest. Two of them have passed out in their seats while the remaining kids proceed to plot and plan—against Hannah. Okay, so it was mostly Emily’s idea (I cannot stand her), but the rest of the sheeple went right on along with it, claiming that it was all in good fun.
Well, a few people didn’t think the joke was too funny in the end. After a “prank” gone wrong, Beth runs out into the night to search for a humiliated Hannah. I tried to tell her that Mike wasn’t her type, but you know, she couldn’t hear me. After you learn how to stumble around in the woods, some pretty bad stuff goes down, giving you your first taste of tragedy. A year goes by and then you wind up right back on that same old mountain. This is when the actual main game commences.
Yays & Nays
(+) Yay For Good Character Development & Voice Acting
Overall, Until Dawn has a lot of games beat when it comes to good character development. For being a relatively short game, they did an excellent job driving home the personalities of each character, no matter how long they were actually in the game. They each have their own thing going on, which allows you to find at least one character to primarily identify with, if not several. Until Dawn is very story heavy with a lot of cutscenes, so it’s good that it has lively characters to keep players interested in what is going on.
Furthermore, when you add in the objective of trying to keep as many people alive as possible, having a connection with the characters is key. I mean, if you can’t relate to them and you don’t know much about them, are you really going to care about keeping them alive? Not really. Without caring about their wellbeing, you’d really be missing out on the predominant fear device used throughout the game: the fear of making a potentially fatal choice. I definitely think the characters played a significant role in emphasizing the desire to survive the night.
The voice acting was also really good. These characters spend a lot of time talking to each other, so the last thing you want to do is listen to bad voice actors. Every exclamation, scream and argument was completely convincing. I always love when video games use real actors and actresses that I’m familiar with (and like) for voicing because it adds so much to the experience—Until Dawn is no exception.
Not only did they use the voices of talent like Hayden Panettiere and Rami Malek, but they actually modeled the characters to look like their respective voice actors. This is obviously not a new tactic (I was just as overjoyed to play as Ellen Page’s video game doppelgänger in Beyond: Two Souls), but I think doing this actually makes the characters far more realistic and relatable.
Throughout the game, you get to play as all eight characters, which I thought was a lot of fun. In my own game, some characters seemed to get a lot more play-time than others, but that could have been due to the choices I made. As I played and got to know each character’s likes, dislikes, relationships and personality, I often found myself making decisions as they would opposed to how I would. I found the story to be extremely immersive in that regard, which was cool.
Sam When you start playing the central story, you get to play as Sam. I loved Sam’s character. She’s level headed, playful, and an all-around likable individual. Sam is probably the mature one out of the entire bunch, which helped balance out the ridiculous tendencies I saw in other characters.
As I began playing, I had a couple of characters in mind that I absolutely had to keep alive for sanity’s sake and Sam was one of them. Unfortunately, she died from causes that are completely unknown to me right at the end of the game. I have no idea what I did wrong, but I’m going to have to replay that portion to find out because I did not take her through hell and high water just to have her croak moments before rescue. That is not how that works.
Chris was another character that I desperately wanted to keep alive. He’s seriously the pixelated video game boyfriend of my dreams. Shy, not that much of a ladies man, totally awkward and sweet, Chris was just my type of guy. He did seem a little timid at times, but I really liked his situationship with Ashley—it was cute.
And you know what? Chris lasted a long while, until I goofed up a bit and he sort of died. Whoops. I was reaching for some popcorn at a very inopportune time, so I missed the timing of my shot. He was gloriously beheaded right in front of his would-be girlfriend. How romantic.
Ashley was just the cutest little character ever. She was meek, but quite sweet natured. Everything seemed to freak her out and she maintained the most epically mortified face throughout the majority of her time on the mountain. But can I really blame her? She endured several supremely traumatic experiences during her time with me (her clothes were testament of that), so she held herself together pretty well…until I made a dumb, dumb, dumb decision and her head was lopped clean off. I won’t say exactly how this happened, but you know how they say that curiosity killed the cat? Meow.
Jess is a very dim memory for me. That’s probably because she didn’t last very long—she was the first death on my watch! To me, Jessica was a stereotypical high school girl. Slightly fussy, insecure, boy crazy and no stranger to petty high school drama, Jessica was more of an annoyance than anything. Her presence in the game was still critical though because you can’t have a teenage horror movie or game without the customary slightly skanky girl. I simply don’t think it can be done.
Jess honestly died because I didn’t care. The majority of my actions were geared toward abandoning her, so she perished due to me fumbling during a “rescue mission”. Maybe I’ll spare her during my replay. Probably not.
Mike. As Hannah’s crush, Emily’s ex-boyfriend and Jessica’s current (?) boyfriend, Mike is one of the more dominant characters. Gregarious, fun loving and ever preoccupied with the girls in his life, this guy usually found himself in the middle of everything. His overall essence reminded me so much of Brody Jenner.
Throughout the game, my opinion of Mike changed the most out of everyone. Actually, my opinion of everyone else remained very consistent. At the beginning, Mike seemed a little douchey. However, as the chaos ensued, he started growing on me. Perhaps it was because I made choices that he probably wouldn’t have made, but he ended up a bit of a hero in the end anyhow. Just like Sam, I hadn’t wanted him to expire, but somehow, he did right at the very end.
Emily. Ugh. Gosh. Where to start? Downright bitchy, disloyal, combative and obnoxious, Emily was the character I actually wanted to be sent six feet under. I didn’t care to save her one bit due to her generally nasty disposition and unfair treatment of her lapdog…I mean, “boyfriend”, Matt. As the game went on, she grew on me a little more, but not much. I wasn’t too keen on saving her from calamity, but I did decide to deliberately spare her life towards the end. However, this was more of a moral obligation than a genuine desire to keep her around.
Fortunately (for her), she was one of the three people I managed to keep alive until dawn. Yay. You would have thought the night’s harrowing experience would have humbled the insufferable little moo, but it didn’t. She continued her nastiness right through the final credits.
Matt. From what little I saw of him, Matt is a fairly mild-mannered jock who frequently gets steamrolled (and verbally attacked) by his annoying girlfriend, Emily. Though he seemed like a nice guy, he was probably the character I connected the least with. I’m not sure if my game choices rendered him obsolete or what, but I rarely saw him after a certain point. After vanishing for a few chapters, he pops up again right at the end and has the nerve to escape the night completely unscathed. I guess the best way to survive Blackwood Mountain was to stay away from everyone.
Josh. You also get to play as Josh for a little bit. I’ve already mentioned my initial thoughts of him, but as time goes on, you really start to see just how deep the rabbit hole goes with this one.
I managed to keep him alive until the end though…I mean, if you can call it that.
(+) Yay For Realism & Fascinating Plot Imagination
All in all, I really enjoyed the idea behind the overall plot of the game. There were a lot of mysterious angles and twists to the story, which keeps you guessing right up until the end. I don’t want to give major aspects of the game away, so I won’t specifically comment on what the full plot is. However, I will say that the source(s) of danger up on Blackwood Mountain were interesting and made the game fun to play. All of the different backstories were very engaging on their own and I actually cared about discovering more about each one.
As you play the game, you have the ability to see how your characters originally viewed each other in comparison to how they feel about each other once you’ve started making decisions for them. How one character views another can impact their chances of survival, so it forces players to be cognizant of how they’re treating everyone.
This brought an element of realism to the game because in real life, it’s exactly the same way. If someone betrays you, you are more likely to betray them later on. Likewise, if someone is kind to you, you are more likely to reciprocate. Loyalty and honesty matters just as much in-game as it does in real life.
Outside of the need to survive imminent doom, I appreciated that the game highlighted personal relationships and still made time for petty teenage drama. I truly believe that even in the midst of obvious danger, teenagers would still stop what they are doing to argue over who had someone’s man first.
We’ve got plenty of displays of human emotion in this game too. Curiosity, admiration, lust, fear, anger, envy and delusion are just some of the things that are explored. The alliances or rivalries already held by the characters can play a big role in how you choose to maneuver in the game…or not.
(+) Yay For Overall Gameplay
The main objective of this game is to survive until dawn (hence the game’s name). That being said, the game is broken up into 10 chapters, with each chapter representing one hour.
Each chapter ends or starts with a visit to this fine fellow’s office right here. This section is the only time you will get to be in first person, which I thought was rather entertaining.
Throughout your interaction with the good doctor, you have no real idea of what’s going on in his office. He’s usually really cryptic about his identity and purposes with you, yet he’s constantly asking you a slew of questions about yourself—namely your fears. I’m assuming that the game uses your answers as a means of tailoring a more disturbing experience (ie. putting more knives in the game if you say you’re afraid of them). I’m not 100% sure of that, but that’s my own theory and I like it.
As time goes on, things get progressively odd with this guy, which I liked a great deal.
Overall, the gameplay itself is pretty linear. When exploring, there is a set path you must follow, so you don’t have free reign to explore areas that aren’t relevant to the current objective. For example, doors that you don’t need to walk through at that particular moment are locked. The game’s primary action mechanics include walking around, object interactions, quick actions and timed choices.
Movement & Navigation
I found the controls of the game to be fairly intuitive and smooth operating. Outside of the occasional instance of characters not going in the direction I’ve told them to (usually while turning around on staircases), I didn’t have any issues with screen navigation or character movement.
Although there is extremely limited control over camera angle, I actually didn’t find it to be much of a problem. The game featured a lot of unique camera angles, which I wasn’t necessarily used to. Though you mostly have posterior viewing of the character you’re playing with, the game also used diagonally hovering views, side views and really distant views. It could be a little disorienting at times (especially with dim lighting), but it truly wasn’t all that distracting.
There were different situations that required you to keep the controller still while attempting to hide from pursuers, which I thought was cool. You never knew when it was going to happen, so I quickly learned to sit up straight and not have the controller in weird positions while playing. I did notice a few instances where I’d be dead still and the movement monitor on the screen would indicate a lack of movement, but then it would suddenly act as though I had tossed my controller halfway across the house. WTF??? I don’t know if this was some kind of weird bug or if the game purposely intends for it to react this way, but a few characters actually died from alleged “movement” when there wasn’t any.
The timing of the quick actions varied depending on the situation. I thought I was given more than enough time to select the right buttons and that’s coming from someone who is often slow to react while under pressure! There was ample time to aim and shoot as well. Commands were also large enough to see without having to search the screen for them.
The time allowed to make choices seemed to vary as well. Sometimes I felt as though I could take a nap in between making decisions and sometimes I had next to no time to make a choice. It is possible that it simply felt like I didn’t have as much time due to having several options to choose from. You do have to actually read each choice, so it didn’t always give you enough time to then choose the best one. No one died as a consequence of slow selection though, so I’m thinking I still did okay with what time I had.
As you evaluate your options, you also have the opportunity to see what choices other players made. I’ve actually never seen global choices displayed during the actual game (opposed to at the end of a chapter), so this was interesting. For half of the game I made my decisions blind, while I played the last half with this feature turned on. Though I really preferred having it turned off, it was sometimes helpful to simply pick the choice the majority of people selected (especially when I didn’t have time to read everything word for word).
Objects & Interactions
As you wander around the mountainside, there are many objects you can interact with (doors, weapons, documents, etc.), which are easy to identify, but not glaringly so. If you aren’t in the immediate vicinity of the object, you could actually miss it altogether. So, it isn’t like some games where the discoverable items are shining like fiery beacons…you do have to work for it a little bit.
One of the things that you can (and should) collect throughout your time on Blackwood Mountain are totems. They are scattered throughout the game and have colored butterfly patterns etched on them. Each color represents a specific kind of prophecy that can befall our dear doomed friends—some good and some bad.
The totems foretell of death, helpful guidance, the loss of a friend, a dangerous situation or a fortunate happenstance. When you pick them up, a short clip of an event will play, giving you an idea as to what may occur. For instance, if it’s a guidance totem, you can see suggestions for how to help a character stay alive. Or, if it is a death totem, it will show you the manner in which the respective character who found it might meet their end.
None of these prophecies are set in stone, however. If you are lucky and play your cards right, you may avoid some of the more unpleasant things you’re shown. Of course, the totems are not always found in sequence, so you may have to use your memory to remember what to look out for. I found this aspect of the game to be quite helpful…or at least fun to watch.
As you attempt to survive the night at the lodge, you must also be on the lookout for clues, which can help you solve the three mysteries of the game. Finding as many clues as you can not only gives your characters better chances of survival, but also allows you to watch a compilation of events that have occurred in the past.
Throughout the game, decisions you make that critically change the course of gameplay are kept track of on the screen shown above. You are free to flip through each butterfly’s wings and see the lasting impact you have had on game events.
Choices such as items you choose to pick up (or leave behind), people you fight with (or stand up for), routes you take and attacks you make can all lead to unsuspecting results in the end. Characters will sometimes have flashbacks of these prior decisions in order to explain resulting consequences as they are experiencing them.
Something that I really quite liked about this game is that you cannot replay chapters before the end of the game. I repeat: You can not go back to prior game saves in order to resurrect characters who died solely from your own stupidity…because there are none. Trust me, I was tempted to try this one or two times. Everything autosaves without access to prior save points, rendering you absolutely defenseless against regret. It felt like crap! It really, really sucks to watch one of your favorite characters perish and know that you can’t do a damn thing about it.
However, I am really glad that the game is designed this way. I mean, do you really want to take away from the permanence of your actions and strip the game of its realistic premise of cause and effect? Yeah, me too. Give me the option to be as unrealistic as possible and take no responsibility for any of my actions. At least you can replay chapters at the very end…that’s something I guess. Pfft.
(+) Yay For High Replay Value & Adequate Game Length
Something that I love about Until Dawn is its high replay value. Often times, I buy a game, play it and then forget it ever existed. This can either be due to the game being relatively boring or being too straightforward to discover anything new in it. Due to the choice system, the story changes as you make various decisions, making it possible to experience something new every time you play.
Since the choice timer isn’t the slowest thing in the world, you often find yourself picking an option out of desperation to do something opposed to being able to actually weigh out potential options. Well, this sometimes leads to serious regret and critical changes to the story. If you don’t like how the story turns out or the fact that your decision led to a favored character being brutally massacred, simply play it again!
Something else I noticed towards the end of the game was that I failed to pick up some of the clues. When I say that I went over everything with a fine-toothed comb, that’s exactly what I mean. I made those poor saps investigate every sound, every drawer, every nook and every cranny. Sure, it took longer, but I wanted to collect all the intel I could. Pfft! All that effort was pretty much for naught because I still didn’t find everything. Different decisions make some clues available, while rendering other clues undiscoverable. So, if you’re a collectibles junkie like myself, you will have to play again and make different choices to find everything.
I personally found the length of the chapters and overall game to be perfect. Even taking out the time to search for clues, the game didn’t feel as though it dragged on. However, it wasn’t over in the blink of an eye either. Keeping the replay value in mind, I think the length was ideal for going back and replaying missions. Though I didn’t time my total gameplay (Why doesn’t the PS4 have this function?), I’d say that I got through the entire thing in about 10 hours. This being said, I think it would be really fun to actually play this overnight and finish it at dawn. It would be as though you truly went through the experience with the characters.
(+) Yay For Bringing The Creep & Gore
Until Dawn did an amazing job at sufficiently creeping me the hell out. One of the things I usually hated was isolation. I usually felt fine when I was wandering around the mountain with someone, but not so much when I was alone. Of course, it was violent, but I don’t think it was overkill. Some games can be so wildly over the top with the gore that it completely desensitizes you.
This game is not all blood and guts or overly packed with predictable jump scares. They really mixed up the devices they used to frighten players, which I appreciated. After all, not everyone finds the same things to be scary…give me some variety.
Creepy guy stalking around the bathroom while the completely oblivious girl is bathing with headphones on? Check. Thanks to this type of stuff and the movie, Psycho, I still feel compelled to check behind closed shower curtains and lock the bathroom door while showering.
Who can resist creepy freakin’ doll heads with cockroaches scurrying out of its gaping eyeholes? Me.
WHY???….I mean, what is that? I honestly don’t remember who that is or when it happened. I must have been traumatized to the point of amnesia. That has to be it.
Three cheers for torture devices.
Who needs a head anyway?
Or fingers, for that matter!
If you hate the dark, this game will clarify why that is. I personally thought it was fun having to wander around with flashlights, lanterns and torches the majority of the time…until they went out, that is.
(+) Yay For Beautiful Graphics & Attention To Detail
This game’s graphics were just heavenly. As a very aesthetically-driven person, I have to say that this was one of the prettiest games I’ve played in a really long time. It’s not even a newly released game and it was still beautiful. The characters themselves were enchanting—they just looked so real up close. The textures and shading were nearly perfect. I never experienced any weird clipping of people or objects through walls, which cannot be said for other games I’ve been playing more recently.
The character expressions were awesome in this game. I mean, look at those faces. I never found them to look unnatural when expressing various emotions, so I was really happy about that aspect of things.
Even really small details like the watering of the eyes were captured really well.
I loved exploring the various environments in this game. Everything from the sky to the weather conditions was realistic and visually appealing. As a huge fan of architecture as well, I loved the design of the lodge and all of its furnishings. It was a really trippy feeling to love exploring the lodge, but be scared of it at the same time. I realize that video game home design is hardly important in the grand scheme of things, but hey, it helps. The attention to detail paid off.
Lighting was another element that this game killed. I am obsessed with how effectively lighting was used throughout the game. It is so rare to have a game that is primarily played in darkness to be as well lit as this one is. Fire gave off a realistically warm tone against walls. Flashlights had just the right bluish silver tone. The sun seemed bright enough to actually burn your retinas by looking at it. Everything was colored just right.
And can I just take a moment to point out the fashion sense of these characters? Much like home furnishings, character clothing isn’t important, but if you can play with fashionable characters, why not? At various points of the game I seriously had to marvel at the attention to detail with their outfits and accessories because I normally don’t notice the “trendiness” of video game characters. Instead of everyone having plain, boring clothing, they were given clothes actual teenagers would wear. From jewelry to decorated nails, these characters were realistic down to their fingertips. I’m kinda living for it.
(-) Nay To The Fascinating Plot Being Butchered Like Jess Et Al.
SMH. Even though I loved the idea behind the plot, I can’t say that I loved how it was actually executed…quite literally. I mean, seriously, they completely butchered the transition of all the storylines. Like I said before, there were several mysteries that took place on the mountain, both past and present. Despite liking the premise behind each mystery on its own, the amalgamation of the three was an absolute hot mess. I don’t fault them for trying to come up with various conflicts and I definitely think it could have worked, but the merger wasn’t smooth at all. It was like…look over here! NO! Look over here! And oh yeah, there’s also this, but it doesn’t really matter. Hey, remember this?
Some aspects of the plot were overemphasized only to suddenly fizzle out, while other plot elements were left completely half-baked. This led to the overall story being a bit disjointed. I definitely think things felt rushed towards the end as well. Some random guy swoops in making demands (I still don’t know exactly who that was) before being decapitated. What?
The characters also started making decisions that were just downright asinine (like splitting up for no good reason at all), which is stereotypical even for horror films, but it’s like…wtf? Let’s get it together folks. All ya’ll are dying. This is not the time to be tramping about on your own simply because you have two feet that can do so.
For me, everything went downhill the minute these things stepped onto the scene. I get it. People like weird ghoulish creatures, zombies, etc. I’m totally into that too—when it makes sense. Of course, in this particular case, it kind of didn’t. They definitely tried to make them fit into the story, but considering everything else that had been going on up to that point, we simply didn’t need to take a dive into the supernatural.
I was actually more freaked out before these things popped up. Knowing exactly what you’re looking for takes the fun out of things sometimes, so I wish they’d left these out completely. They should have chosen to stick to realism or go full-blown fantasy, but not both. It was a nice idea, but things were simply lost in translation.
When it’s all said and done, I loved the game. I’ll be honest, the plot had me all messed up towards the end—it wasn’t the best. However, I really did enjoy the overall playing experience. I had a lot of fun playing it and will definitely be going back to see if I can figure out how to keep everyone alive in the end. In hindsight, would I pay $20 to play this? Absolutely.
I would definitely recommend playing the game if you haven’t already, but you’re into horror games. I would actually suggest that you check this out even if you’re not heavy into horror because it may appeal to you. I definitely think Until Dawn gave me a taste of something that I haven’t gotten from other horror games I’ve played and I think it was humanity. It wasn’t a game full of violence for strictly violence’s sake. It explored themes like mental illness and crimes against humanity, which gave it a depth that pure gore could never provide.
Got a game you think I should check out? Let me know down below! I definitely want to check out some of 2017’s PS4 releases, but I’m still trying to get caught up with some previously released games that I’ve been wanting to play. Thanks for joining me for my first PS4 game review. I hope you guys had as much fun reading it as I had writing it. ’Til next time…stay golden ❤