In 2006, your
correspondent got into an argument with a friend of a friend who
claimed that video games were a better story-telling medium than
movies. Your correspondent deemed this position audacious and
preposterous, and argued against it as such. This was a no-brainer.
Movies were made by directors and auteurs with aesthetic formations,
with the goal of entertaining any given person who chose to watch
could be entertained (whether that involved education, amusement or
horror). Video games, by contrast, were less accessible, the domain
of only the most manually adept, and rarely consisted of more than a
series of rote tasks cobbled together by computer programmers. These
comp sci types had, for the most part, cartoonish sensibilities and a
limited pool of stereotypes around which they based their characters.
Arty games like Ico were the rare exceptions. Nonetheless, my
opponent, growing agitated now, kept citing Metal Gear Solid
as evidence for the insurmountable literary merit of video games,
claiming it was a "morality play." Your correspondent
counter-cited the films of David Lynch, Quentin Tarantino, and Orson
Welles. Blue Velvet blows Metal Gear Solid out of the
water—Frank Booth trumps Solid Snake on all axes. To this day, your
correspondent still holds that he won the argument, hands down.
If one were to have this argument again in the present, however, the winner isn't so cut and dried. Now an overwhelming number of popular movies are based on comic books and video games, and so they draw from the cartoonish sensibilities and limited pool of character stereotypes that used to be the province of video games. But things have changed in the video game development world as well. In 2010, developer Quantic Dream gave us Heavy Rain, a gripping movie-styled crime-drama whodunit where the player steers several principal characters through major decisions and out of various tight spots. Plot-holes aside, Heavy Rain was a masterpiece. Quantic Dream followed up with several titles of comparable style and quality, most notably 2014’s Detroit, a game that moved this innovative gameplay genre toward a science-fiction narrative space. In between, Supermassive Games released Until Dawn, a ghoulish grab-bag of terror tropes that turned out to be better than most horror movies.
Horror movies don't usually do it for your correspondent. Don't get him wrong: you correspondent has seen hundreds of horror movies and considers himself an aficionado of the genre. However, aside from The Ring, horror movies don't give your correspondent the faintest bit of horripilation. Watching a horror movie, then, is usually an exercise in disappointment or, at best, an appreciation of well-done gore effects.
If one were to have this argument again in the present, however, the winner isn't so cut and dried. Now an overwhelming number of popular movies are based on comic books and video games, and so they draw from the cartoonish sensibilities and limited pool of character stereotypes that used to be the province of video games. But things have changed in the video game development world as well. In 2010, developer Quantic Dream gave us Heavy Rain, a gripping movie-styled crime-drama whodunit where the player steers several principal characters through major decisions and out of various tight spots. Plot-holes aside, Heavy Rain was a masterpiece. Quantic Dream followed up with several titles of comparable style and quality, most notably 2014’s Detroit, a game that moved this innovative gameplay genre toward a science-fiction narrative space. In between, Supermassive Games released Until Dawn, a ghoulish grab-bag of terror tropes that turned out to be better than most horror movies.
Horror movies don't usually do it for your correspondent. Don't get him wrong: you correspondent has seen hundreds of horror movies and considers himself an aficionado of the genre. However, aside from The Ring, horror movies don't give your correspondent the faintest bit of horripilation. Watching a horror movie, then, is usually an exercise in disappointment or, at best, an appreciation of well-done gore effects.
Until Dawn gripped
your correspondent by the throat. That grip is icy, and fittingly so,
as the story is based around a gathering of nubile teens in a
castle-like cabin in the woods on a mountain somewhere in Canada.
Time and again your correspondent's heart palpitated, his throat went
dry, and his eyes popped out of his head. As he proceeded through all
the familiar horror movie set-pieces, he had a physiological reaction
as if encountering them all for the first time. In having to manually
carry out via the controller do-or-die tasks for characters he had
(for the most part) grown to care about, your correspondent was
totally engrossed. If the horror movie is measured by its capacity
for evoking reaction, Until Dawn's frisson goes on and on, and
so in this way it succeeds. Indeed, Until Dawn has
reinvigorated and reclaimed the horror genre. It does this in large
part by making so much of the genre its own: to be sure, the game has
what we might call an "Omni-horror" aesthetic, mashing up
slashers, monster movies, and supernatural scare-fests all into one.
The movie synthesizes Saw, Friday the 13th, The Ring
and perhaps even the newest Blair Witch in commendable
fashion. All the while, it is shaped by the gamer's own internal
horror-scape, as therapy sessions interspersed throughout (and hosted
by the incomparably creepy Peter Stormare) help determine all the
little devilish details, such as what kind of mask the killer will
wear, and what kind of fate will befall the various characters. There
are dozens of conceivable plot-developments and endings based on the
player's choices and competencies, and so Until Dawn delivers
almost innumerable horror thrills.
Until Dawn, then,
pushes forward the concept not only of a video game, but also of a
horror movie. The game moves past the passive observation of a movie
by permitting participation. Film, however, is not the only medium it
outperforms. Until Dawn eschews the repetitive task management
of your average video game (especially a Dead Rising, for
instance) in favor of an ever-advancing story. And in its active,
hot-medium participation, Until Dawn also outshines horror
novels, not just because of the variety of conclusions it’s organic
narrative style permits, but also because the continual joystick work
is a more engaging interstitial activity than reading the tangents
that fill up most books (many of which are just padded novellas). All
told, the type of participation that Until Dawn affords proves
to be oh-so crucial for the horror genre. Just how many horror movies
(and books) have left you indifferent to the plight of the
characters? In Until Dawn you have to care about the
characters, because you are the guiding force impelling them onward.
If movie games have been a triumphantly innovative sub-genre within
video gaming, then horror games, apotheosized by Until Dawn,
are the sub-sub-genre triumph.
Peter Stormare as the more-than-a-little-off psychiatrist |
Until Dawn didn't
relinquish your correspondent from its grasp until his surviving
characters made it out of the cabin. In his initial play-through,
only two of the eight principal characters survived. Herein lies your
correspondent's only conceivable criticism of the game. The two
survivors made for a less than satisfying ending. On the one hand,
the goal of having more or all of the characters survive makes for
some replay value. On the other hand, the second play-through
probably won't have the unwitting frisson that came with the first.
Perhaps more crucially, it bothers your correspondent more than a
little that there is an "ideal" way to play through the
game in which all the principal characters survive. The question is
worth considering: is it really a "horror" game if no one
dies?
Video games paled against
movies ten or fifteen years ago, but, in the hindsight synonymous
with 2020, we have to re-evaluate this position. Your correspondent
won the argument in 2006, but he might not hold the same position
now, at least in certain genres. Until Dawn was better than a
horror movie could ever be. Moreover, it was better than watching a
Marvel movie, which can often feel like watching someone play a video
game. As such, Until Dawn embodies the limitless potential for
games as story-telling and story-experiencing mediums, and suggests
that video gaming is a medium that should drive movies, rather than
being driven by them.