Making It to Dawn
I’ll be honest: I had never even heard of "Until Dawn" before. Which, to be fair, makes sense — it lived exclusively on PlayStation since 2015, while I, a man of keyboard and mouse, existed in a parallel universe. And then 2024 happened: the game finally got ported to PC, and suddenly the entire internet went wild, praising the fact that this “classic” had finally reached the “PC master race.” I glanced at the poster — and that was it. But my friend insisted I had to play it. I grumbled skeptically at first… and then eventually gave in. That’s when things took off.
"Until Dawn" is basically an interactive movie, where every decision — even the casual “eh, maybe I’ll turn right?” — affects who survives the night and who… well, doesn’t. There’s no rewinding here. If you decide to wander off alone into a snowy night — off you go. And the consequences show up immediately. Sometimes it’s really stressful, especially when you realize that a missed key press might’ve just cost one of the characters their head. Literally.
The plot is genuinely engaging. No spoilers: a group of young people gets together in a huge mountain lodge — the same lodge where things didn’t exactly go well during their last visit. But, as horror protagonists tend to do, they decide to come back because… well, who doesn’t love vacationing in a place where everything once went downhill? And reliving old memories, of course. As the night goes on, there are creepy events, mysteries, twists, and turns. You switch between different characters — they talk, flirt, argue, shoot, scream, die — you know, live full civilized lives. Not always long ones.
Strictly speaking, you don’t actually play all that much. But honestly? It works here. The cutscenes are plentiful. You get time to make choices, but not a lot: blink, and your character has already fallen into a ravine. Or into a trap. Or into the villain’s hands. Sometimes you get to shoot, sometimes you just watch drama unfold. And yes, you can save everyone. Or kill everyone. There are dozens of possibilities — replay value is definitely there.
A neat mechanic is the set of totems scattered around the locations. Pick one up — and you see a tiny vision of the future: someone falling, someone yelling, someone hitting someone. Whether it actually comes true… that’s another story. Sometimes the visions don’t happen at all — maybe because you made different choices. A rarely useful but interestingly cryptic mechanic.
The graphics are absolutely gorgeous. Especially the faces — the expressions, blinking, even the eyebrows feel alive. And the snow — it doesn’t just exist, it feels real: fluffy, cold, heavy. The locations are atmospheric, the camera angles cinematic. There are moments when you genuinely forget you’re playing a game and not watching a high-budget horror series.
The controls can feel odd at times, especially if you're used to pure action games, but you adapt quickly and it's no issue after a while.
So what’s the verdict? "Until Dawn" is a solid interactive horror experience. I won’t say I loved the characters — many of them are irritating from their very first scene — but the curiosity about what happens to them never disappears. The horror works, the branching paths are impressive, and the visuals are fantastic. So if you’re still wondering whether you should visit that mountain lodge — my answer is: go. But carefully. And don’t forget your flashlight.
8 out of 10