Why untill dawn is the multiple player of the year by ashley barry
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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.
My boyfriend is a burly guy who holds a black belt in karate.
I’m petite and very neurotic. He’s not a naturally anxious
person, but he frequently bolted at the jump scares
throughout the game. I never knew he was so easily
startled, which amused me to no end. In one of our play
sessions, the two of us yelped at a crow whizzing across the
screen. This random event resulted in a string of curse
words followed by a fit of hysterical laughter. We were
comfortable with being uncomfortable and expressing that
discomfort around each other. I didn’t realize it at the time,
but we had created a safe space.
His presence was a comfort to me whenever I got too
anxious. I love horror games and movies, but sometimes
they’re too much and I end up panicking because of my
anxiety disorder. When the ghost of Josh Washington’s
sister was creeping about, I felt completely overwhelmed
and had to pass the controller over to my boyfriend. He
nodded and said nothing as he took the controller and
finished the episode. He knew I needed a break, but didn’t
judge me for it. It was nice not having to face jump scares
and other spooky elements alone. He was there and we
were trudging through that horror experience together.
Until Dawn became something we could conquer together
as a team. During our second play-through, we tried to save
every single teenager despite how annoyingly self-absorbed
some of them were. We searched high and low for totems,
items that revealed visions of events to come. If we had
some indication as to what would happen in the near
future, surely we could avoid it or come up with a
workaround. My boyfriend and I even went so far as to
follow online guidelines because we wanted to discover
every clue the game had to offer. I usually sat hunched over
his iPad as he played, scouring over the device as if it were a
crystal ball. It became something of an obsession. Why did
we care so much about those teenagers? Did we work
ourselves to the bone because we knew we could step in
and save them from an untimely death?
In working together as a team, we discovered our
strengths. I was good at the quick time events because of
my hand-eye coordination skills, but he had the patience to
thoroughly explore each and every room for the clues
needed to achieve a successful ending. We made
discoveries together, a beautiful experience, and relied on
each other’s skills to conquer the game. In another one of
our play sessions, we discovered personal files detailing
Josh’s therapist appointments. The files gave us a more
complex idea of his character and his role as the
antagonist. The files were missed the first time because
they were in a dark and uninteresting room and I’m not a
very keen explorer. It was like playing a new game.
I had low expectations of Until Dawn. I expected a cast of
one dimensional characters and a recycled plot. What
happened instead was a meaningful experience between
two players. The game now makes me think of someone I
love very much. It’s tethered to memories I’ll cherish for a
long time. It’s the best multiplayer game of the year.
Ashley Barry writes for several pop culture websites. Her
freelance work has appeared in Kill Screen, Gadgette, The
Mary Sue, Not Your Mama’s Gamer, FemHype, Bitch Flicks,
and Luna Luna Magazine. She also manages a YouTube
channel called Hyrule Hyrulia. Her channel features
interviews with Ashly Burch, Patrick Klepek, Nina Freeman,
and more.
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