There is a part of me that is snobbish about my horror. Those that have read my weekly TV/film reviews know, I’m not a fan of the clanging saucepan soundtracks and jumpscare-a-thons on AMC, or that weird UK channel that changed names a few times and aired classic-Who, The Horror Channel. However, I’m of that weird period where we had horror that was semi-self-aware and made those strange teen movies, comedies, and otherwise, that arguably oversaturated the market alongside Paranormal Activity and dreadful parodies about as funny as being kicked to death by a nun.

Until Dawn is one of the few examples, I’d argue of being a teen slasher flick like we saw in the 90s and early 2000s but actually done quite well. If you can put up with some of the awkwardness of looking at digital Freddie Mercury being socially awkward and not think about that one cheerleader screaming all the time, it is more than quite enjoyable. Well, between the screaming, and disfigured teens being thrown, stabbed, and killed in just about every way possible.

Starting much like you did in 2015, you see the group of teens being their annoying CW Network selves, playing a “prank” on the nerdy teen woman that results in her death. Returning a year later, several of the photo-realistic cutouts of 30-somethings playing teens want to celebrate their friends and family at the cabin in the woods where they died. Well, they didn’t necessarily die there, but they died around there after a masked killer chased two of them through the woods and made the prologue events happen. Or rather you did with your missed QTE presses and poor decisions.

A “choices matter” game, the “Butterfly Effect” was a revolutionary new mechanic that David Cage has been trying to get off the ground and miserably failed at every time. In fact, every developer has since at least 2005. To put it lightly, after all that I moan about with many other titles, including Cage’s piles of twaddle, I should hate Until Dawn from the concept: Horror, “interactive drama,” heavy focus on QTEs, real actor’s faces, screaming, and being teenagers. Yet I don’t hate it, in fact, since 2015 when I first experienced it, I’ve loved Until Dawn as a peak of the QTE-based genre.

Using Unreal Engine 5, the 2024 release is a remake that does just enough to not be a remaster but if you aren’t obsessed enough to know the subtle changes, you wouldn’t notice them. At least beyond the graphical update, which aims to make the overall style more realistic, but also reminds you photo-realism only works for so long. In the broad strokes, items, and collectibles have moved or been added, and the short DLC returns as part of the game to boot. There is also a new third-person camera, the prologue is fleshed out and there is subtle character stuff, as well as a new ending or two. What you’d expect from a remake.

With the revamped camera controls, working more like modern horror remakes as we see with Resident Evil 4, Silent Hill 2 (Remake), and the upcoming Metal Gear Solid: Delta, you look over the shoulder of characters a bit more. The direction has previously done more to give that unsettling, something is watching you from afar vibe is gone. Until Dawn (2024) makes characters feel more like GTA tanks-for-characters than ever; big, slow, lumbering beasts that walk into walls and doors face-first, sometimes going beyond the interaction point for items too.

That isn’t necessarily a negative that makes this new release a problem, just an interesting direction to take the horror title. It does mean the sudden jumps to a first-person view or general POV shot for a brief moment in an act of jumpscare-a-thon does fit a little more, being more connected to Ashley, Emily, Chris, Jessica, Matt, Josh, Mike, Sam, and of course, the serial killer. That said, much like the Silent Hill 2 (Remake), I don’t love the change in camera because part of the (subconscious) appeal was that you are observing the horror as much as you are leading it.

It felt impersonal but given the story that takes place and spoilers that are going to be avoided here, it made narrative sense. To once again draw the comparison, there are positives to this camera change much like this year’s Silent Hill 2 remake just as much as there are personal negatives or pet peeves. Otherwise, I’ve spent the last month and a bit trying to shake my little brain into saying something other than “It’s the same game, but changed a little.” However, that’s pretty much it.

As for the update, upgrade, or if you want to call it a full-blown remake, it is nothing special. I can see the style and the darker contrast looking outdated in a couple of years, leading to Until Dawn (2024) looking and feeling a bit rough, similar to how the 2015 release does now in comparison. For the moment, it looks great when you can peer through the darker tones, but evidently, this visual uplift only exists for this very reason. Though on the performance side, I think that’s where Until Dawn (2024) is worth talking about, now with RTX as well as several graphical options that can change the experience.

Another thing that slowed down getting this review out quicker than this has been a PC upgrade, though not massively. Upon release, I was reviewing on a 30 series RTX with a processor and RAM meeting or exceeding the recommended specs of 16GB and an i5 8600, the specs of most PlayStation PC ports lately. Over the last couple of weeks, I’ve played on a 40 series RTX with an i7 and even more RAM. There has been a notable difference between the two, however, with the 30 series PC seeing a few dips that were significant and more common, especially on higher graphical presets.

Meanwhile, the 40 series RTX with a better CPU and RAM, especially after the 1.06 update earlier this month, has seen little to no dips. This also being on the highest possible graphical settings and of course with ray tracing on. Dropping the settings a little has helped with the 30 series, though with the recommended card being a 2060 or Radeon RX 6600, I’d have expected something a little better performance-wise.

I’ll not claim to be an expert on performance and hardware, I’m not going to be head-hunted for Digital Foundry. However, I will say I did enjoy the experience of Until Dawn (2024) a lot more at a constant 60 rather than occasional drops as low as 30 and 40. Yet, that could be a case of reviewing and looking out for something like that.

There are a number of accessibility options this time around, with options for the QTE behavior being a big one, especially when it comes to repeated presses or for those with slower motor functions. I’m also a fan of the option to scale the prompt and forcing it to be centered. These are just a small number of the additions, including the standards of subtitle background transparency, aim assist, and names for who’s speaking. As someone with dyslexia, I will say I didn’t use that option simply because it makes the subtitles just a little bit smaller. Not by much, but enough to make me stick with the fine sans-serif option, whatever it is.

Generally speaking, I don’t think the changes and upgrades to this remake (remaster, or whatever) are entirely worth it for long-time fans. Those that enjoyed it are getting more out of it than Shadows of the Damned, but not by very much. Until Dawn alone is a fantastic, almost perfect interactive teen slasher with a relatively well-balanced bout of QTEs, which makes Until Dawn (2024) an easy recommendation even to those who don’t necessarily love the horror genre.

Ultimately, the Until Dawn (2024) remake is building on the foundations of an already brilliant game as it was back in 2015, but much like a house with a small conservatory, it alone doesn’t add much to the overall release. The totems scattered around the place giving you glimpses into the future, sometimes as forewarning or possible guidance are a good way of guiding someone new or reminding someone replaying. Though I can’t say there is much else to proclaim as great improvements when so little has changed, or the big change (the camera) is something of a pet peeve.

A PC review copy of Until Dawn was provided by PlayStation Publishing LLC for this review.

Phenixx Gaming is everywhere you are. Follow us on Facebook, Twitter, and Instagram.

Also, if you’d like to join the Phenixx Gaming team, check out our recruitment article for details on working with us.

Phenixx Gaming is proud to be a Humble Partner! Purchases made through our affiliate links support our writers and charity!

🔥46

$59.99
8

Score

8.0/10

Pros

  • Still the same fantastic teen slasher flick.
  • Accessibility allowing more people to play.
  • A slightly greater amount of graphical fidelity.

Cons

  • A whole lot of grimacing from characters throughout.
  • On lower-end PCs there can and probably will be performance issues.
avatar

Keiran McEwen

Keiran Mcewen is a proficient musician, writer, and games journalist. With almost twenty years of gaming behind him, he holds an encyclopedia-like knowledge of over games, tv, music, and movies.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.