Until Dawn 2: 10 Improvements For The Perfect Sequel
It's just a matter of time.
Until Dawn largely flew under the radar back when it was released in 2015, due in part to the massive release of Metal Gear Solid V less than a week later. The concept was simple:
Ever hated the stupid decisions characters make in horror movies? Well, now you, the player, are in full control of them. Good luck!
Developers Supermassive Games are currently developing The Inpatient, which is set to be a direct prequel to the events of Until Dawn, and will provide PSVR support. Eventually, however, Until Dawn will become a full-blown franchise. With that brings a new formula of providing a new set of teens dropped into a new horror movie scenario.
To that end, there is a lot that should be carried over when designing the sequel. A phenomenal cast (including Hayden Panettiere, Peter Stormare, Rami Malek, and Brett Dalton), superb writing, terrifying jump scares, bone-grindingly suspenseful gameplay and truly difficult choices are just a handful of elements fans would want to continue.
With every strength that Until Dawn had, however, there were a number of shortcomings, which really reflects in its only above-average reviews. It was these things that prevented it from being a truly excellent game. Improving upon these weaknesses could make Until Dawn 2 into the quintessential horror experience that it has the potential to be.
Also, beware of some upcoming spoilers for Until Dawn.
10. Improve The Camera
Unlike many other games with camera issues, Until Dawn does not give the player any control over the camera, with the angle instead being determined by where the player is in a room.
There is a reason behind this: Until Dawn is attempting a more cinematic feel in order to emulate classic horror movies. Additionally, the camera angles obscure the environments during parts of the game, so that certain jump scares have a greater effect.
The downside to this is that navigation can be downright clunky. Trying to navigate through narrow passageways or around obstacles (especially in pitch black environments) quickly becomes a chore, especially as so much vital information of the game depended on the player's ability to track down clues.
The developers have the right idea by keeping the camera stationary. But drastic improvements must be made for the sequel. For example, make the camera angles more contextual to the environment, and include more whenever a player needs to navigate a tight space or pick up an object.
Wandering around in the dark in a horror movie should be terrifying, not frustrating.