Until Dawn 2: 10 Improvements For The Perfect Sequel

6. Timed Walking Segments

Until Dawn 2
Sony

In order to describe this problem, it is best to use an example.

In Chapter 4, Mike runs after Jess, who has just been kidnapped by an unknown entity, chasing the two of them, eventually ending up in an abandoned mine. Jess' survival here depends on two factors: whether the player has Mike take dangerous or safe paths, and how proficient the player is at QTEs.

Once the QTEs are completed, the player is given control of Mike to walk around the mine in order to find Jess. Here-in lies a problem. In order for Jess to live, Mike must have arrived at the mine quickly enough. However, once Mike gets there, it doesn't matter if it takes him 30 seconds or 4 hours to find Jess, her fate has already been decided.

This is just one example of many in the game where walking segments are given no time limit, defying all logic in the process.

For improvements, let's turn back to Heavy Rain. The game is full of sections where not completing a task quick enough had consequences. Everything was on a timer.

In order to truly go for a cinematic approach, something similar could be done here for Until Dawn 2. Instead of a killer breaking down the door once reaching a corner of the room, instead give the player 30 seconds to find a way out or die.

In a horror game all about creating tension, time limits would add to that.

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