Until Dawn PlayStation video game synopsis

Before reading this, please be aware, there were minor spoilers ahead. (The major spoilers were for you to find out on your own. Do not worry, I did not ruin the fun for you.) Other than that proceed at your own risk. Readers have been warned.

One year ago, at a winter lodge in the middle of the mountains.

A pair of sisters ran outside during the middle of the night.

A mysterious life form tried to hunt down the pair.

A mysterious man equipped with a weapon watched the girls die.

One year after the sisters’ disappearance.

A group of the pair of sisters’ friends gathered together at the winter lodge.

A psychopathic maniac wanted to kill the group of friends at the winter lodge.

A mysterious life form appeared and tried to hunt down the group of friends.

A mysterious man equipped with a weapon came by again.

Scared, baffled, horrified, the group of friends tried to find help.

“When will somebody come and save us?”

“Until dawn.”

Smack. Boom. Poof. Butterfly effect.

“A tiny butterfly flapping its wings today may lead to a devastating hurricane weeks from now. Tiny butterfly. Devastating Hurricane. The smallest decision can dramatically change the future. Your actions will shape how the story unfolds.”

One wrong move can lead to death. One correct move can stall death from creeping up behind you and taking your life. There will be 12 hours for death to have a good solid 50% chance of killing you. If you can get away from death until dawn, you were safe – safe from anymore harm that will come by, for now.

However, if you do not escape, consider yourself done for. That split second choice you made led to your downfall.

That was how the game worked, the game called Until Dawn.

Until Dawn was a relatively new interactive drama horror game for the PlayStation 4. The game was based on horror movie clichés and had gotten popular. The reason why the game had caused a huge uproar among players like some YouTube gamers (Jacksepticeye, Markiplier and PewDiePie and their fans) was the interactive story plot in which gamers take part of, and their choices, no matter how big or small, right or wrong, dramatically affect the storylines of the players.

However, that was not the only feature about the game. The developers had made the game as realistic as it could be. The setting, the objects and the animals all look like they were from a reality moved into a flat, 2D screen. But the characters were another story.

The characters were extremely realistic. They looked like real human beings. And they were. These characters were an exact replica of their voice actors.

An interactive game where the player controls the characters. High quality artwork. But there was also the unsuspecting jumpscares.

The game forces the players (just like how Five Nights at Freddy’s did) to face what the gamers didn’t want to face: their death. The fear of facing death. The fear of facing the unknown. Worst of all, the fear of facing your thoughts because you were not able to run away from death.

All of these factors combined led to an uproar among its players. If something had gone wrong in the game, the blame was on you, the player. You were the one who affected the characters. You were the one who led to their downfall. You were not satisfied with your results.

You want to make amends. You want to change the outcome of the story. You want things to go the way you wanted it to. That’s why you must play the game again to get your satisfied outcome.

This was what happened to a lot of players, including Jacksepticeye, Markiplier and PewDiePie. They disliked the way the story had ended, because there was a better ending, a more satisfactory ending for them. There was even a lot of uproar on how to get the perfect ending where none of the characters die.

In the end, once the player had gotten the best ending that they could, they could finally rejoice: I did it! I finished the game!

Note: All the quotes used were from the game Until Dawn.