So why DO the writers have these characters constantly wading through freezing water? The excuse I keep hearing is, “It’s movie physics!” But is it? Even movies acknowledge just how brutal freezing water is, even if movie characters bounce back a little faster than in real life. I’ve never seen a movie where someone jumped into icy water and it was portrayed like they were just “chilly”.
There doesn’t seem to even be a point to it. The water at the bottom of the mine (where they find Josh) is the only part of the story where the water is used for suspense or to hide a threat. The rest of the time it’s just a pointless little moment where you have to walk slow for fifteen seconds. It’s such a strange design choice. For people like me it’s this huge break in immersion as our characters are repeatedly exposed to deadly conditions with no impact, and for everyone else… what? Even if you’re not pulled out of the game, it’s not like these short swims are interesting or add anything to the story.
Also, the end of Matt’s story is kind of a letdown. It seems like they’re still on the mountain. Still in the woods. It’s still dark. They’re still lost. All I needed was one line of dialog along the lines of “Oh look, there’s the [secure building]! We’ll be safe there!”
So that was Until Dawn. It bugged me in a lot of small ways, but I kind of admire it. It’s full of cool ideas, wonderful scenery, great character designs, and really offers a lot of branching decisions / outcomes. The problems I have with the game are mostly problems I have with the genre it’s riffing on. It feels like the game has an experimental / indie approach to gameplay, but with AAA production values. Despite my gripes, I think the whole thing is an impressive accomplishment.
Best. Plot Twist. Ever.
Few people remember BioWare's Jade Empire, but it had a unique setting and a really well-executed plot twist.
Silent Hill Origins
Here is a long look at a game that tries to live up to a big legacy and fails hilariously.
Even allegedly smart people can make life-changing blunders that seem very, very obvious in retrospect.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
Two minutes of fun at the expense of a badly-run theme park.