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Getting the audience involved in Until Dawn's story

"You’re no longer laughing at the choices the characters make, you’re actually making them. It almost subverts the subversion by making you responsible for the choices."

Christian Nutt, Contributor

September 22, 2015

1 Min Read
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"You’re no longer laughing at the choices the characters make, you’re actually making them. It almost subverts the subversion by making you responsible for the choices -- you can’t just laugh at them in that safe place."

- Until Dawn co-writer Larry Fessenden

The writers of hit PlayStation 4 horror game Until Dawn are tired of the detachment modern audiences have with horror movies -- which they've also written -- and wrote the game with an eye toward bringing them into the experience.

That comes via a new interview with the pair, Larry Fessenden and Graham Reznick, published today on Kotaku.

"I think it’s more powerful if you grow to like a character because of your influence on them. If they die at that point, that’s a much more powerful moment than if you just like them from the get go, and then it’s 'oh, too bad, they’re gone,'" Reznick said.

The game debuted in the retail top-10 in the U.S. for its release month and was the number-one "trending" game on YouTube for August.

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