Contested Cinema: How Until Dawn Plays With Slasher Conventions

This article will contain spoilers for Until Dawn and Friday the 13th.
The slasher film genre exploded after the 1974 success of Tobe Hooper’s The Texas Chainsaw Massacre. Hooper’s film was cheap to produce and grossed millions of dollars. The economics behind creating a slasher film, and the genre’s initial shock to audiences experienced with more traditional horror movies, encouraged a glut of rip-offs and sequels (to put in perspective: there were eight sequels to Friday the 13th in thirteen years). The same audiences originally surprised by the genre’s immediate brutality and refusal of discretion gradually grew familiar and disinterested in the slasher due to the wave of derivative knock-offs throughout the ‘80s. The slasher was largely dead in the 1990s until the 1996 release of Wes Craven’s Scream, which directly acknowledged the genre’s conventions, and reignited interest. Scream was a huge success because of its willingness to name and lampoon rules that were both arbitrary and calcified. Supermassive Games’s Until Dawn continues this attempt to revitalize the genre by observing and responding to its trends.
The Scream franchise is famous for not only knowing the rules, but stating them directly to the audience. In Scream 4, it’s said, “you have to have an opening sequence.” Until Dawn understands the opening as opportunity to both create a mystique around its villain and display some irresponsible teenage action that demands eventual retribution. The prologue shows a prank gone wrong at Washington Lodge on Blackwood Mountain leading to the presumed death of the Washington sisters. The player is then introduced to an analyst (played by Peter Stormare!), in the first of many sequences that seem to engage the player as an agent in the metafictional configuration of this game—even directly referring to “the game” about to be played. These sequences continue to engage the player between chapters, questioning the players’ fears and biases.
The same teens from the prologue come back to Blackwood Mountain the next year. The plot accelerates as the teens’ return to Washington Lodge is menaced further by the presence of at least one masked “psycho.” The possible identities of the psycho are hinted at with clues that suggest that, no matter the real culprit, revenge is the motive. The tone and texture of the analyst segments degenerate from suspicious but polite to disturbing and accusative as the player progresses. In an early chapter, the analyst urges the player to have sympathy after determining their least favorite of the main cast. As the violence of the game continues, the analyst castigates the player for their sadism and implies the player is a voyeur invested in the deserved nature of any upcoming suffering. Many slasher movies are implicitly built on this foundation—that the violence the audience enjoys can be justified through a moral arbitration on the character or actions of the victims. This admonishment works better in an interactive format, as the player’s choices determines to some extent the level of violence the player will observe.