Until Dawn, the latest attempt at bringing video game magic to life on screen, comes close but ultimately misses the mark in achieving greatness. Directed by David F. Sandberg (Lights Out, Annabelle: Creation) and penned by Gary Dauberman and Blair Butler, this self-contained tale within the Until Dawn universe holds the potential for a thrilling, original horror movie. Regrettably, like its ill-fated characters, it often trips into well-worn pitfalls throughout its journey.
The horror film revolves around Clover (Ella Rubin), a young woman dealing with trauma from her sister’s baffling disappearance, which happened a year ago. Driven by the desire for answers, Clover persuades a group of friends, portrayed by Michael Cimino, Odessa A’zion, Ji-young Yoo, and Belmont Cameli, to join her in returning to the secluded valley where her sister disappeared. The group’s investigation takes them to an abandoned visitor center, where they confront a masked murderer who starts eliminating them one by one. An unexpected turn of events occurs quickly: after being killed, the characters mysteriously regain consciousness at the start of the same night, stuck in a grisly time loop with no means of escape.
As I stepped into the theater, Sandberg’s skillful direction immediately caught my eye. His knack for horror was evident in his clever use of silence and darkness to create sequences that were downright unsettling, filled with an uncomfortable tension that had me on the edge of my seat. Unlike many films in this genre, Sandberg demonstrated remarkable self-control, opting for genuine jump scares instead of relying on cheap ones. These scares were made all the more effective by the masterful atmosphere he created, rather than resorting to predictable timing.
What truly set this film apart was Sandberg’s reliance on practical effects in the kill scenes. This hard-R horror movie was drenched in blood, and the brutal violence of some deaths left me in shock. The lack of overused CGI only added to the authenticity of the experience.
One notable aspect is how Until Dawn rapidly transcends its initial setup as a slasher movie in the woods. Initially, it presents a typical masked-killer storyline, but then it skillfully integrates aspects of time loop narratives, body horror, supernatural elements, and even creature terror. The creators, led by Sandberg, seemed to have an ambitious goal to blend various horror subgenres within a single tale. This daring approach sometimes results in an electrifying experience.
In contrast, it’s in this ambition that Until Dawn starts to stumble. The story presents numerous concepts all at once, leaving little space for each to develop fully. For instance, a multitude of missing person posters hint at an intriguing larger mystery. While the solution for what’s unfolding is eventually revealed, it remains puzzling why these posters were essential within the game’s narrative other than to scare the audience. A subplot about characters undergoing inhuman transformations promises much, but the film barely explores the fear such a scenario could provoke. Likewise, a scene involving a character being compelled to perform a horrific act feels oddly disjointed, is never revisited, and lacks any connection to the game’s source material.
It seems that one of the main issues lies in the script’s failure to develop captivating characters. For instance, Clover is introduced with a heavy past marked by suicide attempts and a strained family background. However, instead of using character development to reveal who she truly is, the film chooses to inform us about her history. This approach leaves her emotional journey feeling shallow, and the supposedly crucial bond between her and her missing sister, intended to be the narrative’s core, lacks depth. The secondary characters fare even worse, serving more as targets for the killer rather than fully-fledged individuals with their own stories. Consequently, when the inevitable killings occur, it’s challenging to feel deeply concerned about their outcomes.
The conversation isn’t making things better. Sometimes, the script borders on being ridiculously poor, filled with lines that make you groan because they explain too much. Characters speak horror tropes that were already mocked by Scream in 1996. There’s even a scene where a character says, “I’ll be right back,” which is essentially a death sentence and yet it’s delivered without any hint of irony or humor towards the audience. These awkward dialogues lessen the potential impact of truly scary moments.
Structurally speaking, Until Dawn fails to deliver on its promise. Despite creating a tense and suspenseful atmosphere, and combining different genres, it falls short in its conclusion. Important queries remain unanswered, emotional climaxes are absent, and concepts related to grief, guilt, and renewal are left incomplete. It gives the impression that the filmmakers were so focused on incorporating as many horror aspects as they could, they overlooked fully developing the base of the story.
In essence, Until Dawn presents a blend of elements. It’s a horror production that shows promise with its thoughtful plotlines, visually appealing scenes, and fleeting moments of originality. However, it’s also burdened by characters that lack depth, confusing narrative structures, and missed opportunities for greater terror. Those who are fans of the game will likely enjoy the references and expanded universe, but may also experience annoyance at the differences in story, characters, and settings compared to their expectations. On the other hand, newcomers might yearn for a more focused effort on crafting a truly terrifying experience rather than juggling various ideas.
In Sandberg’s capable hands, Until Dawn manages to avoid being a poor film, but it falls short of reaching its full potential. Just as the characters are trapped in a deadly cycle in the movie, it seems to be repeating some of the same errors that have plagued numerous video game adaptations before it.
SCORE: 5/10
According to our review guidelines at ComingSoon, a rating of 5 means “Average” or “Mediocre.” In this case, the game I’ve been playing has some strong points that I really enjoyed, but unfortunately, those good aspects were balanced out by some not-so-great parts. So, in the end, it’s like a tie – neither overwhelmingly positive nor negative.
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2025-04-29 00:41