Until Dawn: The Harperverse Documentary Report
Choice, control, and why this game understood me better than its movie ever could
If this post doesn’t start here, it shouldn’t be written at all
My experience with Until Dawn is the reason this exists.
This isn’t a review I decided to write after the fact, or a trend I jumped on because a film adaptation dropped. This is a documentary report from my writing studio, born out of finally sitting down and playing a game that had been hovering on my radar for years; and doing so alongside my girlfriend, who had been waiting just as long for me to press start.
I’m not a streamer. I don’t broadcast to an audience. But this is my own version of streaming; being watched by one person who genuinely cares, reacted in real time, and became part of the experience. And weirdly, that made Until Dawn hit harder than it ever would have alone.
This shared ritual didn’t start with Until Dawn. It stretches back to when we first started dating; horror games becoming our strange little bridge. It expanded over time into ‘couch co-ops’ and survival games: The Last of Us (Parts I & II), Resident Evil (2, 3, some of 4, Village - I got distracted, I’ll return to these in anticipation for Requiem), Spider-Man, God of War, It Takes Two, Grounded, and a few more I’m sure I’m forgetting. Gaming has never been the only thing we do together, but it’s definitely our thing in certain moments; she doesn’t love films the way I do you see, but she will always sit and watch me play a horror game.
And now, as we’re literally moving in together next week, I can already feel this becoming more of a shared habit. Something small, but ours.
That context matters. Because Until Dawn didn’t just land as a game; it landed as a moment for us.
Being in control (and being tested)
Lauren usually takes more of a spectator role when I’m gaming, unless we’re doing full couch co-op. But Until Dawn pulled her in immediately; and I loved that.
Partly because the game is cruel.
Quick Time Events (QTEs - horrible things) demand immediate reactions from the person holding the controller. The infamous don’t move segments put your own body under scrutiny; literally felt like I couldn’t breath otherwise my character would die. But the real hook - the thing that sells the game - is decision-making.
Every choice alters the direction and outcome of the story.
So while I physically controlled the characters, we controlled the story. We debated choices. We weighed consequences. She occasionally tried to spoil herself by checking what might happen, and I had to actively encourage her to stay passive; not for her sake, but for mine. I wanted the game to test me honestly.
And it does.
Very quickly, Until Dawn makes you aware that you’re being experimented on. Not just narratively, but psychologically. It knows you think you’re in control; and it delights in testing that assumption.
Enter Dr. Alan J. Hill.
Dr. Hill, or: the game looking back at you
Dr. Hill (known in-game as “The Analyst”) appears between chapters, dragging you into therapy sessions that feel uncomfortably personal. He questions your fears. Your preferences. Your moral compass. He challenges how you’re “playing.”
Spoilers ahead (the previous ones were to set the scene and are what start the game)
In reality, these sessions are hallucinations of Josh, whom Hill treated prior to the events on Blackwood Mountain. But as a player, you don’t experience them that way at first. They feel intimate. Accusatory. Almost confrontational.
“I am trying to help you. And this ‘game’ you’re playing… you understand that it’s not good for you… It’s not good for anyone. And I can’t say that you’re being particularly honest/charitable/loyal in the way you’re ‘playing’.”
That line stuck with me.
Because Until Dawn isn’t just asking you to survive. It’s asking how you choose to do it.
Interestingly, Dr. Hill also becomes one of the most important connective threads between the game and the film adaptation; but I’ll come back to that.
Attachment, consequence, and why this matters
Outside of Hill, there’s an entire cast of characters I genuinely grew attached to. I didn’t want to see them die. I cared about their chemistry, their relationships, their individual arcs.
And crucially; I remember all of their names.
Each character gets their own time in the spotlight, but the game constantly challenges you to think beyond whoever you’re controlling at that moment. One character’s actions ripple outward. Choices echo forward. Lives intersect.
(Sorry Jess. I really should’ve been faster.)
Add in:
collectible clues that deepen the lore
the butterfly effect tracker that reflects on your decisions
the totem system that lets you glimpse possible futures
and suddenly you’re not just reacting. You’re learning.
This attachment to life - to keeping people alive, to understanding your failures - is the game’s unique proposition.
And it’s exactly why I think the film adaptation struggles.
The film: a different beast entirely
The game’s USP is simple but powerful: your choices decide who lives and who dies.
The film’s USP? A time loop. Die repeatedly until you’ve exhausted your lives and join a rogues’ gallery of monsters.
They are not the same thing.
But, that doesn’t mean the film is irredeemable.
My Letterboxd review (spoilers, again)
I’d just finished my first playthrough of the game when I watched the film, so yes - expectations were high.
And no, it doesn’t fully live up to them.
However.
This isn’t a direct adaptation. It’s a standalone story that exists within the same universe, complete with easter eggs and connective tissue. It adds new lore. It twists familiar ideas.
It’s not 💩. It’s just not amazing.
It’s decent fun. There’s solid gore, a plot that’s easy to follow, and some genuinely creative deaths. Tap water as an antagonist wasn’t on my bingo card though.
But it leans too heavily on iconography from the game without fully understanding why those moments worked in the first place. I wish it had indulged more in the weirdness of the time loop instead of borrowing so much from the source material’s greatest hits.
I’m still trying to fully untangle how these two mediums intersect; but that’s kind of the point of this piece.
Interested in following me on Letterboxd? Check out my review here
Until Dawn as a transmedia experiment
As of 2026, Until Dawn has quietly become a transmedia universe.
The original 2015 game
A feature film
VR prequels
A PS5/PC remake
Rumoured sequels
The film makes a deliberate choice not to adapt the game’s branching narrative; a smart move, honestly. With 256 possible endings in the game, choosing one canonical outcome would’ve been unsatisfying for most players.
Instead, the film anchors itself around Dr. Hill.
Peter Stormare returns, and the twist is significant: Hill isn’t a hallucination this time. He’s real. And he’s orchestrating the events that unfold.
The film expands Wendigo lore, suggesting trauma - not just cannibalism - as a transformation trigger. Its final shot mirrors the opening of the game: a car approaching a snowy mountain lodge:
Is it a prequel? A sequel? Neither?
That ambiguity feels intentional.
Stormare becomes the franchise’s Tobin Bell; a recurring, magnetic presence in the mould of Saw’s Jigsaw: not just a villain, but an orchestrator. Someone who doesn’t need to be front and centre at all times, yet whose presence is felt everywhere, anchoring multiple stories without locking the timeline into place.
Ambiguity as adaptation
What really stuck with me - and what I don’t think I fully articulated on first pass - is how ambiguity itself becomes the adaptation strategy.
In the game, ambiguity lives in the space between outcomes. You never see the version of events you didn’t choose; but you feel them. Totems show fragments. The butterfly effect reminds you of paths closed off forever. Even when the credits roll, you’re left wondering how close you were to a completely different night.
The film mirrors that feeling, not by replicating choice, but by refusing certainty.
Dr. Hill’s true nature is never fully resolved. Does he control the time loop, or is he merely exploiting it? Is he experimenting, observing, guiding; or simply indulging a god complex enabled by supernatural forces already embedded in Blackwood Mountain?
Patient files appear on his desk. Josh’s name is visible. Possibly Sam’s too. That detail matters, because it suggests repetition. Cycles. Multiple subjects. Multiple nights.
Have the events of the game already happened? Are they about to happen? Or are they just one iteration among many experiments Hill has overseen?
The final CCTV switch to the snowy lodge is the film’s smartest move. It doesn’t say “this is next.” It says “this exists.”
And that’s clever.
Because you see, Until Dawn the game is finite; but Until Dawn as an experience never was. Every player leaves with a different canon. The film honours that not by choosing one, but by refusing to collapse the wave function at all.
It doesn’t answer your questions.
It leaves you sitting with them; exactly like the game does.
Games beyond the game
What I keep circling back to is how Until Dawn refuses to stay contained.
The universe doesn’t stop at the console, instead it fractures.
The Inpatient (PSVR) functions as a canonical prequel, set decades earlier in the Blackwood Sanatorium. It reframes familiar names and locations, not as fan service, but as slow-burn inevitabilities. You’re not learning lore for trivia’s sake; you’re watching the foundation being poured.
And then there’s Rush of Blood (PSVR); which feels less like an expansion and more like a psychological echo. An arcade horror on the surface, but widely interpreted as taking place inside Josh’s fractured mind. Completing it on the hardest difficulty doesn’t just reward you mechanically; it confirms that interpretation in ways that are deeply uncomfortable.
And that’s important.
Because these aren’t side stories. They’re different modes of engaging with the same trauma.
One is institutional. One is internal. One is experiential.
All of them are games about being tested.
The catch, of course, is access. Locking two of the most experimental pieces of the universe behind VR hardware means large parts of the audience will never touch them first-hand. I haven’t and many won’t.
But I can’t help admiring the intent.
Sony didn’t just spin out sequels. They pushed the franchise into spaces where games stop behaving like games; where mechanics, perspective, and even genre shift to reflect character psychology rather than player comfort.
That feels aligned with Until Dawn’s DNA.
It’s not a universe that wants to be passively consumed. It wants you implicated. Watching. Choosing. Failing. Replaying.
Even when you’re not the one holding the controller.
The near-death of Until Dawn
What fascinates me most is just how fragile Until Dawn’s existence actually was.
This game very nearly disappeared into Sony’s back catalogue before it had a chance to become anything.
Late in development, Sony quietly pulled marketing support. Momentum stalled. The narrative goes that a mock review from someone who actively disliked interactive storytelling landed a score in the 50s, and on that single data point, confidence evaporated. A planned sequel script was shelved. The assumption was simple: this thing wasn’t going to land.
Which is wild, because Until Dawn was never designed to be judged like a traditional game.
It’s not about mechanical mastery. It’s not about skill ceilings or combat depth. It’s about tension, spectatorship, moral stress, and consequence. Hand it to the wrong reviewer - someone allergic to narrative experimentation - and of course it underperforms.
One opinion nearly killed it.
And then the audience intervened; while Sony stepped back, YouTube stepped in.
And you don’t even need to dig deep to see it:
A quick YouTube search for Until Dawn still surfaces Markiplier’s original playthrough front and centre. Part one alone sits at 13 million views; a 36‑minute episode from a series released a decade ago. That’s not a clip. That’s not a highlight. That’s long‑form, sustained attention from a massively successful creator.
There’s an added irony here too: Markiplier is now a horror director himself (Iron Lung), which makes his early involvement feel less like coincidence and more like instinct. Those videos may still be paying dividends today; resurfacing in recommendations, spiking again around the release of the feature film, and quietly driving renewed consideration for the game, which now also exists as a PS5 remaster (that I didn’t play… but probably should).
And he’s just one example.
What mattered wasn’t who played it, but how it was played. Thirty‑plus‑minute episodes meant deep dwell time. High completion. Emotional investment. Exactly the kind of engagement YouTube’s algorithm loves; and exactly the kind of environment Until Dawn thrives in.
Watching someone else hesitate, panic, fail, and live with the consequences is the product.
This is the unorthodox marketing lesson that still feels under‑acknowledged: sometimes the ‘suits’ don’t fully understand the niche yet; but the audience does. If your game or film is doing something genuinely different, there is an audience for that difference. It just needs to be surfaced in the right environment.
That’s why this comparison keeps rattling around my head: Christopher Nolan selling out IMAX screenings for The Odyssey a year in advance.
That’s not hype. That’s a clearly articulated USP. The first film ever shot entirely in IMAX isn’t a gimmick; it’s innovation. It tells audiences why this is worth caring about before they ever sit down.
Until Dawn had that same kind of difference baked in. It just wasn’t framed that way early enough.
Which brings me to DOA - dead on arrival - a condition that plagues the entertainment industry far too often. Until Dawn came dangerously close to that fate, not because it lacked an audience, but because the people making the early calls didn’t yet know how to speak to them.
The audience figured it out anyway.
That’s why it lived.
And that distinction still matters.
Marketing the movie
The 2025 film, by contrast, followed a far more recognisable studio playbook.
Sony leaned digital-first. Short-form social. Platform-native assets. Talent-led content. Decent ecosystem synergy across PlayStation (avatars), film socials, and horror communities. On paper, it all made sense.
There were some genuinely smart ideas in there; the Stay Up Until Dawn overnight screening marathon was a strong experiential hook, and the social engagement leaned into endurance, fear, and communal viewing in ways that echoed the game’s spirit.
The filmmakers did repeatedly emphasise that this wasn’t a straight adaptation. Launch trailers, interviews, and press materials made that point clear.
But here’s the problem: telling people it’s new isn’t the same as teaching them how to engage with it.
Where Until Dawn the game thrived on explaining its systems - the butterfly effect, the consequences, the idea that your decisions mattered - the film marketing never clearly articulated what kind of adaptation this actually was.
For core fans, that vagueness became a problem.
Many went in expecting a faithful retelling, a canonical version of their playthrough. Instead, they got a time-loop survival horror that sits adjacent to the game rather than inside it.
That mismatch wasn’t a failure of the film so much as a failure of expectation-setting.
This wasn’t a remake.
This wasn’t a straight adaptation.
This was a universe expansion wearing a familiar name.
A different title convention - Until Dawn: Blackwood Experiments, something like that - might have reframed the conversation entirely. Instead, the marketing leaned on iconography without fully preparing fans for reinterpretation.
And when audiences feel misled, sentiment turns fast.
Ironically, as we’ve identified the franchise’s original success came from trusting players to discover what it was on their own terms. The film campaign tried to control the message; and in doing so, softened the edges that made Until Dawn compelling in the first place.
It didn’t invite debate early enough. So the backlash filled the gap.
This isn’t a faithful adaptation. It’s a universe expansion wearing the same name. A different title might’ve softened the blow, but ultimately, expectation matters.
What this all comes down to
Until Dawn works because people care.
They replay it. They cosplay it. They tattoo it onto themselves. Something I know well…
That’s how transmedia franchises survive: not by flooding the market, but by nurturing obsession.
Appealing to your core fans should always be the priority. They’re your advocates. Your loudest marketers. Your long-term memory.
If you respect them, they’ll carry your universe further than any media buy ever could.
That’s the real lesson Until Dawn leaves behind.
And that’s why I’m still thinking about it long after the credits rolled.























The YouTube resurrection story is fascinating—Sony pulling support based on one bad mock review, then Markiplier's 13M views proving the actual audience existed. That tension between executive instinct and community-driven discovery feels like it's happenign more often now. The film's expectation problem makes sense too; calling it "Until Dawn: Blackwood Experiments" would've signaled "universe expansion" instead of "your playthrough." Smart catch on Stormare as the Tobin Bell anchor.