“Until Dawn,” the game that mixed horror with decision-driven plot twists, has taken a chaotic leap into the silver screen, swapping interactive thrills for a time loop gimmick. The movie juggles elements from the game like a caffeinated octopus, keeping some pieces while mangling others, especially those poor wendigos.
A Twist with a Twist
In the game’s mad dash to adapt its decision-crammed chaos, the movie opts for a loop-de-loop time warp, repeating the same horrifying night to give viewers that “oh no, not this again” feeling. Characters desperately dodge death, trying to avoid becoming the next discount Samara from “The Ring.”
– Clover’s sister Melanie morphs into yet another ghostly girl with hair management issues.
– Characters retain delightful mementos of their deaths, like Max’s tasteful eye spear—perfect for any stylish soirée.
The Art of Half-Baked Ideas
New concepts spring up as quickly as they’re abandoned—our heroes building body horror through repeated deaths until they theoretically become chic monsters. But who has time for a coherent narrative when you can slip in wendigos, pre-crumpled out of the metaphorical box?
– The game’s wendigos are guilt-ridden, morally complex monsters.
– The movie’s wendigos? Janky rage zombies with a penchant for corridor sprints.
Wendigo Woes
Gone are the deeper meanings and cultural roots, leaving bland, zoom-zoom creatures in a hall of superficial nods. Plot elements flit by like moths in an existential crisis, barely tapping into the rich stew of narrative potential the game offered. Mining disaster? Check. 1,100 lives lost? Check. But wait, don’t dwell—the movie never does.
The promise of cosmic punishment as mere gravy? Deliciously absurd. Just like the haunting idea that if you repeat something enough times, you might accidentally turn into a terrifying monster—or worse, a smug accountant with a fondness for khaki.