If you’ve spent any time looking at modern horror games, you know the drill. Most of them are just "run away from the scary thing in a dark hallway" simulators. But then Supermassive Games dropped this massive, star-studded project a few years back and people started asking: is the quarry good, or is it just a shiny movie with a few buttons to press? Honestly, it depends on what you want from a game. If you're looking for Elden Ring levels of mechanical depth, you’re going to be bored out of your mind. But if you want to play through a 1980s-style summer camp slasher where your dumb decisions actually result in someone getting their head popped like a grape? It’s probably the best thing since Until Dawn.
The game follows nine camp counselors at Hackett’s Quarry. It’s the last night of summer. They’re supposed to be leaving, but of course, one guy—Jacob—sabotages the van because he’s desperate for one more night with his summer fling. It’s a classic, trope-heavy setup. You’ve got the jock, the shy girl, the edgy podcast girl, and the brooding guy who probably owns a lot of flannel. What makes it feel real isn't the plot itself, but the way these people talk to each other. It’s awkward. It’s messy. It feels like 20-somethings trying to act cool while being secretly terrified of the future.
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What Makes a Horror Game "Good" Anyway?
When we talk about whether a game like this holds up, we have to look at the branching paths. Most games lie to you. They give you "Choice A" or "Choice B," and both lead to the same cutscene with slightly different dialogue. The Quarry doesn't play those games. There are literally hundreds of permutations. A character can die in the first few hours, and the rest of the game just... continues without them. You lose hours of potential dialogue and entire subplots because you missed one quick-time event (QTE) or picked the "Aggressive" dialogue option instead of the "Empathetic" one.
That’s the core of the experience. It’s stress.
The cast is actually insane for a video game. You’ve got David Arquette, Brenda Song, Ariel Winter, and the legendary Ted Raimi. Having Justice Smith and Siobhan Williams involved brings a level of acting that you usually don't see in this genre. Usually, horror game voice acting is a bit... stiff? Not here. When these characters are scared, you can see the sweat on their brows and the micro-expressions in their eyes. The motion capture tech they used is genuinely top-tier, even if the "water physics" on the characters' skin looks a bit like they’re covered in plastic wrap sometimes.
The Gameplay Loop (Or Lack Thereof)
Let's be real: you aren't "playing" this in the traditional sense. You walk around small environments, find "clues" that fill out the lore, and participate in QTEs. If you hate QTEs, you will hate this. However, they made them significantly easier than in Until Dawn. Most of them just involve pushing the analog stick in a certain direction.
There’s also the "Don't Breathe" mechanic. Instead of staying still like in previous games, you hold a button to hold your breath while a red bar slowly depletes. It’s tense. Your heart beats in the controller. You’re watching the monster sniff around the locker you’re hiding in, and you’re praying the bar doesn't run out before the creature wanders off. It’s simple, but it works because the stakes are so high. Death is permanent. There’s no "Game Over" screen that lets you try again immediately unless you use the "Death Rewind" system, which is honestly kinda controversial among hardcore fans.
Is The Quarry Good for Solo Players?
Playing this alone is a completely different vibe than playing it with friends. Alone, it’s a slow-burn atmospheric horror. You notice the lighting. The way the shadows move in the woods. The sound design is incredible—lots of snapping twigs and distant howls that make you keep your headphones tight.
But, honestly? This game peaks as a social experience. There’s a "couch co-op" mode where you pass the controller. Each person picks a few characters. When it’s your character’s turn, you take the reins. It turns the game into a chaotic jury room where everyone is screaming at the person holding the controller. "Don't open that door!" "Why would you go into the basement?!" It’s basically a playable movie night.
The Flaws Nobody Admits
Look, I’m not saying it’s perfect. The third act feels rushed. While the buildup is masterclass pacing, the ending can feel a bit abrupt depending on who lives and dies. There isn't a massive, cinematic "final boss" fight in the way some might expect. Instead, it just sort of... ends. You get a text crawl explaining what happened to everyone, which feels a little cheap after spending 10 hours trying to save them.
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Also, the "Couch Co-op" doesn't have an online version that works the same way. The online multiplayer is more of a voting system where viewers watch a host play and vote on decisions. It's fine for streamers, but if you wanted to play "with" a friend across the country, it's not as seamless as it should be.
And the dialogue? Sometimes it’s too Joss Whedon-esque. Everyone is a bit too quippy while being hunted by supernatural monstrosities. "Is the quarry good?" Yes, but you have to be okay with some cringe-worthy teen dialogue. It’s part of the charm, really. Like a B-movie from the 80s, it leans into the tropes hard.
Technical Performance and Visuals
On a PS5 or a high-end PC, this game is stunning. The lighting in the forest at night is some of the best I've seen in the medium. There’s a specific scene at a lake—no spoilers—where the moon reflects off the water and it looks like a photograph.
- Frame Rate: Mostly stable 30fps on consoles to keep that "cinematic" look, though some hate the lack of a 60fps mode.
- Load Times: Basically non-existent on SSDs.
- Accessibility: They actually did a great job here. You can tweak the QTE speed, turn off the combat timers, and basically just enjoy the story if you’re not a "gamer" per se.
The Verdict on Branching Narratives
The "Butterfly Effect" system is what makes people keep coming back. In most games, finding a collectible is just a trophy hunt. In The Quarry, finding a "Tarot Card" lets you see a glimpse of a potential future from a creepy narrator (played by Grace Zabriskie). These glimpses might save your life, or they might trick you into making a fatal mistake because you lacked the full context.
One of the best examples involves a shotgun and a trapdoor early in the game. Most players will react instinctively. "There's a noise, I have a gun, I should shoot." The game punishes that instinct. It rewards hesitation and thought. It forces you to think like a survivor, not a soldier.
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Why It Beats Its Predecessors
Until Dawn was the blueprint, and the Dark Pictures Anthology felt like experimental bite-sized chunks. The Quarry feels like the full-course meal. It has the budget that the smaller games lacked. You can see it in the hair physics, the licensed soundtrack (which is bops only), and the sheer length of the script. It’s about 9 to 10 hours for a single playthrough.
Compare that to Man of Medan or Little Hope, which you can finish in an afternoon. This feels like a meaty, substantial experience. It’s the difference between a TV pilot and a prestige HBO miniseries.
Actionable Steps for Your First Playthrough
If you’re deciding to jump in, don’t go in blind without a plan. Here is how to actually get the most out of your purchase:
- Don't use a guide first. I know, you want to save everyone. Don't. The game is designed for people to die. The most interesting stories come from the mistakes. If everyone survives, you actually miss out on some of the most creative death animations and character beats in the game.
- Play with the lights off. Standard horror rule, but the HDR settings in this game are specifically tuned for a dark room. The "deep blacks" in the woods are vital for the atmosphere.
- Check the "Movie Mode." If you really just want to see the story, there’s a mode where you can set the characters' personalities and just watch it play out like a film. It’s great for a second or third viewing.
- Pay attention to the "Evidence." There’s a difference between "Clues" and "Evidence." Evidence actually changes the ending crawl and determines whether the characters go to jail or get exonerated for the carnage.
- Look for the Tarot Cards. Eliza (the hag) is the only one who can help you, but she’s cryptic. Even if you don't like the supernatural stuff, her scenes provide the best pacing breaks in the game.
Ultimately, is the quarry good? Yeah, it’s great. It’s a love letter to a very specific type of horror. It doesn't try to be a tactical shooter or a complex RPG. It knows exactly what it is: a high-stakes, beautiful, slightly cheesy, and deeply stressful campfire story. If you can handle a bit of teenage drama mixed with your gore, it’s a must-play. Just don't blame Jacob for everything—even if it really is mostly his fault.
To get started, check out the various "Horror History" filters available in the Deluxe edition if you want a specific visual vibe, like 1950s black and white or 1970s grindhouse. It changes the whole feel of the camp and adds a layer of replayability that most narrative games lack. Just make sure you’ve got a solid few hours carved out, because once the sun goes down in the game, it’s very hard to put the controller down until the morning comes.