Why the Until Dawn Red Letter Media Re:View is the Only Review That Actually Gets the Game

Why the Until Dawn Red Letter Media Re:View is the Only Review That Actually Gets the Game

It happened in 2015. Supermassive Games released Until Dawn, a title that looked, on paper, like every other failed "interactive movie" attempt. You know the ones. They promise your choices matter and then just kill a character off-screen anyway. But something weird happened when the Red Letter Media crew got their hands on it for their Re:View series. Jay Bauman and Josh "The Wizard" Henderson sat down to talk about a game that, quite frankly, they shouldn't have liked as much as they did.

Most people expect Mike Stoklasa and Jay to just tear everything apart. That’s the brand, right? The cynical guys from Milwaukee who hate everything you love. But their take on Until Dawn was different. It wasn't a takedown. It was a fascinating look at how a video game can actually succeed by leaning into the very tropes that usually make movies terrible.

The Red Letter Media Factor: Why Their Perspective Changed the Conversation

Red Letter Media doesn't usually do games. They’re film guys. That’s exactly why their coverage of Until Dawn was so refreshing. Jay and Josh didn't approach it like "gamers" obsessed with frame rates or polygon counts. They looked at it as a piece of genre fiction.

They recognized the DNA of the game immediately. It’s a love letter to 80s slashers, 90s teen horror, and early 2000s torture porn. By bringing their deep knowledge of obscure horror cinema to the table, they highlighted things that standard IGN-style reviews completely missed. They understood that the game wasn't trying to be "prestige" art. It was trying to be a fun, schlocky experience where you get to decide who lives and who gets their head ripped off.

Honestly, watching Jay explain the "Butterfly Effect" mechanic through the lens of slasher movie logic is better than any tutorial. He gets that the fun isn't just in winning. The fun is in seeing how spectacularly you can mess up.

Slasher Tropes and the "Josh and Jay" Dynamic

The chemistry between Josh and Jay in this specific Re:View is top-tier. Josh, who has a bit more of a gaming background, acts as the bridge. Jay provides the cinematic context. They spent a significant portion of the video discussing the cast. We’re talking about pre-Oscar Rami Malek, Peter Stormare chewing the absolute life out of the scenery, and Hayden Panettiere doing the "final girl" thing.

Red Letter Media pointed out something crucial: the game's "uncanny valley" faces actually help the horror.

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In most games, weird facial animations are a bug. In Until Dawn, it makes everyone look just a little bit wrong. It adds to the tension. When Peter Stormare’s character leans into the camera, his slightly-too-realistic-but-not-quite-human face is terrifying. Jay and Josh noted that the game's developer, Supermassive, leaned into this. They didn't try to make it perfect. They made it expressive.

Why Until Dawn Red Letter Media Discussions Still Trend

It’s been years since that video dropped, yet people still search for "Until Dawn Red Letter Media" whenever a new horror game comes out. Why? Because the RLM guys accidentally created a blueprint for how to critique the "choice-based narrative" genre.

They tackled the "illusion of choice" problem head-on. Many critics complained that the ending of the game is mostly the same regardless of what you do. Josh and Jay argued the opposite. They felt the journey was what mattered. If you kill off a main character in chapter 4, you lose two hours of dialogue. That’s a real consequence.

  • They appreciated the "clue" system that rewards players for actually paying attention to the environment.
  • They loved the totems, which offer a glimpse of a possible future—a mechanic that mimics the "prophetic" elements of classic horror films.
  • They specifically highlighted the "Don't Move" mechanic, which uses the controller's gyroscope to simulate the player holding their breath.

Most reviewers just said the "Don't Move" parts were annoying. Jay and Josh recognized it as a brilliant way to build physical tension in the player’s own living room. It’s that kind of insight that makes their analysis stay relevant.

The Peter Stormare Appreciation Society

We have to talk about the therapist segments. Dr. Hill.

Red Letter Media's breakdown of Peter Stormare’s performance is legendary. They correctly identified that he is the "glue" of the game. He breaks the fourth wall. He mocks the player. He asks you what you're afraid of and then the game changes its scares based on your answers.

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Jay pointed out that this is essentially a high-budget version of the "psychological profiles" found in Silent Hill: Shattered Memories. But because it's Stormare, it feels more like a demented stage play. The RLM crew has always had a soft spot for character actors who go "full ham," and their genuine delight at Stormare’s performance is infectious.

Is Until Dawn Still Worth It in 2026?

With the recent rumors of remakes and the constant evolution of the "Dark Pictures Anthology," the original Until Dawn remains the gold standard.

The Red Letter Media guys were right: it’s the pacing. The game knows exactly when to be a teen drama and when to turn into a creature feature. It doesn't overstay its welcome. It doesn't try to be an open-world slog. It’s a tight, focused experience that you can finish in a weekend.

One thing people often get wrong is thinking Until Dawn is just a "QTE fest." It's not. It’s a management sim where the resource you’re managing is the lives of eight obnoxious teenagers. If you approach it with the cynical, "let's see what happens" attitude that RLM promotes, the game is ten times more enjoyable.

Actionable Takeaways for Your Next Playthrough

If you’re revisiting the game or watching the Re:View for the first time, keep these things in mind to get the most out of the experience:

Play with a group. This is the "RLM Style." Don't play this alone in the dark. Treat it like a "Bad Movie Night." Pass the controller. Argue about choices. Vote on who should die. The game is infinitely better when you have people shouting at the screen.

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Don't try to be a hero. On your first run, make choices based on how the characters would actually act, not what you think will keep them alive. If a character is a jerk, let them be a jerk. The drama is much more organic that way.

Pay attention to the environment. The "twins" mystery is actually solvable way before the big reveal if you find the right clues. It turns the game from a slasher into a genuine mystery.

Watch the Re:View after your first run. Don't spoil it for yourself. Watch Jay and Josh's breakdown after you’ve seen your own ending. It’ll make you realize how many different paths you missed and might even inspire a second "kill everyone" run.

The Red Letter Media coverage of Until Dawn isn't just a review; it’s a masterclass in understanding how different mediums—film and gaming—can merge to create something that is more than the sum of its parts. They saw the value in the "junk food" nature of the game and respected it for what it was. That’s why we’re still talking about it years later.


To truly appreciate the nuance of this game, you should track down the original 2015 release rather than just relying on clips. There is a specific texture to the original lighting and character models that later patches and "spiritual successors" haven't quite captured. Once you've finished a complete run, go back and watch the Red Letter Media Re:View specifically to see how many of the "hidden" horror movie references you caught on your own. It's the ultimate litmus test for any horror fan.