From the world of alternative facts comes this official stat from The Guinness Book of World Records: “Longest script for a graphic adventure game: Screenwriters Graham Reznick and Larry Fessenden (both USA) wrote 1000 pages of dialogue for Until Dawn (2015), reduced from an initial 10,000-page outline. The script’s epic length was in part owing to the game’s extended development period. It was originally announced as an action title back in 2012.”
Well, sort of true… anyway, was a lot of work, was a fantastic experience and we are honored to be sited!
We sat down (on Twitter!) with Graham Reznick, a multi-talented sound designer, mixer, film writer + director who has been using Waves plugins for in films like In a Valley of Violence and Gone: VR 360! Find out how he mixes audio for film.
“Until Dawn: Rush of Blood may be a brief and silly spin-off, something far removed from 2015’s fantastic adventure game, but it’s the most fun I’ve had with a virtual reality game to date, and it’s just a brilliantly entertaining pop horror experience with enjoyable shooty-bang-bang combat.” —The Jimquisition
Written by Graham Reznick and Larry Fessenden for Supermassive Games, RUSH OF BLOOD features Fessenden as the mad Carnival barker in this crazy thrill-ride shoot ’em up. Take the ride if you dare.
Last year, GEP pal Graham Reznick along with Fessenden entered the world of gaming with the BAFTA award winning game UNTIL DAWN. Now, Fessenden is literally getting in your face with the VR expansion RUSH OF BLOOD!
While this title has released over a year ago, console gamers are encouraged to play this award winning game (“Best Story,” BAFTA). Voiced by actors such as: Hayden Panettiere, Rami Malek, Noah Fleiss and Nichole Bloom, the game draws you into an unsettling horror universe. Writers Larry Fessenden (Wendigo, 2001) Graham Reznick and others have penned a truly remarkable story, which can be enjoyed in a number of different ways.Until Dawn is full of action, conflict and harrowing situations. Your choices have consequences, known as the Butterfly Effect. And, Until Dawn is memorable for its tale of revenge and on how you decide to unbox its underling moral play; it is not to be missed.
Graham Reznick, Will Byles, Pete Samuels, Fessenden and Peter Phok share their BAFTA win with the 100-odd other collaborators at Supermassive Games in the UK. UNTIL DAWN was created by Byles and Samuels and written by Reznick and Fessenden, with Glass Eye Pix’s Peter Phok handling producing duties stateside.
UNTIL DAWN, the successful Sony Playstation 4 Video Game produced by the UK’s Supermassive and penned by GEP pal Graham Reznick and Fessenden with producing duties Stateside handled by Peter Phok and Jacob Jaffke and featuring music by longtime GEP collaborator Jeff Grace, nabs nominations for BEST BRITISH GAME, BEST STORY, BEST GAME INNOVATION and BEST PROPERTY.
Our 30th Anniversary Hootenanny continues with this series of Legacy Docs celebrating the community and collaborators that have kept us honest all these years…
Glass Eye Pix 30th Anniversary Mini-Doc: Writer, Director and Sound Designer Graham Reznick discusses his first encounter with Glass Eye Pix and the many projects he has collaborated on, from Ti West’s THE ROOST, to Larry Fessenden’s THE LAST WINTER, to his own films I CAN SEE YOU, THE VIEWER and THE CAREGIVER. He speaks about independent film and the extended Glass Eye family. Edit by Eric Pennycoff.
“I never thought a video game would make me feel like Wes Craven. Before I started playing Until Dawn, I was almost positive that Sony’s advertising and marketing teams were ignoring it for a reason. Imagine my delight when I realized I couldn’t have been any more wrong.
Supermassive Games’ PlayStation 4 debut is unlike any big-budget game I’ve played in ages. Rather than sticking a gun in my hand, it sat me down in a director’s chair and essentially told me to craft my own horror movie. It could’ve been disastrous, but Supermassive intrinsically gets what makes for a good horror flick: the unknown, atmosphere, killer writing, and great performances from (mostly) unknown actors.
Sure, I’ve played scarier games (oh hi, Outlast and Dead Space), but those weren’t necessarily “fun” for me; I only made it an hour into the former before NOPE-ing out. Until Dawn expertly balances scares and an atmosphere of unease with genuinely funny bits to lighten the mood. This alone makes it much easier to play for extended periods. But even if I hadn’t needed to pack my play-through into a weekend, I still would have. It didn’t take long for the game’s hooks to dig in and pull me through experiences that I didn’t think were possible in a big-budget video game and I couldn’t wait to see the next one.
My filmmaking talents peaked with a crappy stop-motion short at community college, but my appreciation for movies has done the exact opposite. I don’t know why I’m surprised a video game that lets me live out an altogether different childhood dream had such an impact on me, but here we are. Supermassive Games, you have my undivided attention.
Honorable mention: Fallout 4, Bethesda Game Studios (PC, Xbox One, PlayStation 4)”