![]() ![]() The Quarry is deliberately meant to have a lighter tone than Supermassive's other horror games, in a way that its director compared to Scream, which is backed up by the casting of David Arquette as Hackett’s Quarry’s way-too-into-this-whole-thing head counselor. As it is, any attempt to replay The Quarry involves actual hours of dead time, where all you can do is sit and watch it play itself out again. A better scene selector would be nice, as well as a run button, a fast-forward option, or better-labeled points of no return. It would be a more entertaining process with a few important quality-of-life features that are missing. I was still finding surprises on my third run, and it’s a testament to how absorbing this setting and story can actually be that I was willing to make that third run in the first place. There’s a lot of fun in going back through it and deliberately making different decisions, or even failing on purpose just to see what happens. I’d like to replay The Quarry more than I have. In Until Dawn, that was a mild headache in The Quarry, which is longer and considerably less interactive, it's frustrating. You do have the chance to unravel some of the weird history behind the camp and the area around it, but it feels like an afterthought that left me disappointed.Īnother issue is that you can't skip past cutscenes or dialogue that you've already seen on repeat playthroughs. There isn’t anywhere near as much of that in The Quarry. During the adventure game-style exploration sequences, you had the chance to try and find crucial details about what was happening by discovering clues, reading files, solving puzzles, and occasionally falling into what was, with the benefit of hindsight, a really obvious trap. In general, my favorite part of Until Dawn, as well as the games in Supermassive’s Dark Pictures Anthology, was that it was at least as much of a mystery as it was a horror movie. You can go for surprisingly long stretches without having to make a meaningful choice or take direct control of a character. The primary issue with The Quarry is that it’s less of a game and more of a lightly interactive movie for most of its running time. In fact, there are several scenes where failing something like a quick time event doesn't necessarily have a bad outcome, which makes them more like snap decisions rather than mechanical challenges. Even without it, you don't have to have solid twitch reflexes to get through The Quarry in the way you did with parts of Until Dawn. While I was never personally interested in using Movie Mode, I can appreciate that it exists. While you'll see most of what there is to see in Movie Mode, you will miss a couple of major events, many optional ones, and a lot of story context that can only come from playing manually. There's also a Movie Mode that lets the story play out without any interactivity at all, headed towards one of a few different preset conclusions. ![]() There are a lot of accessibility options built into The Quarry that let you adjust the difficulty of all of these actions, or even switch some of them to always automatically succeed. You can influence how its events play out through exploration scenes, conversation choices, quick time events, stealth, simple combat, and Mass Effect-style interruptions where you have a short window in which to make a sudden move. You play as each of the nine camp counselors, controlling one at a time at various points in the roughly 10-hour campaign. Then the sun goes down, the woods get dangerously quiet, the rot gets more obvious, and the nightmare starts. It’s a Hollywood version of the perfect summer experience, with colorful cinematography that makes the whole camp look like somebody’s cherished memory. It's initially designed to look like the most postcard-worthy version of itself, backlit by warm sunlight and spread out across approximately a billion acres of natural splendor. The title location of The Quarry is a summer camp in upstate New York, Hackett's Quarry, that's slowly falling apart. ![]()
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