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Review of The Casting of Frank Stone – an interactive film set in the Dead by Daylight universe

Review of The Casting of Frank Stone – an interactive film set in the Dead by Daylight universe

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Last May, Supermassive Games and Behaviour Interactive announced a collaboration on a new project called The Casting of Frank Stone. Given the shared concepts, the interactive slasher with survival elements Dead by Daylight provides a good basis for an interactive movie. While the Survivors strive to avoid capture by the Killer in asymmetrical multiplayer sessions, the characters of Supermassive Games' games also face dangers and do everything in their power to survive. The project promises to be an interesting addition to the genre, combining the tension and emotional engagement characteristic of both developers.

A crossover between different universes could satisfy the interests of both communities. Fans of interactive movies will be able to enjoy a new story without delving into the Dead by Daylight fandom wiki. After a positive impression, they'll likely want to explore Behaviour Interactive's game more closely. Dead by Daylight players, in turn, will receive a full-fledged story-driven experience based on their favorite universe, with plenty of fun references and additional content. This also opens the door to the possibility of adding new characters in the future, making the game even more engaging for fans.

Supermassive Games aimed to create a game that would appeal to two distinct audience segments while addressing the shortcomings of their previous projects. Let's take a closer look at whether they achieved this balance.

Warning!

This text contains spoilers, but they'll be hidden below. Don't worry, you can safely read on - you won't encounter unnecessary information if you don't want to.

On the Trail of the Killer

Screenshot: The Casting of Frank Stone / Supermassive Games

At the start of «The Casting of Frank Stone», we are immersed in a new world thanks to the monologue of Augustine Lieber, a minister of the cult «Black Valley». She has been researching the nature of the evil personified by the Entity for many years, hoping to summon it into reality and receive a reward. To do this, Augustine was looking for a suitable person capable of organizing a series of horrific murders to attract the attention of the Entity to our world. Factory maniac Frank Stone turned out to be the ideal candidate for this dark mission.

Events of «The Casting of Frank Stone» are deeply connected to the Dead by Daylight universe, where every aspect of gameplay and narrative is driven by an entity known as The Entity. This interplay creates a unique atmosphere and heightens player immersion in a world where the struggle for survival is the central theme.

In the Dead by Daylight mythology, The Entity is often perceived as a deity or one of the Ancients. However, its true origins remain beyond human understanding. The Entity is a mysterious and powerful being whose motives and goals are difficult to comprehend. This creates a unique atmosphere of fear and uncertainty in the game, captivating players and scholars of mythology. Understanding The Entity can open new perspectives on the events and characters of the world of Dead by Daylight, deepening immersion into a dark and fascinating universe.

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The Entity accepts offerings and sometimes manifests physically, revealing its spider-like legs. One of the key characteristics of this Entity is its ability to feed on strong emotions.

The Entity is present in all possible worlds, time periods, and realities, including alternate ones. It selects candidates for the roles of Killers and Survivors. Once under its control, they undergo endless trials in a "hunter-prey" format. During these simulations, a variety of emotions manifest—from rage and anger to despair and hope. The Entity uses these emotions to fuel its power, becoming increasingly powerful.

The game spans three time periods, including a prologue and two key years—1980 and 2024. The prologue introduces the plot, telling us about a group of teenagers who decide to make an amateur horror film in an abandoned factory in Cedar Hills. This location became infamous due to serial killer Frank Stone, who terrorized the area until his death in 1963, when he was shot by police officer Sam Green. The game's plot deeply immerses the player in an atmosphere of fear and suspense, combining elements of horror and thriller, which makes it unique and memorable.

The film crew included the following members: Chris, the director and actress of one of the key roles; her partner Jaime, who also plays one of the main roles; cameraman Linda; Robert, the son of police officer Sam, introduced in the prologue; and Bonnie, Jaime's sister, who may become a potential sponsor of the project.

The second narrative line takes place in the present day. Several characters - Madison, Linda (an adult version of a familiar heroine), and Stan - arrive at a mysterious estate. Although at first glance they have nothing in common, each of them seeks to make a deal with Augustine, which is the main purpose of their visit.

Screenshot: The Casting of Frank Stone / Supermassive game Games

The story, presented in fragments, can confuse the player, preventing them from immediately understanding the connection between the two time periods. However, throughout the narrative, the cultist's plan is realized. Although the story offers many possible outcomes, it is the changes that occur in the final third of the game that have a significant impact on the overall course of the story.

Screenshot: The Casting of Frank Stone / Supermassive Games

Serial killer Frank Stone, Augustine's protégé, impresses with his physical prowess both in the prologue and in the enhanced version after his rebirth. However, the consequences of his sadistic tendencies are primarily revealed through in-game documents and exploration of the environment. These elements add depth to his character, allowing players to better understand his motivations and cruelty. Interacting with the game world and learning his story help create a full picture of Frank Stone as a complex and multifaceted antagonist.

Unfortunately, during the two to three hours of gameplay after the prologue, the player will not experience the ominous atmosphere similar to that of Until Dawn, the studio's most acclaimed game. The game lacks jump scares and intense plot moments involving quick time events (QTEs) that could lead to the character's death if unsuccessful.

Throughout the game, the characters from the past search for a new camera, wander through an abandoned factory, prepare for filming, and discuss the details of the future masterpiece. Meanwhile, the characters from the present explore the mansion's mysteries, solve puzzles, and interact with each other. This dynamic between eras creates a captivating story filled with intriguing moments and emotional conflicts.

Screenshot: The Casting of Frank Stone / Supermassive Games

The game sometimes creates an atmosphere of horror through the environment, but it doesn't alarm the characters themselves. For example, a drunken local watchman named Tom mistakes a bucket of human remains for ordinary "sausages." The drawn-out, sepulchral howl that Linda hears is simply ignored by the other participants, and director Chris promises to replace the sound in editing, although in the context of a low-budget horror film, such sound design may be quite appropriate. When it comes to the maniac's lair with embalmed body parts, Chris reacts to the events with surprising calm, unlike her companions. Moreover, after what she has seen, she is ready to shoot several additional shots to record evidence.

When presented correctly, these set pieces can create a tense narrative tone. However, if the characters don't treat them with due seriousness, the ominous and mystical atmosphere of the abandoned factory loses its power. It's important that the characters understand the significance of the setting; otherwise, the effect of the set pieces will be diminished, and the audience won't be fully immersed in the atmosphere. Abandoned factories, with their mysterious shadows and forgotten histories, can be a powerful tool for creating an unsettling mood if used correctly in a story.

Screenshot: The Casting of Frank Stone / Supermassive Games

The narrative dynamics significantly improve towards the end of the game, when the maniac takes on a new form and begins his hunt. As the game approaches its conclusion, the player faces an increasing number of dilemmas and challenges that require quick reactions and decisions. This creates tension and increases interest in the plot, emphasizing the importance of each action at critical moments.

How the choice system works

As you progress through various scenarios, you get the feeling that some episodes have been added solely to place collectibles and listen to new dialogues that deepen your understanding of the story. This can distract from the main plot and raise questions about the appropriateness of such inserts. However, they provide players with an opportunity to dive deeper into the world of the game and better understand its storylines.

In one episode, Robert offers his friends two routes to an abandoned factory. One route is longer, requiring a detour, while the other is shorter but carries a high risk of encountering a police patrol and Robert's father, who still can't forget the events that took place at the factory 17 years ago. This choice between safety and risk adds tension to the plot and highlights the conflict between the past and the present. A fan of interactive stories might imagine exciting QTE jumps along beams that could result in injury, or careful navigation through the environment, avoiding flashlight beams and the headlights of a police car. However, in practice, everything turns out to be much simpler. By choosing one of the proposed paths, we only change the distance to the goal, sometimes finding unique collectibles. In both cases, the game's dynamics remain low, and no significant events occur.

Screenshot: The Casting of Frank Stone / Supermassive Games

The long route is a typical path along which the teenagers communicate and learn new details about one of the characters' pasts. If the young people decide to pass through the patrol zone, Sam will not notice them. The sheriff will momentarily shine his flashlight on the fence where the characters are hiding and then continue on with his business. This moment creates tension and emphasizes the importance of interactions between characters.

The writers sometimes emphasize subplots, making players consider them important. The game features a love triangle, but its implementation leaves much to be desired, especially compared to House of Ashes. The character Jaime, possessing a suspicious and jealous nature, may come into conflict with Robert, suspecting him of sympathizing with his girlfriend, Chris. Jaime's paranoia can lead to a breakup, but regardless of how events unfold, this love story has no impact on the fates of the main characters, leaving the player with a feeling of incompleteness. This may disappoint those hoping for deep character development and interactions.

Screenshot: The Casting of Frank Stone / Supermassive Games

After the conflict is resolved, a key episode begins that determines the future fate of these two young people.

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Chris is pulled into another dimension by a mysterious force, and the ghost of Frank Stone appears before Jaime. If Jaime tries to help his girlfriend, he will face certain death. This kind of deception is often used in Supermassive Games games, but in this case it defies logic, especially considering that the couple has reconciled. Even if the young man manages to escape the threat and his girlfriend is able to return, their presence will have no effect on further events. This emphasizes the senselessness of some actions and adds an element of tragedy to the plot.

The chaotic narrative sometimes negatively affects the game's localization. It feels like the project was completed in a hurry. Some dialogues have English subtitles or voiceover, and the text is filled with typos and funny errors. For example, Jaime's line, "Expensive," when he sees the "Closed" sign on the door of the antique shop, is rendered as "Ah...too bad...! So much for that." This suggests that the translators overlooked the context and translated only the last part of the phrase. Such oversights can negatively impact the player's experience of the game. Good localization requires a meticulous approach and a deep understanding of the context to preserve the atmosphere and meaning of the original.

The descriptions of actions in the dialogue wheel are often difficult to understand, as the translators do not always have the necessary context. Unlike the dubbing team, who approach their work more professionally, the translators sometimes include subtitle lines with errors in the voiceover. This creates additional confusion and hinders understanding of the content. A higher-quality approach to translation and dubbing will make the content more accessible and understandable for viewers.

The game sometimes punishes mistakes or excessive gullibility in interesting ways. There are locations where unexpected accidents can occur with various characters. However, there are also ineffective plot twists that exist solely to offer yet another way for a character to die. Such elements can distract the player from the main plot and do not always contribute to the development of the story, which reduces the overall interest in the game.

Screenshot: The Casting of Frank Stone / Supermassive Games

One of these objects can be found in Madison's storyline.

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At the end of Augustine's story, the heroine faces an important choice. She faces a dilemma: leave this place or trust the cult minister. This moment becomes decisive in her fate and determines her future path.

Obviously, the latter option will not lead to a positive outcome. However, its presence may hint at the possibility of discovering a hidden ending. The intrigue intensifies when the player is again asked to confirm their choice. However, the denouement turns out to be predictable: Madi follows Augustine in the final cutscene, after which she is killed by the revived Frank Stone. This situation highlights the lack of originality and surprise in the script, which may disappoint players looking for a deeper plot twist.

The game clearly divides characters into those doomed to death and those who can still fight for survival. This approach has its place in gameplay, but in The Casting of Frank Stone it feels too artificial. This division creates tension, but can also reduce player engagement, as the predictability of the characters' fates reduces the element of surprise and intrigue.

Screenshot: The Casting of Frank Stone / Supermassive Games

When characters' lives are at stake, other characters are often powerless to change the situation, even as it unfolds before their eyes. This vulnerability creates tension and heightens the drama of the plot, highlighting each character's vulnerability. In moments like these, viewers begin to realize how fragile life is and how quickly it can change.

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Frank Stone's ghost grabs Bonnie, while Linda, holding the camera, suddenly loses the unique ability that allows her to interact with what is happening. She can only watch as her friend is hoisted onto a hook. Stan, in present-day reality, becomes a sacrificial lamb, who must be sacrificed to the monster bursting out of the projector in order to save the others. Even if this doesn't happen, his fate is already predetermined - he is doomed to die. In some cases, his demise will be even more absurd, emphasizing the hopelessness of the situation and the mounting tension. This plot twist creates an atmosphere of fear and hopelessness, forcing viewers to consider the price one must pay for saving others.

The Casting of Frank Stone features numerous examples of understatement and the devaluation of player actions. This appeals to fans of video games, who happily replay episodes multiple times, eager to uncover every possible outcome. However, such detailed plot development may not appeal to groups of friends who simply want to spend time playing. For them, ease and accessibility are more important than a deep exploration of every plot nuance.

If players choose decisions that seem logical or interesting to them, they may miss important aspects of the story. This can lead to doubts about their choices and even a feeling of being cheated. The question is whether they will decide to replay the game. However, they have the opportunity to use a special feature that allows them to replay key moments, which we will discuss later.

New Mechanics and Borrowings from the Source

The Casting of Frank Stone's gameplay is largely consistent with Supermassive Games' previous projects. However, this game introduces new elements, such as a refreshed interface, an improved inventory system, and an enhanced non-linear narrative structure. One interesting new aspect is the "Editing Room" section, which becomes available in the main menu after the first playthrough or immediately for those who own the deluxe version. These changes make the gameplay more engaging and varied, allowing players to delve deeper into the story and explore alternative paths.

This game includes the ability to view hidden story branches, collected collectibles, and possible outcomes, including character deaths. Players can begin replaying new decisions not from the beginning of a chapter, but from a specific point in the episode. This solution saves time and provides a convenient tool for content creators who publish a variety of secret endings. The ability to analyze and choose alternative paths makes the gameplay more exciting and varied.

Editing Room Interface Screenshot: The Casting of Frank Stone / Supermassive Games

The trigger, which is a door or object that initiates a transition to the next scene, is now highlighted with an animated widget. To activate it, you must hold down the left mouse button. While this change may seem minor at first glance, it significantly improves the user's interaction with the interactive cinema and makes the gameplay more engaging. Thanks to the new approach to triggers, players will be able to more easily navigate the plot and quickly immerse themselves in the game's atmosphere.

In games of this genre, situations often arise where, while exploring a location, a player can accidentally open a door and transition to the next scene, unable to return. Now, when an animated widget appears in the lower right corner next to a door or interaction object, the player receives a signal that this is a transition stage. This allows them to switch to exploring other areas of the scene that have not yet been explored. This approach significantly improves the gameplay and helps avoid unpleasant moments associated with the loss of the opportunity to explore the location.

Screenshot: The Casting of Frank Stone / Supermassive Games

The inventory system has been simplified. Now the character collects only keys and items needed to solve puzzles. Side items intended to be given to other characters or used in critical situations, as in The Devil in Me, have been eliminated. The new system provides a more focused and convenient gameplay experience, allowing players to focus on important plot elements and game mechanics.

The QTE interface and sound effects in The Casting of Frank Stone are borrowed from the popular horror game Dead by Daylight. These elements are present not only in cutscenes but also during key moments related to repairing generators. Generators play a crucial role in multiplayer horror matches, as they provide power to open gates, allowing Survivors to escape the Killer. To successfully start a generator in The Casting of Frank Stone, players need to find one or two parts, after which the repair process begins. Elements of interaction and an atmosphere of tension make the gameplay more exciting and dynamic.

Screenshot: The Casting of Frank Stone / Supermassive Games

In the story In 1980, a pivotal moment occurs when Frank Stone returns as a ghost and begins haunting all who interfere with him. His silhouette can only be captured through the camera used by the teenagers to film scenes for their movie. This device captures the phantom's energy and begins to sparkle. When a confrontation with Frank becomes inevitable, the camera gains special properties, allowing the player to control the ghost and stop its threat.

The process of capturing the spirit is as follows: the player aims the lens at the phantom and, holding the left mouse button, begins "burning" it. If necessary, the film must be reloaded to continue the process. After several cycles of interaction, the spirit disintegrates, opening the way for further progress.

Screenshot: The Casting of Frank Stone / Supermassive Games

This mechanic could significantly liven up the gameplay and increase its immersion if Frank Stone's ghost were mobile and could appear in unexpected places, such as the sides or back corners of the battlefield. This would pull the player out of their comfort zone, forcing them to constantly be on edge and looking around, similar to how it is implemented in the Fatal Frame series. This approach would add an element of surprise and tension, which would make the game more exciting and engaging.

In practice, the described "action" occurs only at certain moments that depend on triggers. The ghost's location is highlighted by characteristic visual effects. As a result, Frank slowly approaches the hero, giving the player enough time to retreat, eliminate the threat, and consider the next gameplay mechanic.

Users who pre-ordered received a unique ability, "Collector's Sense," which allows them to see the location of one of the categories of collectibles. The badge's design and functionality directly reference the "Scavenger's Sense" power-up from Dead by Daylight. In other cases, this ability becomes available to the player only after finding all the items related to Frank Stone's past. This adds an element of exploration and excitement to the gameplay, emphasizing the importance of collecting in the game.

Activating "Collector's Intuition" Screenshot: The Casting of Frank Stone / Supermassive Games

Technical Execution

The developers have achieved significant success in the visual execution of The Casting of Frank Stone. The game world's visual impact is enhanced by carefully placed light sources in various locations. The use of Lumen lighting technology in Unreal Engine 5 lends realistic light beams, allowing them to smoothly envelop scene elements. This approach significantly improves the overall experience of the game, as lighting is a key aspect in filmmaking and visual effects. Screenshots from The Casting of Frank Stone can serve as an excellent resource for budding artists learning about lighting. However, the game lacks a photo mode that would allow players to capture the developers' visual achievements in more detail.

Screenshot: The Casting of Frank Stone / Supermassive Games

The game also runs on lower-end systems, but in these cases, lighting quality and object detail, such as character hairstyles, are noticeably reduced. The less powerful your computer, the longer the delays will be when loading new scenes, likely due to the compilation process. Users with less powerful systems may experience a degraded gaming experience due to these limitations, which is worth considering when choosing a platform to play on.

Supermassive Games' games were often criticized for their poor facial animation. Characters' facial expressions appeared jerky, creating an uncanny valley effect. During the development of The Casting of Frank Stone, the developers implemented the modern Metahuman Animator system, which was a significant improvement. Facial animations became smoother and more natural. However, some characters, like Chris, still make unnatural grimaces when trying to smile.

Fortunately, facial expressions like the girl on the right are the exception rather than the rule. Screenshot: The Casting of Frank game Stone / Supermassive Games

Directing general motion animations continues to pose certain problems. Often, characters in the background are not given an idle animation, known as an idle. If such a model appears in the frame, it looks like a static object, even if the scene lasts only a second or two. In a number of scenes, character movements appear underdeveloped and create a mechanical feel. Improving the animation and attention to detail can significantly improve the visual quality and make scenes more lively and realistic.

Sometimes it is frustrating when key moments are lost due to minor details. This is especially noticeable in the climactic scenes of games, where every action and emotion has enormous impact. It's important that these moments be carefully crafted to maintain player interest and engagement.

The cutscene featuring Frank Stone, who has already consumed one of his victims and emerged from the projector screen, begins with a striking soundtrack and striking visuals. However, in subsequent shots, the feeling is lost due to camera angles that focus on the characters centered and to the right of the monster. They clumsily attempt to open the lowered iron bars, reducing the tension and dynamism of the scene.

A freeze frame of the scene shows Madison attempting to lift the bars from a considerable distance away. Her model, however, is positioned at a height, creating the illusion of levitation. This effect may raise questions about the realism of the animation and physics in the game.

Screenshot: The Casting of Frank Stone / Supermassive Games

If Stan is lucky to survive; he'll end up at the grate on the left side and, unlike the others, will begin banging on it furiously.

The unconvincing and comical character animations significantly diminish the tension and ominous atmosphere of the footage. Furthermore, the lighting sometimes goes out during cutscenes for unknown reasons, making them too dark. This bug has been observed in numerous Let's Plays on YouTube, highlighting its prevalence and impacting the overall experience of the game.

Screenshot: The Casting of Frank Stone / Supermassive Games

The game's technical issues deserve special attention. On release day, the developers failed to upload the build to Steam, forcing the community to wait for about 20 minutes and joke about it. After fixing this issue, new difficulties arose: many players, including myself, encountered the game not launching, displaying a black screen or engine errors. The solution was to run the .exe file as an administrator.

Judging by numerous discussions in the community, this is one of the most common issues frequently reported by users. Key issues include application crashes, insufficient optimization, limited settings, and other shortcomings. These issues require the developers' attention to improve the user experience and improve the stability of the software.

Despite these shortcomings, The Casting of Frank Stone is an excellent piece of fan service for fans of the Dead by Daylight universe. In addition to the bonus content for the multiplayer horror game, many fans have discovered numerous iconic references and begun developing their own theories about the plot. This creates additional interest in the game and fosters active discussion among the community. The Casting of Frank Stone not only deepens the character introductions, but also expands the world of Dead by Daylight, attracting new players and strengthening connections with existing ones.

Screenshot: The Casting of Frank Stone / Supermassive Games

The community praised the Killer's origin story, as well as the process of summoning the Entity. The game masterfully visualizes the iconic bonfire scene before the Trial begins. Frank Stone's design and backstory also received positive feedback from players. There is a possibility that the Cedar Hills killer, under the new name "The Champion," will appear in a future Dead by Daylight update. However, there is currently no official information about this, other than a collectible doll in Frank's likeness, which is presented at the end of the game.

Interactive movie fans may encounter some disappointments, such as the slow pace of the game and the lack of exciting events for long periods. The meaninglessness of individual character arcs may also be a source of frustration. While some minor dialogue cues can be overlooked, fully understanding the plot without prior familiarity with the world of Dead by Daylight can be difficult.

The game's final scene, while perhaps less impactful, actually contains a key message that sums up the entire transformation of the gameplay. This moment serves as a climax, allowing the player to understand how their actions and choices influenced the development of the plot. It is important to understand that this scene contains the main themes and ideas that reveal the depth of the game and its impact on the player.

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The silent "extras" around the campfire, Frank watching from behind the bushes, and the changes in the behavior of some of the surviving characters are explained by the laws of the Dead by Daylight universe. These elements create a unique atmosphere for the game, where every step and every action matters. Understanding the dynamics of character interactions helps players adapt to the situation and use their skills to survive.

Screenshot: The Casting of Frank Stone / Supermassive Games

Supermassive Games is clearly making strides toward improving its gameplay, adding new features to familiar elements. However, judging by current results, the studio lacks qualified writers and technical specialists dedicated to optimization and testing. Perhaps the situation will change in future projects, but for now, as Linda noted, "This is all there is."

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