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‘The Casting of Frank Stone’ Is a Solid Entry in the ‘Dead by Daylight’ Universe [Review]

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There are two types of people that are going to be attracted to The Casting of Frank Stone: Dead by Daylight fans, looking for a new game set in the universe of their favorite asymmetrical multiplayer game, or Supermassive fans, who want to see the latest cinematic game from the studio behind Until Dawn and The Dark Pictures Anthology.

I fall into the latter camp, as I’ve played all their non-VR titles since Until Dawn (even Hidden Agenda, the one that used your smartphone as a controller). They’re not always hits, but there’s usually at least something interesting in every one of their games, so it’s cool to see them take their signature movie-like style of game into an already existing universe.

While I dipped my toes in Dead by Daylight in the past, I’m not familiar with the story aside from some border concepts like the Entity and the Trials. Fortunately, The Casting of Frank Stone drew me in with a plotline that revolves around one of my favorite topics in fiction: filmmaking. After a prologue set in the ’60s (which is available as a demo), the story of the game is split between two different eras, both of them focusing on a film called Murder Mill. The balance between the storylines is nice, cutting back and forth to maximize tension. Having multiple narratives can occasionally make one feel less important than the other, but connections between the two become apparent as the narrative progresses in a way that makes them both key to the whole picture.

Supermassive’s games live or die based on the cast of characters, and this cast is well-written and entangled in a compelling set of relationships. There’s a group of teen filmmakers in the ’80s that are all very warmly-written with interesting tensions between them. In the present, you’ve got a seemingly random cast of characters brought together in a large, spooky mansion for mysterious reasons, and it’s fun to watch them slowly figure out connections that they have as the drama unfolds. Everyone feels like they have a distinct personality, and each of them gets good lines throughout. Aside from the titular Frank Stone, the other villain in the story plays their part well, and these two are largely responsible for adding the connections to the greater Dead by Daylight mythology.

Even without full context for the universe of Dead by Daylight, I was able to enjoy the story quite a bit. It takes a while to start picking up steam, but the time you spend with the characters helps make the narrative beats work when things start to really hit the fan. Supermassive games have had supernatural twists in the past, with wendigos and other such creatures, but this feels like the most fantastical their stories have gotten. It eventually becomes a little too focused on the lore of the Entity for my taste, but for the most part it does so without losing focus on the core cast. My limited knowledge of the game still allowed me to pick up satisfying references to the Dead by Daylight that came to light near the end of the game, so I’m certain fans of the multiplayer game will be delighted.

Quick time events are a backbone of the Supermassive experience, and this time around they are themed to emulate the prompt seen when fixing a generator in a Dead by Daylight match. It doesn’t have a huge effect on the gameplay, but it did take me a moment to get used to the different visual cue. There are even a few times in the game where you run into the actual generators themselves, which fits into the game nicely without feeling like an unnecessary reference.

If you’ve played this type of game before, you mostly know what to expect. There will be quick time events in moments of danger, dialog choices that affect relationships between characters, and life and death decisions that will change the course of the story. Between the interactive cutscenes, there are areas where you explore and solve extremely light puzzles, usually just finding an object and using it at the correct location. Turning off steam vents, powering up elevators, and finding an item to place in a specifically shaped slot are the types of puzzles you’re looking at, which sometimes feel a bit like cliché video game busy work, even if they do fit well into the locations presented.

You’ll pick up items and lore notes that will help flesh out the backstory and bring a greater understanding of the overall narrative. One feature I love about the lore notes is that there’s a quick summary presented in the UI after you are done examining it, highlighting the information that you should have gleaned from it. Little touches like that go a long way to helping you grasp everything, and they’ve been doing this kind of game for long enough that they’ve found ways to sand off the rough edges, gameplay-wise. Even small things like having a different icon for interactions that will move the story forward versus normal objects that you can pick up and inspect helps keep things flowing nicely.

I don’t know if it was because of the shorter run time – The Casting of Frank Stone takes about six hours to complete – but I didn’t feel like I had as many choices in the game that greatly deviated the story, nor were there as many quick time events that put pressure on me in tense sequences. There was a new gameplay element that featured using the 8MM camera, but it didn’t feel quite as transformative as I hoped. These sequences seemed like they were trying to ratchet up the terror, but the simplicity of the gimmick never really made me feel much danger. Still, it was nice to have a new way to view and interact with the world.

After my playthrough, I felt like I had a few unanswered questions that I don’t think were just gaps in lore that I had from not being a Dead by Daylight superfan, but fortunately The Casting of Frank Stone’s Cutting Room Floor feature gave me opportunities to go back to key points of the story and see things play out differently. One of the most frustrating parts of cinematic games like this is that to see all the other paths, you need to replay the full game, but the Cutting Room Floor shows you the decision map of the game and lets you see different possibilities you missed. This is a much-welcomed addition to Supermassive’s style of game that will greatly help replay value.

The Casting of Frank Stone looks incredible, with great character models and environments. I really loved the vibe each of the locations brought to the game, particularly the mill itself. The imposing establishing shot of it absolutely rules, conveying the gravity of what you’re doing as you approach. Not only are the characters extremely detailed as well, but the performance capture is stellar, with some great facial acting that feels like a step above a lot of their older titles.

There are still a few nagging graphic issues that continue to show up, but nothing too major. Sometimes textures load in a little late, or a black screen pops up for a split second when it’s loading between scenes, clearly taking a moment to figure out which version of the scene to load for you based on your choices. These are the types of things that will likely be ironed out with future patches, but even if you have to deal with these they are absolutely nothing that will take you out of the experience.

Bringing together Supermassive and Dead by Daylight was a very smart decision, as there’s a lot to like here for fans of both. You’ve got another solid narrative game with well-written characters and a branching story for Supermassive fans, and a new look at the universe with tantalizing lore and cool collectibles for Dead by Daylight fans. It’s hard to think of a better studio for Behaviour to pair with in order to tell standalone tales in the Dead by Daylight universe, so I hope this is the start of a good relationship.

The Casting of Frank Stone might not rank up there with the top tier of Supermassive games – for me that’s Until Dawn and The Dark Pictures Anthology: House of Ashes – but it’s definitely exciting to see them experiment with different styles of narratives. By the end of the game, I was engaged with the wild supernatural horrors of the world and re-downloaded Dead by Daylight to give it another shot.

Review key provided by publisher. The Casting of Frank Stone is out now on the PlayStation 5, Xbox Series, and on PC via Steam and the Epic Games Store.

3.5 out of 5

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Movies

‘Recluse’ Review – Harrowing Haunted House Horror With Lots Of Skeletons In Its Closet [Tribeca 2026]

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Joan's burned father approaches in Recluse Review.

A haunted house story is tense, terrifying storytelling when it’s properly executed. There’s been a growing tendency in horror to blend together harrowing haunted house stories with traumatic homecomings. A family member’s illness or death triggers a return to something dark that was intentionally left behind. Recluse hits all the tropes that one expects to find in this type of horror film, yet it manages to push this story in a daring, disturbing new direction that uses sound as a superpower.

It’s a unique lens to experience a familiar story about family secrets, generational trauma, unresolved grief, and the importance of not just legacy, but preservation. It’s a hell of a directorial debut from Henry Chaisson that’s guaranteed to get under the audience’s skin as they’re dragged through this painful, toxic tale.

Recluse is a gothic haunted house story where an isolated audio engineer, Joan (Sasha Frolova), returns to her family’s estate to check in on her father after he suffers a terrible accident. Joan suddenly discovers something much more sinister that paints her family’s tragedies in a very different light. Chaisson’s debut functions as a fascinating companion piece to this year’s undertone, which does a lot of the same things. 

These two films make for a fascinating case of parallel thinking that tackles comparable subject matter through a similar lens, albeit in a bigger, less claustrophobic story in Recluse’s case. In fact, it’s the perfect horror film for anyone who was let down by undertone and didn’t feel like it brought enough to the table. It’s a considerably more conventional horror film, but this isn’t meant to denigrate its high quality. Recluse may hit some familiar notes, but it’s a scary, well-crafted haunted house horror story that goes for the jugular.

recluse horror movie

A gripping mystery that involves the tragic, unresolved circumstances that surround Joan’s mother teases a chilling connection to the recent horrors that have afflicted her father. Joan desperately tries to put these pieces together and give her family some sense of grander peace before she’s pulled under and becomes another victim of this festering curse that’s systematically worked its way through the Wyatt family. By doing so, Recluse digs into some deeper commentary on collective trauma, a very literal look at thesins of the fatheradage, and how one selfish decision can ripple through generations and fracture off into different dilemmas. By the end, Recluse has brilliantly flipped the powerful concept of legacy on its head by illustrating the horrors and sense of entitlement that can be born out of this idea.

A legacy is just another name for a curse under the right context.

Listenis a simple but powerful command from Joan’s father that she briefly obsesses over. In a way, it becomes Recluse’s grander mission statement, whether it’s in response to Joan listening to the people in her life, the signals that her body and mind are telling her, or the world’s greater whims. It’s important to reconnect with these grounding pillars, especially when it feels like control is slipping away.

Recluse excels with how audio and soundscapes can create entire universes that are full of rich details that transport individuals to these environments. There’s also a level of objectivity when it comes to audio recordings and the evergreen permanence that they’re able to provide. Joan’s career as an audio engineer makes sense for someone who wants to cling to hard evidence and proof of existence. It provides great insight into Joan without ever getting lost in contrived exposition.

Joan’s entire life is built around audio engineering, and so it makes sense that Recluse features excellent sound design that really goes above and beyond with its production elements. All of the sound design is expertly handled and turns the film into something special. These auditory elements intuitively keep the audience on edge so that they’re more susceptible to the actual scares that eventually strike. The smallest sound effect gets turned into a crushing, cacophonous assault. It’s a really effective way to build terror. Writer/Director Chaisson also handles the film’s music, which achieves a sublime, unnerving dissonance that further heightens the free-floating anxiety.

Tobey Poser in Recluse premiering at Tribeca 2026

The story at the center of Recluse is slightly generic in some respects, but the film’s visual language and tone make it feel distinctly memorable. It also doesn’t hurt that the home that Joan returns to is basically an eerie art studio that’s full of contorted paintings. Recluse never struggles to generate mounting dread and terror that pump through every scene. Powerful, thoughtful cinematography consistently reinforces the film’s themes. Joan is constantly reflected in different surfaces or viewed through mirrors. She’s also often confined to tight, constricting framing that all speaks to her refracted identity during this moment of loss and her attempts to regain agency and control by making sense of something that’s seemingly unexplainable. 

Recluse is full of truly disturbing visuals that make it seem like Joan is lost in a dream that turns out to be an extended nightmare. It’s a surreal journey reminiscent of invasive psychological horror like Silent Hill, with a touch of Sinister and Hereditary thrown in for good measure. There are so many individual frames that could endlessly fuel urban legends and creepypastas.

It does a great job with how it presents Joan’s fragile state of mind, where chilling flashes of the past sneak up on her and unresolved trauma manifests into unsettling imagery. There are endless shots that are obscured in darkness, or shadow is creeping in from the corners of frames like a suffocating force of nature. It’s very rare that a scene is fully lit. It leads to a very lonely, isolating atmosphere that’s easy to get lost in.

Chaisson’s debut stands out from the many other high-minded haunted house horror films without succumbing to the same pretensions that often drag down these stories. It’s a grief-stricken character study that’s full of upsetting visuals that scratch at something visceral and raw. The horror elements connect, and the answers to its grander mystery provide an appropriate and believable sense of closure. Those who are looking for an atmospheric horror film that isn’t afraid to be different while still channeling something real will appreciate Recluse.

Recluse made its world premiere at Tribeca; release info TBD.

4 out of 5 skulls

 

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