Of the interactive storytelling-type video games (aka, what I call "TellTale-like games") that I've played, Until Dawn may not be the best (there's a reason we call them "TellTale-like games" and not "Until Dawn-like games"), but it might be the most intense, the most "just one more chapter before bed."
It's a typical horror trope: Get the partying kids in a cabin in the woods and let loose a killer, right? I'm not well-versed enough to know whether the trope started with The Evil Dead*, or if The Evil Dead merely made the trope ubiquitous.
While Until Dawn doesn't subvert the trope the way films like The Cabin in the Woods did, the video game medium does allow Until Dawn to play the trope in a much less expected manner--largely due to the amount of narrative and character development that can happen in 9 hours vs 2 hours.
So: Late teenagers/early 20-somethings get together at a cabin. Except in this case the cabin is a mansion nestled in the middle of the mountains. And by mansion, we literally huge-ass mansion, with a whole host of off-shoot locales (including an actual cabin). They are gathering on the one year anniversary of the disappearance of two sisters--at that very Mansion-cabin. But remember: Anything can happen in a 9-hour narrative.
The characters all feel pretty standard, especially through the first couple of hours. I decided early on that NOBODY WAS FUCKING. I hated these people and they were not going to have fun on my watch. But by hour 6, some of them had started to grow on me. I would hesitate to call them good people, but they were fun to spend time with. The highlight is Sam, the only character who is kind of likeable from the outset and never wavers in being pretty cool (probably because she's the character voiced by the Big Budget name: Hayden Panettiere). But the longer a character stays alive, the more interesting they become. (The exception being Matt, whom the narrative forgets for large chunks--I even forget that he hadn't died, and was a bit startled when I realized during the credits "wrap-up" that he was still in the game. I'm hoping that's just a problem with the decisions I made on this playthrough, but I'm guessing not.)
Anyway, while the main "action" of Until Dawn is based around decisions and some QTEs (not to mention an occasionally used battle mechanic pretty similar to The Wolf Among Us: hit the target, squeeze RT), they managed to evoke memories of Resident Evil 4. At least, the parts of RE4 that are walking, not shooting. I mean, let's be honest: While the pivotal moments of Until Dawn feature interaction, there's a lot of walking around. It's not aimless, per se, but it did make me think of the "walking sim" term that people like to use with games like The Witness.
Regardless, even if it's a game that is 80% walking sim with creepy noises and 20% decisions and QTEs, it's a fun experience! Recommended, if you like your games cut from the TellTale mold and, uh, horrory.
*I realize that technically Friday the 13th predates The Evil Dead, I'd argue that is a differently flavored film and, despite the presence of cabins/partying/woods/slasher, is not technically a cabin-in-the-woods film.