I was looking forward to Supermassive taking its refined horror narrative chops to The Casting of Frank Stone, a tale strongly inspired by Behaviour Interactive’s Dead by Daylight universe. The result is messier than I expected, though. Much of my experience in Frank Stone wasn’t scary, and the only thing that hooked me was my curiosity to find out how everything comes together at the end.
Frank Stone is rough around the edges. It’s entertaining, but Supermassive proved itself a stronger storyteller in previous games. The studio might feel weighed down because it’s trying to tie everything back to the Dead by Daylight universe, and can’t help but consistently remind you throughout the story. Still, the game needs more polish and is tough to enjoy when there are bumps in the road.
The making of Frank Stone
Movie magic. Image via Behaviour Interactive
We can’t discuss Frank Stone’s plot in too much depth, but timelines are an important aspect of the story. The game begins in 1963, and we’re introduced to serial killer Frank Stone and Cedar Hills officer Sam Green. Sam takes down Frank at the town’s mill and saves a baby. After that, most of the game is split between two parallel storylines in 1980 and 2024.