TL;DR: Fall 2: Deadpoint still delivers sweaty-palmed survival thrills, but strained motivations, escalating twists and sequel excess keep it several terrifying metres below the original.
There are certain movie concepts that make me uncomfortable before anyone has even done anything. Put a character underwater with limited oxygen, trap them in a cave, or stick them somewhere absurdly high with nothing between their feet and an extremely enthusiastic relationship with gravity, and congratulations: my palms are already sweating. Fallunderstood that beautifully in 2022, turning an abandoned tower, a tiny budget and some spectacularly bad decision-making into an unexpectedly effective survival thriller. Fall 2: Deadpoint understandably wants another trip to that anxiety factory, but the problem with lightning striking twice is that this time we can see the storm coming.
The sequel moves the vertigo-inducing action to Thailand, where Luce (Arsema Thomas) and Jax (Harriet Slater) are dealing with the loss of someone close to them by attempting the sort of extreme challenge that would make most functioning adults immediately locate the nearest café instead. Their plan involves a terrifyingly elevated plank walk along a mountainside, assisted by an American guide played by Tom Brittney. Inevitably, nature has other ideas, a rockslide turns the adventure into a survival nightmare, and Deadpoint begins enthusiastically removing every comforting thing separating its characters from a very long way down.
Fall 2: Deadpoint knows exactly why we came back
The smartest thing Deadpoint does is recognise that nobody bought a ticket to this franchise for a nuanced meditation on recreational climbing. We are here to watch people cling to increasingly unreliable objects while our brains scream, “WHY WOULD YOU GO UP THERE?” When the movie focuses on that simple contract, it works. Disintegrating planks, questionable metalwork, hostile weather and precarious positioning provide plenty of opportunities for the film to attack anyone with even a mild fear of heights.
There is something wonderfully primitive about this particular kind of suspense. You don’t need an elaborate mythology, a multiverse or seventeen post-credit scenes; you need height, vulnerability and the knowledge that one badly placed foot could end everything. The strongest sequences exploit that beautifully, forcing attention onto surfaces, handholds and distances that would barely register in another movie. It turns basic movement into an encounter with a Dark Souls boss. Taking one step shouldn’t feel like an achievement unlocked, yet here we are.
The difficulty is that Fall already demonstrated how effective this formula could be when its simplicity felt fresh. Deadpoint has to escalate because that’s what sequels do, but escalation doesn’t automatically create greater tension. More hazards can actually make danger feel less dangerous once the audience becomes accustomed to the movie repeatedly pulling the emergency lever. There are still moments capable of producing an involuntary wince, but the sequel struggles to recreate the wonderfully nasty novelty of the original.
The characters are fighting gravity and the screenplay
Unfortunately, getting Luce and Jax onto that mountain requires Deadpoint to perform some narrative gymnastics of its own. Their extreme adventure is connected to grief and remembrance, continuing the emotional framework established by Fall, but the motivation has to work overtime to justify why traumatised people would willingly place themselves in another outrageously dangerous situation. The film leans into ideas about confronting and controlling fear, yet those themes aren’t convincing enough to completely silence the obvious question of why anybody thought this expedition was therapeutic.
That matters because survival thrillers become significantly more powerful when I believe the characters had a plausible reason for entering danger. Otherwise, part of the suspense gets replaced by frustration. There’s a fine tradition of horror characters making catastrophically questionable choices — without them, half the genre would be unemployed — but Deadpoint occasionally asks for more suspension of disbelief than its stripped-down premise can comfortably carry.
Thomas and Slater nevertheless give the movie a credible human centre. Both sell the physical fear required by a story where terror cannot simply disappear between action sequences, while Slater also handles the American accent convincingly. Brittney adds another presence to the expedition without fundamentally changing what the franchise is built around: frightened people, impossible heights and an environment seemingly determined to delete their save file. The performances aren’t the problem; they’re often working to give emotional weight to material that hasn’t always earned it.
Bigger sequel logic pushes the suspense too far
Deadpoint is also afflicted by that familiar sequel condition where filmmakers assume audiences want more of everything. More complications. More surprises. More reasons for characters to scream. More narrative rug-pulls. That’s understandable when your first movie succeeded largely through a brilliantly restrictive scenario, but there’s a point where adding mechanics starts weakening the beautifully simple machine.
The movie includes twists designed to recontextualise what we’re watching, including one that is intriguing as a pulpy concept but becomes considerably shakier once you actually interrogate its logic. That’s the recurring battle inside Deadpoint: visceral filmmaking versus increasingly silly storytelling. When somebody is hanging above oblivion, logic temporarily loses because my survival instincts are busy shouting at the screen. Give me enough time between those sequences, however, and the screenplay starts attracting questions it really doesn’t want answered.
That imbalance becomes especially noticeable as the finale keeps escalating. What begins as straightforward survival suspense increasingly feels like a franchise attempting to prove it can become a franchise. Another twist arrives, and the movie even points towards an already planned third instalment. There’s something amusingly audacious about turning “people stuck somewhere very high” into an expanding cinematic universe, but Deadpoint would have benefited from concentrating on the terrifying purity that made the concept work rather than worrying about its next level.
A lesser Fall is still capable of making your stomach drop
For all those complaints, I can’t dismiss Fall 2: Deadpoint. This is a B-movie survival thriller that understands its primary responsibility is making audiences profoundly grateful for floors. When it strips away the motivational dialogue, questionable decisions and franchise machinery, its central weapon remains remarkably effective. Height is scary. Falling is scarier. Watching something supporting a character begin to break while they’re suspended above a massive drop requires virtually no translation.
Fans of Fall looking specifically for another dose of vertigo will therefore find enough here to justify returning. Anyone hoping the sequel meaningfully deepens the original concept may be less satisfied. Deadpoint expands the circumstances without necessarily improving them, producing a follow-up that’s busier but not sharper. It’s the cinematic equivalent of somebody seeing a perfectly functional roller coaster and deciding what it really needs is another loop, two additional corkscrews and a suspicious bolt rattling around under your seat.
Verdict
Fall 2: Deadpoint delivers where it absolutely has to: the height-based survival sequences can still generate genuine, stomach-tightening suspense, and Arsema Thomas and Harriet Slater sell the fear even when the screenplay pushes credibility dangerously close to the edge. The problem is everything surrounding those thrills. Character motivation feels strained, sequel escalation introduces increasingly questionable logic, and the twists eventually become more exhausting than surprising.
If Fall made you afraid to climb a stepladder for a week, Deadpoint should provide another entertaining dose of acrophobia. Just don’t expect the same surprise or precision. The franchise still knows how to make looking down feel like a terrible idea; now it needs to remember that sometimes the simplest route to the top is also the best.

