I never intended to imply it was a 1 for 1 comparison to RE, so that was a poor example on my part since it's a series structured around backtracking. But my point was that there are events in RE which you can completely miss depending on the order of locations which you visit, particularly in
Nemesis. Which in-turn can effect the amount of content which you can access in a single playthrough depending on where you chose to go first.
The collectibles that you're missing in Until Dawn's case aren't always important, really they're mostly just for generating flavor and driving minor sub-plot revelations, so you're usually not missing anything too important if you progress without fully exploring an area. I'm coming from the position of being the kind of person who never takes the obvious path, so that I can hunt collectibles, but was so enamored by the story and presentation for this game that I just didn't care. I know where you're coming from and am willing to acknowledge that I'm guilty of that in other games, so I may just have a honeymoon bias atm. lol
I'm curious though, would you still view it as big a negative if the clues and totems were present but weren't tallied? Sort of like the clues/leads in Heavy Rain?
Also, the bigger flaw imo was the itemization of the "butterfly choices"; it'd spoil when something was important, the UI effect was distracting and the list being viewable before completing the first playthrough felt a bit like cheating to me. So tried my best to avoid anything in the menus, I wanted to feel things out organically like I would while watching a movie.