The Ideal Friday The 13th Video Game
The ideal Friday the 13th
video game
Many of us know that an official video game based on Friday the 13th is coming supposedly this year. At this stage some things about it are unclear when it comes to who is developing the game, how good is the game developer in charge, what kind of game design will be implemented and so on.
While
the wait for any new and solid details go on, I wish to share to you readers
and fellow Friday fans what in my view would be the most ideal Friday the 13th
video game.
What
do I have in mind? I can imagine a Friday the 13th video game that
has an open-world environment with Crystal Lake as the foundation and the game
will use certain game design and gameplay elements from notable open-world
games like Elder Scrolls IV Oblivion,
Elder Scrolls V: Skyrim, Red Dead Redemption and Grand Theft Auto V. For night-time atmosphere,
taking inspiration from Alan Wake would
be best.
Why an open-world environment for a
video game that’s about Jason killing people?
An
open-world environment is ideal. Firstly it can be a very, very large
environment in which players get to play an original character who will not
only encounter (or be hunted by) Jason (the in-game villain obviously) from
inside the cabin to Crystal Lake and whatever places can be found in the vast forest.
Such an environment can add a good amount of gameplay variety.
Secondly,
the open-world environment will create several opportunities for gamers in
terms of exploration and activity. Just imagine you play a character who
wanders around Camp Crystal Lake and explore (out of curiosity) places about
past killings done by Jason or his mother. Go to another part of the camp and
you hear someone screaming for help compelling you to decide to help out or
avoid the incident. Imagine yourself searching for Jason’s shack (or
underground lair) encountering the traps he set up as you get closer.
Most
noteworthy is the experience of being hunted by Jason. The open-world
environment can be utilized by programmers to present Jason’s in-game action in
very creative ways. Imagine your character hiding behind something and trying
to get out of a large room with Jason just walking around searching – this is
where stealth gameplay comes in – and once he spots you he will strike not only
with the weapon he has but also with his fists or use nearby items to hit you.
Outdoor
action? If an armed Jason can’t get close enough to you while hunting you, he can
try hitting you from a distance by using a bow-and-arrow, or a harpoon gun or
throw his machete at you. Oh yeah, imagine how the gameplay would be like if
Jason runs and chases your unarmed character.
Remember
Jason in the movies throwing bodies through windows or pulling a girl out the
window (in The Final Chapter) to her death? Imagine if Jason uses those tactics
on you as you explore. Also I wonder how the gameplay experience would be like if
Jason crashed through the window and grabs you from behind like what he did to
Ginny in Part 2.
Thirdly,
the open-world environment will give game designers (especially those
passionate with the mythos of Friday the 13th) that rare opportunity
to create a large in-game world that has Camp Crystal Lake as the most notable
destination as well as other places that can be found along the stretch of
Crystal Lake. Imagine you get to visit the nearby summer camp counselors
training facility in Friday the 13th Part 2 or Higgins Haven in
Friday the 13th Part 3 or the Jarvis House in Friday the 13th:
The Final Chapter. Heck, the game might as well have that only-mentioned
Lakeview (and Lakeview High School) from Friday the 13th Part VIII:
Jason Take Manhattan. Wanna explore that small town where Annie passed by on
her way to Camp Crystal Lake? Also did you ever wonder just how far Alice’s
home was from Camp Crystal Lake? Recreating that with close attention to detail
would be something.
Lastly,
the open-world can be utilized to tell stories and present characters
seamlessly with gameplay. Try to imagine your character is a camp counselor who
has to maintain order and good behavior in the camp. Not only will you be
dealing with Jason and incidents, you will interact with campers, fellow
counselors, the few local policemen passing by, a doomsayer (like Crazy Ralph)
and others all under the in-game story. The cinematic storytelling of Grand
Theft Auto V and Red Dead Redemption are the best examples to fully realize the
transition from gameplay to cutscenes. In those two blockbuster games, you move
great distances to visit a place and eventually trigger an in-game cutscene
that moves the story forward.
What kind of gameplay?
As
mentioned earlier, the gameplay can be quite varied in relation to the
open-world environment. The ideal view for exploration would be a third-person
view with your character fully seen in the middle, backed up with a
third-person-over-the-shoulder camera angle when it comes to shooting sequences
(Gears of War games should be the main inspiration in terms of look and control
precision). Shooting can be done while at the same time need not be limited to guns and bullets.
More on gameplay, it is ideal to implement survival tactics, hunting and salvaging given the summer camp environment and the 2013 video game reboot of Tomb Raider is the ideal model to follow.
More on gameplay, it is ideal to implement survival tactics, hunting and salvaging given the summer camp environment and the 2013 video game reboot of Tomb Raider is the ideal model to follow.
Apart
from open-world exploration, the game could use a lot of sequences in which you
get to examine and interact with objects around you. Other than getting some
weapons (or items that can be used as makeshift weapons), you can also use
items like first-aid kits, clothes, food, gadgets, flashlights and more.
About
exploring the environment at night, Alan Wake is a great example of moving around
while using a flashlight to make your way through. The flashlight itself can be
advantageous and disadvantageous – you can make your way through the night with
it yet the light will give a your location away to a stalking Jason (and he can
shoot an arrow or throw a blade at you from a distance).
Playing
the game as Jason? I’m not too hot about that concept as I believe that Jason
is always meant to be the unrelenting killer whose evil cannot be matched. He
definitely should be the in-game villain who will engage players with fear,
sudden strikes and intimidation. Remember how intimidating Nemesis was in 1999’s
Resident Evil 3? Jason can be like that, only better and more engaging.
Conclusion
By
today’s standard, open-world gaming is the way to go and that particular
design, when done right by talented game developers who pay close attention to
Friday the 13th as a franchise, can make the most ideal Friday the
13th video game. Exploration, suspense, action, interaction plus
encounters with Jason can be realized in ways that some people thought were
impossible to do when it comes to video gaming.
Really,
the open-world game design for Friday the 13th and Jason is the way
to go.