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Found 11 results

  1. Every year, 3 out of 8 counselor deaths are caused by intoxication, inebriation or otherwise dumbassery behind the wheel of a vehicle. A collision with a tree, fence or undead serial killer can be fatal - not just to the driver but to all their passengers. And that pain and loss is felt by the entire community. Listen to this heartbreaking testimonial. We were five feet from the @#$%ing exit and you hit the side?! I bet the only thing you can't hit is the toilet! Jesus Christ! Please do your part to help reduce this immense tragedy. If you feel even a little bit inebriated, intoxicated...or are otherwise passed by Jason on the SATs...don't try to drive. Give a fellow counselor the keys. And have a safe camping experience.
  2. Before introducing myself, I'd just like to say: All Jason mains, prepare to get rekt. (Just kidding, it's gona be me who gets destroyed). I haven't bought the game on steam, yet. Pretty positive that I will. Waiting for launch to check Asian streamers (how long it takes to find a match, how much they lag, rubber-banding, etc.) I cannot see myself playing as Killer. Prefer to play the more challenging role - counselor/survivor. I feel like playing as the Killer in any multiplayer horror is kinda easy. If all is well for the Asian region and it's servers, I will buy it asap. Can't wait to shotgun Jason in the face and teabag him
  3. Second attempt at posting this, wish me luck So we have discussed all over the forums in various topics the kind of counselors we would like to see as potential future DLC. With pre-orders coming in, hopefully this will be a DLC pack we will see in the future that was part of the stretch goals which was of 3 more counselor tropes to add more variety. I have compiled a list of various character tropes from the films as well as an OTHER option for you to sound off on types you would definitely like to see. Keep in mind this is not to discuss potential other HERO characters but just what the next 3 characters may be IF we get them. Some abilities I could think of could be like the Hitchiker could carry a car part in their backpack as well as a weapon (have more inventory slots) which would make them useful as part of a team to move more items hastily. The corrupted character (Dr Crews/Melissa/Professor Lowe) types could actually have an ability to flag someone else on the map for Jason in order to distract from themselves. Maybe the Mom character could give a temp Composure boost to other characters in their company? Sky is the limit
  4. Would you prefer if you couldn't have multiples of same counselor? I thought of a system that seems fair to allow you some selection choice without a 'first to join' scenario. Like private, you opt in for Jason. Instead of choosing one counselor, you rank 7 on a tier you'd prefer to be. Some algorithm randomly selects one who opted in for Jason. After that it goes down your tier of counselors until everyone is assigned one. Extreme example. Everyone wants to be Vanessa most? One is randomly chosen. Everyone wants to be Tiffany 2nd most? Process repeats. You're the only one who ranked the nerd 1? You are the nerd. This method has it's pros/cons and might only be suitable for private matches. Just a wish list idea this stage in development.
  5. I didn't see this topic posted when I did a few searches. My apologies if it has been. I was wondering who everyone sees themself "maining" when the game is released. I personally found myself liking Deborah the most. Really wanted to try Tiffany but never unlocked her.
  6. Would anyone by chance be willing to sell a clothing pack? I thought I bought one when I preordered on backer but guess not
  7. I don't suppose anyone saw that Simpsons episode "Boy-Scoutz 'n The Hood" with all the junior campers. It ended with the campers at a serial numbers filed off version of Camp Crystal Lake and special counselor Ernest Borgnine attacked by Jason Voorhees. If the game's successful enough for jokey DLC, I don't suppose we could pay Borgnine's estate for a cameo. =P
  8. So, the beta ended. I was able to play a lot of games, even with the server issues, and I think I'm more than capable now to freely talk about what I like and what I don't like, and give feedback based on my experience. Sorry if something is badly written, English is not my mother tongue and I still have a few mistakes. First things first, I love the game. I can't explain how much I enjoyed the beta and I want to make that clear. Yeah, I'm going to criticize A LOT of things, but that doesn't mean I didn't enjoyed the experience. And you're going to notice that I'll talk about the BETA and not the GAME itself. Let's get started... CHARACTERS +Counselors +STATS -COMPOSURE: Reduces fear build-up and makes easier to escape from Jason's grab. Pretty self-explanatory. A good stat, but his secondary use was completely useless in the Beta. There's no way you can escape from Jason's grab if he doesn't lose time looking for an environmental kill, even with Jenny Myers (10 Composure). A "good" Jason will just grab you and instantly spam his Choke to kill you. -LUCK: Increases weapon durability and gives minor increases to many other stats. By far the worst stat in the Beta. It doesn't matter to increase weapon durability because we can't fight Jason in the Beta, it's impossible (and I will talk about it in the Gameplay section). About the minor increase to other stats, I can't really tell if that worked in the Beta because there's no way to notice them, and, if they worked as intended, they were RNG. In my opinion, RNG shouldn't exist in something so important in the game- -INTELLIGENCE: Increases repair effectiveness. Very useful stat. Makes repairing a lot faster and easier. The main problem with the stat is that there's only four things you can repair in the Beta (Gas, Battery, Phone and Electricity) and that there's no real drawback for low intelligence counselors for repairing. A 10 Intelligence counselor will repair something in 5-10 seconds and a low Intelligence one will do it in 15-20 seconds, so it's (almost) not a big deal. -SPEED: Increases overall top speed. Good stat. Simple. Working as intended. Useful. Moving on. -STAMINA: Increases overall stamina pool and reduces the stamina cost of actions. Hands down the BIGGEST PROBLEM of the counselors. Before the 25th Patch, every single counselor besides Vanessa and Tiffany had two choices: 1, walk all the way from one camp to another to save stamina so you can run if Jason appears, or 2, jog/run from one camp to another and lose all your stamina halfway. After the 25th Patch the problem was kinda solved, everyone could move from camp to camp and at least save half of their stamina, but now there's counselors with more Stat Points than others. Before the patch, everyone had 35 Stat Points. After the Patch, Vanessa and Tiffany have 32, Kenny has 36, and everyone else has 37. Even so, the Stamina System doesn't convince me in its actual state, neither as counselor nor Jason. I'll talk more about Stamina in the Gameplay section of the post. -STEALTH: Reduces the amount of noise generated and Jason's ability to sense. A good stat overall, but 80% useless because of Jason's Sense ability in its Beta state. With A.J. Mason or Tiffany, both 10 Stealth characters, sometimes you could evade Jason's Sense and sometimes you couldn't when crouching/walking/hiding, so I have to suppose that Stealth, Noise and Sense evade are RNG. I've tried a lot with different characters. I've evaded Jason with Vanessa hiding in a closet but he caught me when I was doing the same with A.J. . I sincerelly don't know how it works, so I'm going to blame RNG and Jason's Sense in its Beta state. Please I'd really appreciate if someone corrects me if I'm wrong. I'll edit the post ASAP. -STRENGTH: Increases weapon damage reduces the stamina cost of combat actions. Like I said when I talked about Composure, counselors couldn't fight Jason in the Beta, so I can't say if it' s good or bad. I guess it's good, but I couldn't test it in a 1v1 situation against Jason, because in the Beta that was instant death. +PERKS I'm not going to talk about every single perk like I did with Stats. I think most of them are good and some of them are completely useless. I'll group them in three: Stamina, Item and General perks. -STAMINA PERKS: Aquanaut, Marathon and Restful. Besides Aquanaut (which isn't useful in the Beta map), Marathon and Restful are extremely good because of the current state of the Stamina System and if it doesn't change they will be used together 100% when the game releases, restricting build variation and creating a Build Meta, which I personally think it's bad, at least so early in the game. -ITEM PERKS: Firecracker, Hypochondriac, Medic, Pyro and Slugger. Good perks but they depend in the item usefulness. I'll talk about items in the Item section. -GENERAL PERKS: Level Headed, Low Profile, Scout, Spatial Awareness and Thick Skinned. Good perks too, but I have to talk about three of them: -Low Profile: It's badly explained and creates confusion. The 50% chance of evading Jason's Sense only happens while crouched. -Scout: Could have some use if Jason could use bear traps like the counselors, but not in the Beta. -Spatial Awareness: Stumbling is not a big deal in the Beta. Doesn't briefly slow or stuns you so no one bothers about it. +Jason +ABILITIES -MORPH. Jason is slow and has to kill 7 people in a big map, so I think he really needs this. -RAGE. It states it heightens Jason's other abilities, but I don't really know how. I suppose its cooldowns, but I can't notice it. Bursting through walls and doors is really useful. -SHIFT. Jason's "Chase ability" and I'm not going to lie, I don't like it. It's difficult to control and it breaks Jason's immersion (in my case at least and in its actual state). You rely on this skill to catch people on the run and make a good grab or attack the moment you exit the Shift. I'll talk more about this in the Gameplay section. -SENSE. Jason's most unbalanced ability in the Beta. You sense people fear and noises around you, and I think Jason needs this to find counselors, but in the Beta you don't sense them. You basically see them marked in glowing red through everything. +DIFFERENT JASONS In the Beta, Part II and III Jason were kings because of their ability to "run". Part VII Jason is EXTREMELY slow and relies on Shift even more than the other two, making him the worst Jason in the Beta. ITEMS -Firecrackers: They're supposed to distract Jason, lure him and mask your own noises, but with Jason's Sense actual state, they doesn't have much use. -First Aid Spray: They're useful, but they could be even more if Jason attacks more than he grabs and/or if we could use it on other players and gain experience by healing them. -Car fixing items (Battery, Gas, Keys): Nothing to say here. -Walkie-Talkies: I think they're useful and they were kinda glitched in the Beta. I could hear other players from the other corner of the map because they had walkies but I didn't have one. I think there should be less of them too. -Bear Traps: Good and useful items but their usefulness is "capped". First, Jason can't use them, and I think it'd add more tension to the game and give the Scout perk some use. Counselors place them in front of locked doors and covering the whole entrance to the barn. There isn't a lot of strategic points to place them. -Pocket Knife: By far the best item in the Beta and the only real way to escape from Jason's grab in its actual state. -Weapons: There are several weapons counselors can use to fight Jason, but you can't fight Jason in the Beta. I think they're good, some weapons deal more damage than others and some have more stun chance than damage. GAMEPLAY The gameplay experience overall is decent, but lacks pressure and possibilities. I'll divide this section in three: Counselors, Jason and General. -Counselors We have a list of objectives to escape: Fix the blue car, Fix the yellow one, Call the police and Call Tommy. The cars were ultra glitched in the Beta, but I managed to escape twice, and the experience is good, a lot of teamplay. Police is by far the easiest, faster and safest way to escape in the Beta. The two final days of the Beta were basically everyone rushing the phone, looking the outside of the cabins for the generator and escaping, ending in a 5-10 minute game. I think this should be changed, because it isn't fun for Jason and even for the counselors. You just fix it, call the police, move to the north cabin and camp them until police arrives. When this happens, there's no reason to keep searching for items and exploring, just wait 5 minutes, stall Jason and run. Tommy Jarvis is listed as an objective to escape but it didn't felt like that in the Beta. Lore-wise, Jarvis comes to help the counselors and fight Jason, but in the game's actual state the Jarvis player joins and feels like it's another counselor with more stamina and a one bullet shotgun, because fighting Jason is impossible in the Beta. Also, his voice line doesn't help. He is supposed to fight Jason and insult/provoke him, but the moment he sees a dead body he's like "Oh my god! Jason is killing people!?" and you're like "NO SHIT SHERLOCK!?". Running from Jason is a game of jogging, crouching to recover some stamina, jog or sprint a bit again and dodge Shift+Grab combo. It isn't fun at all. You don't feel any pressure. Also, if Jason focuses you, it's IMPOSSIBLE to lose him, even with Vanessa. You can sprint the whole map from one corner to another but you'll never be able to lose him because of the actual state of Jason's Sense. Hiding. Like I said in the Stealth section, I feel like sometimes it was useful, and sometimes wasn't (which is good, but I think it has a big problem of RNG and Jason's Sense Beta State). Again, if someone can explain how Stealth and hiding exactly worked in the Beta, please enlighten me. Fightning Jason in the Beta was instant death. Counselors take AGES to swing their weapons and we can't almost control the direction of the swing, and while we are swinging, Jason just attacks or grabs us, stopping our animation and killing us if he grabbed. We have a combat stance, dodges and blocking. Swinging in combat stance is the same than doing it normally, or at least I can't notice any difference. Dodges felt clunky and were useless against Jason, I think because of hitbox issues. I think blocking was working as intended, but it was useless anyway. In the case you have a 1v1 situation against Jason without grabbing, block all you want, but you're gonna fall eventually because Jason swings instantly and without any recovery and you take ages to swing and recover. Also, if you're grabbed by Jason, it's IMPOSSIBLE for you to escape, even with 10 Composure counselors. Mash E all you want, the moment Jason hits the grab kill button you're instantly dead. Interaction with other players is almost non-existent. Besides working together to fix the car, there's no point in trying to help your teammates from Jason. The only way to stun Jason and save a grabbed teammate is that Jason loses time searching for an environmental kill, because if he decides to do the Choke Kill (for example) he activates his I-Frames and the kill animation instantly and you are either arriving or in the middle of the 21847198651 years you take to swing your weapon. Also, you can't heal injured teammates, only throw the healing spray to the ground, which I think it's silly. We have very few actions granting experience. The only ways counselors can gain experience in the Beta are: blocking a door, placing a bear trap, Jason stepping in the bear trap, fixing battery/gas/phone/generator and hitting Jason (I'm not including the experience from escaping). We need more ways to gain experience and ways to interact with other players, and this I think it's high priority. In-game voice comms are great, but it also has a problem: Trolls and open mic-people. In the Beta, we couldn't mute people in-game and I encountered a few trolls than annoyed me a lot (Music, screaming...) and people who doesn't know that there's an option called Push-to-Talk and I could hear their whole house. This shouldn't be a big problem in any other game, but in Friday the 13th The Game Jason is supposed to Sense noises, and voice comms are supposed to generate noise, resulting in Jason's attention. -Jason Jason gameplay experience is less complex than the counselors. Just chase and kill everybody. Let me clarify, that isn't bad, is what it should be, but in the Beta it felt kinda frustrating sometimes. First, after joining the game, you are FORCED to immediately Morph to the phone and guard the area until Morph is up again or you've scared nearby counselors, because if you don't, you'll probably have a 5-10 minute game. Chasing counselors isn't fun at all, especially with Part VII. There's NO WAY you can get to counselors without doing a Shift+Grab/Attack combo OR surprise them behind a a corner when they walk (and this doesn't happen often). Yeah you can eventually catch them if they are out of stamina, but when the jog-crouch-sprint was discovered, it was impossible (I'm talking about Part II and III, VII will never catch anyone even if out of stamina). When counselors are out of stamina, they tend to stumble, which I suppose it's some kind of punish for counselors and an advantage for Jason, which is good, but in the Beta stumbling didn't do anything. Didn't briefly slow nor stun the counselor, and if it does, it isn't noticeable for Jason and he can't take advantage from it. And, as Jason, seeing people jogging away from him like they're doing excercise instead of sprinting and screaming is silly. Like I said before, I don't like Shift, just because if I want to play a teleport+attack combo killer I'll play Dead By Daylight's Nurse, which is EXACTLY this. I want Jason to be unique, and every Jason to have his own playstyle, but in the actual state of the game Jason feels like the Nurse from Dead By Daylight. That's the harsh truth. Sense in its actual state isn't fun. Rather than use the ability and think "Where can they be?" it was like "Lets see where they are". I think I don't need to explain more. Environmental kills feel extremely situational and doesn't happen often. I've already said that counselors are unable to escape if they are grabbed, but that changes drastically when looking for environmental kills. You have almost NO TIME to search them before the counselor escapes, so if you don't happen to grab him just right to one, you are forced to immediately do a grab kill if you don't want him to escape. Also, in the case of the back-break one when you throw them to a cabin wall, you can't do it in any point of the wall, you need to search for a very specific point to perform it. -General Gameplay Procedural generation its just for items, generators and radio. The map itself is always the same, three camp hotspots with three cabins, the middle big house, the barn and the graveyard, always everything in the same place. Jason's shack and the cars always have two potential spawns, same for the radio and generators/phone. I feel like the cabins are always the same in the inside too. I'm not critizicing anything, just explaining how it is, and I will give my suggestions later. This kinda leads to the second topic. The forest feels empty. There's absolutely nothing you can do or interact with in the forest. Yeah, the forest is Jason's domain and you're kinda fucked if you stay in the woods, but I also think there's a lot of wasted space in there. Easter eggs are very good and add a lot of life to the game. I loved how the community were exploring every single corner of the map looking for ways to kill Jason, Pamela's shrine, her sweater, the graveyard. The more easter eggs, secrets and hidden mechanics in the game, the better. Jason player being chosen randomly I think it's a HUGE mistake. There are two "factions" in the game, Jason and the counselors. There's going to be people who likes to mainly play Jason (like me), people who likes to mainly play counselors, and people who likes to play both equally. With the actual system, you're basically forcing a counselor player to play as Jason or vice versa. In my case, for example, I've played around 60 games during the whole Beta test (sadly because I suffered the server issues more than others) and I've been able to play Jason only 10-15 of them. Don't misunderstand me, that doesn't mean I didn't enjoyed those games, but I personally prefer to play as Jason and I couldn't enjoy him as much as I wanted. Also, this could lead to problems with premades. I've played with a friend a lot and sometimes one of us was Jason and the other a counselor. We played fairly, we muted each other in discord. But other people may not be like that, and ruin the entire game for the counselors by giving Jason indications. SUGGESTIONS In this section I'll post my suggestions to improve the game based on my own experience from the Beta. +About fighting Jason and combat: - Add recovery time to Jason's attacks and grabs so he can't spam them and punish him if he fails, giving counselors a slight chance to fight back. - Speed up (maybe a 20%?) counselor's swing animation and grant us the ability to control the direction while swinging. - Reduce Jason's swing speed. +About counselor stats: - Stamina needs to be reworked or changed. I sincerely don't know how, but counselors besides Tiffany and Vanessa need at least more stamina. - Luck needs to be changed. +About Jason: - My biggest suggestion is to give every Jason a unique chase ability which isn't Shift. Maybe a charge or a weapon throw. - Zombie Jasons needs something to not completely rely on Shift. - "Human" Jasons should run at least like a counselor with 3 Speed, so he can perfectly chase people without stamina or jogging and doesn't rely on Shift for the entire chase. - Sense needs to be reworked so we only see sounds, not counselors in glowing red. Houses with sound inside could be marked as red like in the Beta. - Give Jason the ability to use bear traps like the counselors. +About Counselors: - We need more things to interact in the map to give experience. - We should be able to heal our teammates. - Stumbling when jogging/sprinting without stamina should briefly slow or stun the counselor. - Tommy Jarvis voice lines should be more aggresive towards Jason. He is supposed to fight him and he shouldn't be afraid of him. +About gameplay: - The buildings and the graveyard should be completely procedural, not the same buildings in the same places every game. Every building should be completely procedural in the inside. - Add one or two more cabins or a useful building to use some empty space in the forest. Maybe a nursery cabin? - Counselors shouldn't be able to see the map in the case it is 100% procedural. Add a new item "Map" to grant them that. - A couple new items to give some more variety. - Add a new item "Toolbox" which should be needed to fix the phone. I think this should be a good way to stop the "Rush Phone Meta". - Phone, Radio and Generators should potentially spawn in every cabin, not the same three every game. - Let us choose what we want to play before the game: Jason or Counselors. And that's all. I'll add more suggestions if I think new ones. I'm eager to see what do you guys think. We all want this game to be the best game possible, and we can help with our feedback.
  9. Playing as counselors is very strategic, but they lack common sense in terms of trying to avoid Jason. For example, I was playing as AJ and was being lurked on by Jason. I swiftly went into a dresser and hid there, and as soon as she saw Jason she said "Oh jesus!" and Jason heard me. AJ has decent composure and stealth, yet she made it painfully obvious where she was hiding as soon as she entered the dresser. Or another example, I can be hiding in the second floor of the higgins house in the far left corner, and my counselor does not have sight of Jason the slightest. As soon as Jason enters the house, the counselor screams and alerts Jason of their whereabouts. It's like the counselor has x-ray vision and see's Jason even if the player doesn't. I don't know if that is a bug, or a mechanic of the game... but it is very annoying when you're trying to be sneaky and the counselor screams into an empty room to something that they can't even physically see.
  10. Disclaimer: This is just feedback I am throwing out to the community and the team working very hard on this game. Note I have put in over 20 hours of the game with both Quick Play and Private Matches. The core game at the end of the day is something unique and very special. When I review things critically I go for an entertainment/continuity value. This game, is extremely authentic with the franchise, and I hope there is quite more to come as we wait for the final product to release. One main pieces of criticism I have seen is counselors need more adjusting, especially Vanessa. I have seen people venting about the movement speeds for the counselors, from walking, jogging, and running. Players need to be very conservative with their stamina because it is probably one of the most crucial elements for their survival from escaping Jason, running to a car to repair it, or trying to swim to a destination. Now one thing I feel why we are limited on stamina is due to the survival aspect. Look at the movies these teens can only run so far, and running from one side of the map to the other would be not as authentic to the franchise? I mean of course some characters might be more in favor than others which is acceptable. What I would recommend is have either an item like Gatorade to boost stamina or increase the speed of stamina regeneration for the counselors. Also perhaps consider buffing walk speed or the crouch speed. Next, I feel morph should be delayed a bit in the beginning of the game. It feels like an extreme fast pace of hide and go seek. If Jason is a competent player, he can easily guess where players spawn and get by them very quickly in the game. I have seen players die in the first 30 seconds of a match which is a little crazy. Again I understand in the films that some of the teens die very fast when Jason is on the scene, but then the players who are dead now have to wait about ten minutes or so till they can play again. I feel then a match needs to be longer than something fast paced. Honestly those two are my main pieces of criticism for the core mechanics of the game everything else has been quite enjoyable from calling the police (and figuring out how the phone box works and how it alerts Jason if you goof up once), contacting Tommy Jarvis, repairing a car to flee, and of course being Jason. Also firecrackers, can they at least hurt Jason a bit or something? After that, what I really want to talk about is making the game even more authentic to films. I understand there are limitations and time restraints for pushing this product to hit an early launch for 2017 but hear me out first. Let’s talk about our main hero of this game and series Tommy Jarvis. Tommy is amazing because most of us have seen the movies and connect with him. One of the only males to kill and survive from Jason multiple times. With that, in this game Tommy acts a little different than he did in the movies. He doesn’t seem as authentic as to how he did in Part 6 as in this bad ass who is ready to take down Jason once and for all. Players on the subreddit have reported that he seems sort of weak. He’s scared of Jason, freaks out when he sees a dead body, and his sense of panic. It should be more adjusted in a way where Tommy is empathic to seeing a dead counselor rather than panicking. He should be more like, “Fuck, there goes another one,” instead of “Is that a dead body!?” Another thing which I was confused about, maybe I did not discover it but he needs more dialogue to Jason or perhaps add a taunt button because that is what he did in Part 6. When Jason was about to kill Megan Garris, Tommy was able to get his attention because of the relationship they have. “Come on maggot head!” I am aware that line was in the trailer you guys put out to promote Tommy is coming, but he never has said that in the beta. Tommy is a hero character and needs to be a bit more of a threat to Jason that is what I would like to see in the final product. I want the player who is controlling Jason to be like “Uh oh, that Tommy is going to be a pain in the butt.” My last piece of feedback would entail players having an emotional connection with their counselors. When I watch the movies, I usually find a couple teens I connect with, like, and hope they might perhaps survive from Jason. What I am getting at is have some dynamic intros (more than just the camp fire scene before the match), with counselors doing things together perhaps playing pool in the rec room, going for a walk, canoeing on the lake, having a pleasurable time in a tent together, and the list could go on and on. It could help bond players together to their counselors and other players in the game because they have special interactions together. I wouldn’t mind more dialogue between counselors in the game too while a match is going on. I WANT to get attached to these characters and try my damn hardest to save all of them from Jason. Instead of just playing Vanessa only to care about her speed. That has to be my biggest gripe is seeing all the players play her because of her speed; meanwhile, I am in the ten percent of players who do not player he because I like to be different.
  11. Hello fellow Friday the 13th fans! Care for an intro? Well, I'm an Asian guy (most likely to survive but die next to the black guy in a horror movie) who's obsessed with the Friday the 13th franchise and other slasher flicks! Blood, guts, gore and psycho stalking killers are my thing. lol I currently live outside US (Philippines) and I fully support this game! I hope this forum is possible for me to make friends and interact with people who has the same interests like me. Been dying to have a convo with fellow F13th fans who are also STOKED to death to play "FRIDAY THE 13th: The Game" I just pre-ordered my Machete Steel Case version of the game. So yeah, if you're interested to chat with me just answer this question: "Will you rather play as JASON VOORHEES and KILL? ...or fight and SURVIVE the night as one of the horned up COUNSELORS? Hear from any of you guys soon! Chi Chi Chi - Ma ma ma, - SlasherSplatter