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About Malken

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  1. The F13 Films: What Worked/What Didn't

    Very interesting. I never got to read any of the novelizations before, so thanks for that link. I think Hawke might be leaning a little too heavily in this "devil-child" idea he has about Jason's birth and childhood, but his description of how Jason thinks and how he found Alice would have been a good fit in the movie.
  2. The F13 Films: What Worked/What Didn't

    Moving along with the first sequel, I'll switch it up to presenting only one aspect that worked and one that didn't, per post. That way, it'll avoid the wall-of-text syndrome, and give everyone an incentive to join in and contribute to the conversation. FRIDAY THE 13TH: PART 2 WHAT WORKED Passing the Machete: Having Jason take over as the killer may seem like a no-brainer today, but apparently it wasn't something they'd originally planed on doing. The original Friday the 13th was basically a modern (at the time) version of a "haunted woods" campfire tale, only it had a real, flesh and blood killer in it. Well, Jason's entire backstory made him the perfect candidate for the part of the boogeyman haunting those woods. Before him, Camp Crystal Lake was "cursed", but nobody could really say by what exactly. With this film, the curse finally got a name, and it's Jason Voorhees! He's not only the missing piece that was needed to complete the puzzle, but his inclusion also brought the story full circle, with the son now avenging the mother, adding another layer to the myth. WHAT DIDN'T WORK Google It: Something of a head scratcher comes right out of the gate in this film, and that's how Jason managed to track down where Alice lives. I get that they just wanted to tie up that loose end and move on as quickly as possible, but it's still a pretty huge plot hole to have in your movie, especially since it's right in the opening scene. It's not like we've ever seen Jason find out her name or look her up in a phonebook, but it's not inconceivable either that he could've discovered that information somehow. He could've have gotten it from the hospital where Alice was taken at the end of the first film. After all, the hospital would have her address on file, and the cops would surely ask for those contact information should they have any follow-up questions to ask her. Jason could've either stolen her file or overheard someone mention Alice's address in a conversation. Either options would've taken very little screen time to show, and prevented this baffling plot hole from ever existing.
  3. The F13 Films: What Worked/What Didn't

    A Pamela mode would definitely be awesome for the game, and I'll be sure to plug your thread about it. I'd appreciate it if you could do the same for this thread so it can pick up some steam and get some good conversations going. Betsy Palmer was indeed great and extremely creepy in the role. Just goes to show what kind of pleasant surprises we can get sometimes when they cast against type.
  4. What is your favorite Friday the 13th?

    My favorite would definitely be Part IV. It had likable characters, great music, a bunch of memorable scenes, quotes and kills, a Jason who's cunning and stealthy as well as incredibly brutal in direct confrontations, and a resourceful protagonist who makes sure that the killer actually stays dead. Aside from actually taking place at the summer camp, it has every ingredient that comes to mind when I think of Friday the 13th.
  5. @MichaelMemers Yeah, I came to a similar conclusion regarding controlling the environment. It'd definitely play a much bigger part than it does in F13 or DBD, but I think there's still ways to balance it out with more direct interaction with Freddy' player. Here's a few ideas I had so far... SURVIVORS Each match can have up to 6 survivors. They are already asleep and in the dream world as the match starts. They have 3 ways to survive the match: Beat the Timer: The players are woken up by their alarm clocks. Escape: The players wake themselves up from within the dream, like Nancy did with the steam pipes in the original movie, just more elaborate. "Kill" Freddy: The players must use teamwork and complete a series of steps to defeat Freddy within the nightmare. DREAM POWERS Each survivor gets one (or several) dream power. Before the game starts, one player also gets picked (randomly or assigned) to be the Dream Master, which gives the additional power to either travel into someone else's dream or bring other players into their own. For variety's sake, dream powers shouldn't be automatically linked to specific survivors, but rather the players should have the option to pick which one they want to assign to their characters. Dream powers could either work like perks (usable at any point in the match, but under specific circumstances), give a certain set of abilities with a cool down factor, or be a special ability that can be used all the time, but must first be powered up during the match in order to become available. MAPS Maps could simply be fixed settings like they are in F13 or DBD, but I actually thought of something that might be an interesting alternative. Split the map in 7 areas. The central area is always Elm Street/Freddy's house, and each area around it represents a player's dream set in a location taken from the films (boiler room, high school, auto salvage yard, etc.). These locations can be randomly or manually assigned to any sector before the match starts. Each area has a randomly generated exit point leading to Freddy's house. Survivors remain isolated and trapped inside their area/dream unless they're summoned by the Dream Master or find the hidden exit point and dare to venture inside Freddy's house in order to find a path leading into another player's dream. FREDDY Freddy starts each match in his own house, but he's relatively weak at this point and needs to increase the survivors' fear levels in order to grow stronger. Freddy can increase fear by chasing survivors, attacking them directly, or by using "traps" which could come in a variety of forms: Creepy Apparitions: Like the jump-roping little girls, Tina in her body bag, etc. Delaying Traps: Like gooey stairs and floors to slow down escaping survivors. Environment Possession: Items and scenery come to life to cause jump scares. These could become lethal if the fear levels are at maximum. Setting these traps could be done like in F13, with a fixed number of times you can do it per area/match, or as an ability with a cool down period, or my personal favorite, in a similar way to the "Predator Mode" that'll be used in Last Year (https://www.youtube.com/watch?v=VhLG9KlLycA). Every time Freddy kills another player, he absorbs their soul, which boosts his speed, slashing damage and reduce the cool down period for his abilities. So essentially, the more he scares survivors, the easier they are to kill, and the more of them he kills, the easier the others will be to scare and kill. So what do you guys think? Got any ideas of your own or ways to refine those I just listed?
  6. @JPops Granted, a multiplayer mode that's faithful to the films would definitely be more difficult to design than a single player mode, but I'd hardly call it impossible to achieve. In fact, having both modes in the game would probably be for the best, since each could focus on a different aspect of the films (similarly to what Wes was saying when he compared the F13 challenge mode and multiplayer to reel 1 and 3 of the films). For instance, I couldn't make up my mind whether or not I'd prefer a Freddy game to involve players starting out in the real world and struggling to stay awake as long as possible (since that's a major part of the tension of the films), or have each match start with them already asleep (since that's usually the most exciting part of each film). If the game had both a single and multiplayer mode, we could actually use each method and they'd both fit perfectly within their respective context.
  7. Naturally, having Freddy, Myers or Leatherface in DBD will never be quite accurate to their respective franchises, since it's still its own game. I just thought I'd acknowledge it to insure people didn't think I wasn't aware he was recently added in there. You're right, though, a single player game would actually be easy to develop, and I guess I hadn't actually specified it in the OP, but what I was referring to was making an asymmetrical multiplayer game. I'll edit my OP to avoid any further confusion as to what I meant. I think most people would agree that using the Dream Warriors and Dream Master films as a template is definitely the way to go, since the concept of dream powers translates easily into game mechanics. Including a fear mechanic ala F13 also seems like a no brainer, but it'd have to play a much more intricate role in a Freddy game, because he needs his victims to be afraid in order to be able to harm them.
  8. As cool as it is that Freddy's now playable in DBD, It's not exactly the best representation of what the Nightmare on Elm Street franchise is all about. Freddy doesn't need to chase you down open grounds or inside houses like Jason Voorhees or Michael Myers would, he's already inside your head and your whole psyche's his playground. Unfortunately, that's kind of the problem with making an official Nightmare on Elm Street game. When you've got a setting like the Dream World where everything's possible, it doesn't lend itself easily to an asymmetrical multiplayer game with a defined structure and limited capabilities. So, there's the question for you all: How do you make a game that's a fun, satisfying and accurate Nightmare on Elm Street experience? How do you adapt the concepts, rules, and iconic elements of the films into a multiplayer game's structures and mechanics? Let's put our noggins together and figure this out!
  9. That's kinda the issue, though. Freddy doesn't just chase you around like Jason or Myers would. His kills are so victim-specific, that it's much more difficult to adapt in game form in a satisfying way
  10. @dmack621 Agreed. I wouldn't mind if they added another way to kill Jason in the game, but it should remain difficult to pull off and require coordinated teamwork, not something just anyone can pull off at any given time. Jason's already lost a lot of his fear factor because of the nerf, no need to compound the problem by making every counselor a potential threat.
  11. I can see how that might be disappointing on your first time out as Jason, but don't worry about it too much. I had similar experiences when I started out, but after a couple of weeks I was familiar enough with the game to rack up a decent kill count and even get the occasional 8/8 kills. There's quite a few helpful videos on YouTube that can provide you with strategies and helpful tips, and there's a single player mode on it's way that'll be good to help you practice playing as Jason.
  12. 1) Even after Rage, Jason's Sense will only highlight the cabin where the counselors are, not the counselors themselves. 2) Considering the boost Rage gives to Jason's Sense ability, it seems likely that it would pick them up, but I'm not 100% sure on that one. 3) Having tested this one out myself, I can tell you that it's definitely a proximity thing rather than a line of sight thing.
  13. The kind who values the lives of the two counselors already in the car and ready to escape, over the life of the jackass who's jeopardizing everyone because he wants to go through all the drawers while you wait for him?
  14. @Brigadius Sorry if my comments came off harsher than I intended. I'm not taking offense at anything you've suggested, though I strongly disagree with some of your opinions, but I meant no disrespect towards you, so I'll try to choose my words better from here on out. I know you didn't suggest removing the clock. I was just going through possible options to fix the problem you seemed to have with the concept. It's true that running down the clock isn't realistic or similar to the movies, that's fair enough. However, it kind of becomes a moot point when considering the fact that the camp's exits have invisible barriers preventing you to run away unless certain criteria are first met, which is also unlike any of the movies or realistic in itself. My only issue with your point about surviving the night was about considering it an automatic death. I fully agree with you that it should be considered a draw. No XP bonuses or penalties required. You left out the "kamikaze" part that I'd mentioned. Sure, Tommy is supposed to come save the day, and that's exactly how I like to play him. But that doesn't mean I have to immediately throw myself on Jason's blade either because that limits how much help I can provide. Dying to protect others is one thing, doing so needlessly is another. Sometimes helping counselors means tackling Jason head on, other times it means fixing up all the objectives while Jason is distracted. Dancing trolls, achievement hunters or just the need of the many outweighing the need of the one are all examples I've come across where I had to leave people behind. Didn't know you get an XP bonus for dying as Tommy, though. Positive reinforcement for playing your role correctly is something I can definitely agree on, it's when it goes into XP penalties (and I do mean penalties, not just lack of bonuses) or other forms of punishment for not doing so that I have an issue with. If players want to play outside their roles, they shouldn't be especially rewarded for it, but it's a little unfair to say they should also suffer an additional penalty on top of that and then claim they're not prevented from playing how they want. It's strong-arming players into playing a specific way... or else. Unless I've completely misunderstood what you were saying, I can't agree with that way of doing things.
  15. @Confused Counsellor As Jason, If your kills aren't lit up, you can't perform them (whether they light up or not is based on the space required for the kill animation to play out). That's why you'll often see Jason grabbing a counselor and start walking around with them a bit , because they're most likely trying to get a specific kill to light up so they can perform it. I guess in that sense, button mashing would insure you get a kill as soon as one lights up, but you could basically achieve the exact same thing by just pressing a single button immediately as it lights up red. It's up to you to decide which method suits you better.