Friday The 13th: The Game wouldn’t be the same without bumbling Jasons
No Escape
We recently gathered a few A.V. Club staffers to check out the new Friday The 13th game, and despite some mixed feelings—especially when it came to playing with random strangers instead of each other—we came away pretty impressed by just how well it builds a tense, faithful multiplayer game out of the films’ slasher-flick cliches. In the comments, Wolfman Jew carried on the conversation about translating the feel of the films:
The inherent unfairness and even the glitches sound pretty damn close to the movies. I’m being reminded of one of the most hokey of them all, Jason Takes Manhattan, in which Jason sneaks his way onto this cruise ship in Crystal Lake and crushes a sauna user with hot rocks within minutes of the opening. There’s no introduction for this character at all; he literally exists only to be killed in a gruesome, absurd manner. Jason Takes Manhattan is derided as one of the worst in the series, but it’s honestly not that different from the rest of them (minus Jason Goes to Hell and the remake, neither of which I’ve seen).
I think that’s important to include, because hokeyness isn’t something this series should avoid or ignore, and it’s also something I think can help the experience become more distinct. An inherent unfairness (or perception of unfairness) is fairly normal for horror games, but putting players in the position of Jason—or at least knowing Jason is being piloted by a human, instead of a computer program with specific routines—helps highlight how absurd both the movies and these games about a single, unstoppable monster can be. Were it not an adaptation, I think you could even see it as a parody of something like Resident Evil‘s Nemesis. It’s really interesting on a mechanical level already, but having a more kitschy horror game supports that, I think.
Shinigami Apple Merchant kept that train of thought going:
You’re right; human controlled Jason is way more effective than a bot Jason would be for that precise reason. Robotic bee-lining Jason just isn’t as lovably blunt and hokey as a human-controlled Jason is.
Jason is not the Terminator. Jason is not the grim reaper. Or Pinhead. Or Freddy. Jason is a camper in a sleeping bag getting whacked against a tree an excessive number of times. Jason is a car driving away from him, only to have him suddenly, inexplicably appear down the road in front of it, and then not entirely demolish it, but rather grab a camper from the window, and ax said camper in the groin. Jason is a hokey menace breaking through your door with his shoulders because enough’s enough and ax time’s over, and he just shrugs off a bear trap before being shot and fazed by a flare gun or a switchblade to the neck or his Mom’s sweater.
The clumsiness and rawness of it is part of its charm, and as you say, it works as this poignant parallel and parody to the way game’s have handled similar unstoppable forces in the past. This is the horror version of that Point Break Live theater group mandate that Johnny Utah be played by an audience member, because otherwise, Johnny Utah just doesn’t click with the charms of that particular story. Inherent incompetence and naivete is key.
Because Friday The 13th: The Game has so many moving pieces and allows players to live out familiar slasher-flick scenarios, one of the most fun parts is trading stories about ridiculous deaths and hard-earned escapes. The Wilford Brimley Explosion recalled a particularly tense moment:
The police had been called, and I was waiting out the five-minute timer for them to arrive. I decided to hide in a cabin and ran into a longer, narrow bunk with six beds, three lining each side of the room. I hide under the bed that’s more or less in the 7 o’clock position of the room.