Tuesday, May 30

Friday the 13th: The Game Review

Jason Voorhees has become over the years an icon of horror films since it's premiere on "Friday the 13th", the film by Sean S. Cunningham, now converted to the video game with Friday the 13th: The Videogame. In essence, the story of Friday 13, is that of a supernatural man, after drowning in the lake of the camp of Crystal Lake by negligence of it's tutors, returns of the beyond with the promise of revenge of all the young campers. How does the mind of the troubled Jason have to be twisted? That is precisely what this video game tries to adapt allowing us to embody the well-known masked.


We are talking about a multiplayer game, with a progression according to the number of hours or games you have, but it's always inevitable to think, that this type of games, you can never know the exact duration of the game, as some will get bored and leave the game in the forgotten sector, and others will enjoy it for a long time.


The formula for this is as follows: Friday the 13th video game is an asymmetrical 1v7 multiplayer in which a user gets into the skin of the monstrous Jason Voorhees and up to 7 other players try to survive their homicidal thirst. To try to balance the difference in potential, there will be a series of actions that humans can perform and Jason's clumsiness prevents, but generally everything is designed, so that each game is as abundant a bloodbath as possible.

So we have two possible scenarios. If we play with Jason our mission will be, of course, to try to hunt and kill all the other characters in the camp. In addition to it's size and the fear it inflicts on it's pursued, Jason has the ability to know where the rest of the characters are moving, as a visual noise indicator appears that allows us to follow the indicated direction to find a possible new victim for the Crystal Lake camp. Not only will he use his classic axe, but Jason has access to two types of special tools in his inventory: throwing knives and bear traps.

This will be but another of the supernatural abilities that have been implemented to the virtual avatar of the assassin. In addition to this "sonic tracking", Jason has a number of skills that are progressively unlocked throughout the game. On the one hand we have "Morph", the ability to mutate along the map and it serves as fast teleportation. "Shift" allows us to move quickly to hunt down those who want to flee. "Sense", spy on the victims with a kind of radar of fear that shows us their location. "Stalk" to stealthily approach without revealing our position by the change of music and finally a "Rage mode" that serves as an increase of the attributes of Jason for the final section of the game.

Friday the 13th: The Videogame, doesn't try to contribute much at the story level. So, it's better if someone has not seen the series of films know in advance those relevant aspects. In addition to knowing the causes that caused the homicidal anger of Jason, it's necessary to know that the videogame is environment after the end of the first tape, since appears Pamela Voorhees beheaded and in an altar (Spoiler, of a film of 37 years. We are sorry). In addition to this frightening figure will chase us in the form of voice, with constant tutorials for Jason (kills for Mom, Jason / kill them all), we will have available as collectible audio tapes with testimonies of Pamela

The mechanics in each game are simple, and are manipulated to try to have a balance that in practice isn't such. The survivors can put Jason, in the way to make it difficult for him to perform certain actions (this isn't very delicate considering Jason was mentally handicapped in the source material) and open doors if they are barricaded, so that he has to destroy them with the axe. In addition, potential victims are the only ones, who can use the windows of the different cabins as a way of entry and escape.

To try to compensate, to a certain extent the fact that we only have a single gameplay (although it's unforgivable), the game shows a deep level of customization and improvement options with which to spend the customization points, that we are winning according to the performance in our matches on both sides. One of the elements that we will want to unlock in the first place will be the assassination animations of Jason. These animations of special deaths can only be achieved by grabbing the victim in question and can be as painful as breaking the spine, a punch to the heart or a stomp on the head.

As with Jason, the survivors have their own customization. In his case, is something simpler, with changes of clothes and perks that modify his statistics. With the level rise in the player profile we can allocate those remaining perks in the slots that are left free and in this way can increase their levels of serenity, luck, repair, speed, energy, stealth and strength.

Graphics & Design

On a visual level, Friday the 13th, will not be the game that takes advantage of the graphics engine Unreal Engine 4 and show some hyper-realistic graphics. Jason's modeling is quite convincing, and both his animated moves and those of the brutal killings are credible and represent the same level of threat from the films, but instead the designs of the survivors are generic.

Much better stopped the sound section. From the initial menu we will have intriguing melodies that will make a chill take over us while we play. Going through each area of ​​the Crystal Lake map will make us feel the fear, because we will not stop listening to sound effects that make us feel that the danger is lurking. If he really stalks, and Jason is at our side, the increase in tempo of the soundtrack as well as the fact, that it becomes much louder helps to transfer the feeling of panic of the character to the player himself. A success in this regard.


The main problem with the video game of Friday 13, beyond that the ambiance is quite achieved but perhaps it deepens little in the history and the mythology related to Jason, is that it only has a unique way of game, reason why easily in a single game, you could have seen all that the video game has to offer you. The balance system doesn't hold up and Jason always has to win. We try to compensate for the lack of content with a system of progression that encourages us to play for many games, but will not leave aside the feeling of repetitiveness.


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