How To Fix Friday The 13th: The Game

We’ve all done it, sat there playing a game and thinking to ourselves “I know how they could done it better”. It’s easy to be an armchair game designer, especially when you have a bone to pick. You’ll also find that, when it comes to reviews, critics often neglect to offer up solutions or workable feedback. Instead they evaluate what’s in front of them and judge accordingly. However, in this feature, we’re coming in with a different approach, donning our game designer caps. Are we qualified? Hell no, but we can at least open the door to a valuable discussion instead of scoring a game and leaving it at that.


It’s one of the most unique and divisive titles of 2017 but if there’s one thing we can all agree on it’s that Friday the 13th: The Game needs some work. Sifting through early reviews of IllFonic’s teen-slashing simulator, it’s hard to get a grasp on just how good the game is. While most critics praise its ambitious multiplayer premise, few have been able to overlook its technical shortcomings.

Thankfully, with patch 1.04 having landed, many of these bugs have been ironed out alongside the game’s woeful matchmaking times. Still, there’s a long way to go if IllFonic wants to crown itself king of this burgeoning sub-genre.

For those who’ve yet to play Friday the 13th, here’s a very brief summary. Matches host up to eight players – one being Jason, the others being camp counsellors. As Jason your goal is to kill as many counsellors as possible while they attempt to escape. This can be done in several ways, each one requiring a degree of luck, patience, and co-ordination.

The most fundamental issue – by far – is balancing. As in the films, here Jason Vorhees is a relentless, unstoppable force that can tear through counsellors with ease. They, on the other hand, can use a variety of weapons, traps, and other defences to slow him down. In doing so, they can give their fellow counsellors enough time to repair escape vehicles or call in the police – in theory at least.

However, in practice, it’s far too easy for Jason to begin his killing spree. Although he spawns on the outskirts of each map, it’s only seconds before he earns his first power, allowing him to teleport anywhere. Clever Jason players can put this to immediate use, suddenly appearing in one of the map’s hotspots. Counsellors who happen to be in the wrong place at the wrong time can have their game cut short. If not killed straight away, Jason’s proximity will severely limit their capacity to scavenge items to make their escape. Thankfully, in order to level the playing field, IllFonic has plenty of options on the table.

Tweaking the rate at which Jason’s powers unlock and cool down would be the easiest change to implement. For at least the first minute or so, he shouldn’t be allowed to teleport wherever he pleases. There should be some kind of build-up or objective the Jason player needs to complete.

Other Jason improvements could include:

  • A cooldown on his grab attack
  • A lose condition (perhaps create an objective where Jason also needs to defend his shack/shrine?)
  • Remove Jason’s camp map
  • Limit teleport range
  • Re-lock Jason’s powers if he’s KO’d by counsellors

Empowering the counsellors is just as, if not more, important. Of course they shouldn’t be anywhere near as powerful as Jason but, at time same time, there’s nothing fun about playing as axe fodder. Giving each counsellor a unique ability of their own could help solve this issue. Having a one-use special item or ability would give them a much-needed get out of jail free card.

Instead of simply stunning Jason or temporarily stopping him in his tracks, these powers could help in other ways, taking away his map, impairing his vision, boosting a player’s running speed, repairing broken barricades and so on. There’s a wealth of creative options there, helping to make each counsellor feel like an actual character instead of some screaming meatbag for Jason to mutilate.

The game’s time limit needs to be taken into consideration as well; twenty minutes is way too long. If counsellors manage to escape at all, it usually happens within the first five to ten minutes. Any time after that is pretty much clean-up, Jason scouring the camp for those remaining stragglers who don’t know when to call it quits. Knocking the limit down to 15 minutes would definitely help, skewing the objective more towards escape than survival.

The best way to experience Friday the 13th is playing with a group, all mic’d up and communicating with one another. Not everyone likes to chat online, however, and that’s completely fair enough. With potential language barriers to also consider, here’s an effective solution. Give counsellors a menu where they can view important information about their fellow campers, including their current health and what they have in their inventory.

On top of that, add a voice wheel or some form of nonverbal communication seen in other online games such as Overwatch. Being able to relay Jason sightings or item locations on the map would go a long way in making counsellor gameplay more tactical and enjoyable. As it is now, playing the counsellor is a luck-based scavenger hunt. If you don’t manage to cobble together the right combination of tools in time, you may as well offer yourself up to Jason on a platter.

Other counsellor changes could include:

  • Making batteries and other repair components an inventory item
  • More ways to kill Jason
  • Perk that shows repair items on map
  • Make hiding more of a viable tactic

While nerfing Jason and buffing the counsellors sounds like an easy solution, IllFonic has the unenviable task of achieving a balance between the two. Even the smallest adjustment could tip the scales too unevenly against Jason players. Still, if the developer’s recent response to player feedback is anything to go by, IllFonic certainly cares about Friday the 13th’s longevity. Whether or not it will actually take bold steps in reworking fundamental parts of its game remains to be seen though we can keep our fingers crossed. With such a smart premise, it would be a shame if it failed to reach its full potential having come this far already.

Written by
Co-Owner and Senior Editor bursting with lukewarm takes and useless gaming trivia, Co-Writer @ playing-with-history.com

9 Comments

  1. Fantastic read Jim and agree/disagree on some of the points. I do like the idea that his grab would be a cool down so that is a great idea but he wold just use the weapon instead. I’d rather be grabbed again if I had a 2nd pocket knife that he didn’t know. I do want in game text messages like For Honor as I am hard of hearing and cannot use mic to communicate!
    Agree about Jason’s Powers being too seriously but I have made some great escapes without any problems. It’s all about planning and tactics of slowing Jason down in order to escape.
    What I want the Devs to fix is that everyone in the lobby should be Jason once and the names of the players will move up and the ones played as Jason Goes down to the bottom, so that we know who is going to play as Jason next instead of random. (I was the host and 11 matches later I became Jason despite their being 8 players in the lobby)
    I do would like a perk to reveal items but more importantly I want to see where the counsellors have died as he/she may have the item that we all were looking for!

    Loving the game as I am a big fan of Friday 13th sadly I have to wait a month to play this amazing game!
    I think I’m around 150 matches played and 50% trophies obtained.

    • Thanks for reading.

      Yeah, a lot of fixes I jotted down, some more realistic than others.

      Can definitely see where you’re coming from about Jason’s skills. I reckon, if anything, IllFonic should focus on improving the counsellors.

      • No problem Jim like I said earlier big fan of Jason so I would read anything that involves that franchise that I love ^^
        Would love to team up with you next month show you my skills =P
        Going to edit my gaming and post it on YouTube on Sunday/Monday

      • Awesome, chuck us a link to your vids here or on Twitter!

        I should be around for the odd match, but currently tied down with E3 stuff :S

  2. Yeah, totally agree del fantastic read and also agree/disagree with some if the point.
    Having a screen to tell you what other counsellors have in their inventory and their health status would be incredibly helpful and the game would benefit from this. Also the communication wheel would be very useful.
    But I must disagree will Jason being overpowered or obtains his abilities to fast. Like many others I have played this game religiously since launch and in my experience it comes down to how good you are at using Jason and hunting down counsellors rather than the abilities itself. Although I do agree that luck can come into play, although in a way doesn’t every online game at somepoint?
    As for counsellors the only perk they need to stay alice is teamwork. Nothing frustrates Jason more than being smacked with a pipe or wrench when trying to grab someone for a kill and if two counsellors work together, with help from cabins and baracaded doors, it’s very easy to keep Jason at bay for long periods of time.
    So although I agree some extra perks for communication would be very benifical to the games experience, I believe the counsellors have more than enough to survive if played smart and as a team.

    One other thing that I was surprised not to read about when talking about the games longevity is the maps. Currently there are three very good maps but should the game last alot longer I would hope to see more maps. I for one would like to see a map around a small portion of Manhattan.

    • I would assume there are a few more maps in the pipeline. Not to trivialise the work that goes into them, but they’re not exactly complex. Just a sequence of huts in different patterns.

      • That would be cool if they can just move them around like furniture as to not easily make it a memory to know where they are if you didn’t have a map.

      • Yeah that’s very true about the maps but they work well. Although they will become boring after a while. Which is why I’d love to see a Manhattan map that would mix it up a bit.

      • Yep, plenty of options for them to explore the franchise.

        Would love Manhattan too though that would require them to make a load of new assets compared to slightly remodelling their current foggy lake/forest set-up.

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