Commander Fury Posted 2 hours ago Report Posted 2 hours ago Along with the music and iconic killer Michael Myers, the quiet suburban setting of 1970s Haddonfield is a pivotal element to capturing the legendary horror atmosphere and aesthetic of the Halloween franchise. As the design director for Halloween: The Game, it’s my job to help create the title’s technical and visual identity alongside my colleagues, and that challenge becomes a lot easier when you’re working within one of the greatest horror stories of all time. While our game features recognizable locations and landmarks from the films, we also have an opportunity to showcase lesser-known parts of Haddonfield as we give killers and heroes different sandboxes for the multiplayer survival horror gameplay. One such area is our new map, East Haddonfield, and I’m excited to give PlayStation players a look into it for the very first time today. Play Video The typical midwestern town Halloween: The Game’s other maps are primarily areas we’ve seen and explored throughout the movies. For East Haddonfield, we felt it was important to expand our vision of Haddonfield so that players could explore aspects of the setting that were only subtly touched on in the original 1978 film. We wanted to create spaces that fill in the gaps of the movie’s story. East Haddonfield is a departure from the suburbs of the Midwestern town, going from residential houses to large industrial structures and small businesses flanked by farmlands, highways, and train tracks. It’s a more open, rural playspace centered around a huge grain mill, while also featuring silos, storage areas, and all sorts of nooks and crannies. The mill itself hosts several interior and exterior spaces that lead to unexpected confrontations and escapes. And in between the buildings, you’ll find wrap-around porches, farm equipment, dirt parking lots, and other signs that you’re on the outskirts of town. This map also includes the neon-soaked Rabbit in Red Lounge and Phelps Garage, which should both look familiar to fans. All told, it’s a more chaotic version of the maps you find in the city: haphazard sight lines, uneven fence configurations, and buildings piled up and knotted together in ways that encourage strategic stealth and unique evasion tactics. The openness of the map can create enticing exit routes, but players will have to be cautious taking those chances as they try to avoid Myers. A dominant killing force In the original Halloween movie, Michael drives everything. I think we can all recall seeing him for the first time and how he awakens that powerful, deep fear in the audience. As developers, we needed to make sure that powerful fear was present in our game: this premise of creating a very safe neighborhood atmosphere, and then introducing an agent of unimaginable chaos. We wanted to make sure that every single time you see Michael in-game, you are fearful for your life, knowing that your chances of escape are minimal. His arsenal, his capabilities, even his walk—everything about him had to be unsettling. Michael does in the game what he does in the movies: appearing where you least expect, keeping up no matter what, and killing in unexpected ways. He’s a threat at all times, and his existence drives the terror. We made sure that playing as Michael felt satisfying and powerful, to create that quintessential slasher feel. That’s also why we went for a 1v4 asymmetrical approach. Michael is trying to kill everybody, and everyone else is trying to save as many people as they can, all while ensuring their own survival. Michael gains power as matches progress, becoming a dominant killing force moving through the map. And if you’re playing as one of the survivors, you know that every minute that you’re still alive risks that moment of encounter. So you’re constantly on edge. The perfect blueprint The original 1978 film was the perfect blueprint for us—I think I’ve watched it a billion times at this point. We drew inspiration from the craft that went into making that film: the camera work, the lenses, the color grading, the time period. We conducted a lot of research of the 70s for authenticity and we also had priceless access to pillars of the film’s creative team. We had Nick Castle, the actor who played the original Michael Myers, doing mo-cap and sharing his insight on how to best capture kills. We continually speak with Malek Akkad at Compass International Pictures about his knowledge of the film and its legacy, and also spoke with the legendary John Carpenter himself for his perspective. These conversations influenced our emphasis on the game’s story mode and its chapters—one of which occurs on the East Haddonfield map. I feel very proud of every piece that went into developing this game: the thousands of decisions and elements we’ve created that come together to make sure playing feels fun, thrilling, and unmistakably Halloween. We’ve come a long way, and I can’t wait to share the game with fans everywhere! Halloween: The Game launches on PS5 September 8. View the full article Quote
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