[Interview] The Running Man Who Terrorizes the Town with a Series of Murders—How Is Michael Myers from the Asymmetric Battle Game "Halloween" Reimagined?
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/938/G093878/20251010054/
Writer: Sen'ichi Yagimoto | 2025/10/11 01:00 (UTC)
The film Halloween is a horror masterpiece featuring Michael Myers, the serial killer known for his signature white Halloween mask, who plunges people into terror.
The series was created by John Carpenter, renowned for films such as They Live, The Thing, and Escape from L.A., with 12 movies released to date.
Now, a new asymmetrical multiplayer game based on this iconic horror franchise is scheduled for release on September 8, 2026.
The release date was announced in the “State of Play” video aired just before TGS 2025. Thumbnail image No.001 / Interview: The non-running serial killer terrorizes the town. How will Michael Myers be recreated in the asymmetrical game “Halloween”?
Although Michael Myers has previously appeared in games like Dead by Daylight and Fortnite through collaborations, this marks the first time the Halloween film is being adapted into a standalone game.
The developer behind this title, Illfonic, has previously worked on asymmetrical multiplayer games based on movie franchises such as Friday the 13th: The Game, Predator: Hunting Grounds, and Ghostbusters: Spirits Unleashed.
But how will Michael Myers—known for never running and stalking his targets before striking—be recreated in a video game? We asked Charles Brungardt, CEO, and Jared Gerritzen, Creative Director.
[Thumbnail image No.002 / Interview: The non-running serial killer terrorizes the town. How will Michael Myers be recreated in the asymmetrical game “Halloween”?]
The Non-Running Serial Killer Will Terrorize Opponents Through Stalking
4Gamer:
Hello. Let’s start with a fresh overview of the game Halloween.
Jared Gerritzen (hereafter, Gerritzen):
Halloween is a 4v1 asymmetrical multiplayer game based on the 1978 film. One player controls Michael Myers, the serial killer, while four players take on the role of civilians trying to stop him. Civilians must also protect non-player characters (NPCs) known as “civilians.”
The civilian side wins when “daybreak comes and Halloween night ends,” or if they call the police—creating a safe zone where they can hide—or if they manage to capture Michael Myers. Conversely, Michael wins by eliminating all civilians. Though he cannot be killed in gameplay, the game adheres to canon: there are instances in the series where Michael has been captured, so that remains the victory condition.
Charles Brungardt (hereafter, Brungardt):
The setting is Haddonfield, Illinois—the rural town from the original film. We’ve put great emphasis on horror elements such as distant screams heard amidst civilians running around. This will be our scariest game yet, packed with jump-scare mechanics.
4Gamer:
So it’s a setup where players control Michael Myers versus four civilian players and their NPC allies. What abilities does the game’s Michael Myers have?
Gerritzen:
Michael doesn’t run—but he has a special ability called “Shape Jump.” He instantly vanishes from sight, making players panic: “Where did he go?!”—only to reappear in an entirely different location moments later. This reflects his signature behavior—he must stalk his target before killing them. That’s exactly what Shape Jump enables.
4Gamer:
It feels like a scene straight out of a horror movie.
Brungardt:
Translating classic jump-scare tactics from film into gameplay is extremely challenging. That’s exactly why we developed Shape Jump—by reading the players’ attention and deciding when Michael should appear or vanish, we create maximum tension.
4Gamer:
It truly feels unpredictable. I find this approach very ambitious. In horror films, fear comes from choreographed character movements and camera angles—but here, since neither Michael nor civilians behave predictably, you’re creating a uniquely cinematic horror experience through gameplay.
Gerritzen:
This is our fifth asymmetrical multiplayer game, but we never wanted to just slap a new skin on the same formula. Games must evolve while staying true to their source IP.
So in Friday the 13th: The Game, Jason’s massive size drives his attacks; in Predator: Hunting Grounds, the Predator stalks prey—each with its own unique system. With Halloween, since Michael never runs and must stalk before killing, that’s non-negotiable. At the same time, unpredictability in player behavior will make the game more exciting.
A good horror game should terrify you throughout play—and after finishing it, you set down your controller relieved. Ideally, even afterward, you might glance out a window and wonder if Michael’s still there… That kind of lingering fear is what we’re aiming for.
4Gamer:
Just listening to this makes me nervous.
Gerritzen:
Another standout feature is “Bloodlust.” Haddonfield is populated not just by players but also NPCs—civilian characters. As Michael kills civilians and other NPCs, the Bloodlust meter fills up, unlocking new abilities and increasing his power for more gory attacks.
Imagine a civilian player glancing out a window—only to see Michael standing there. They’d immediately hide somewhere… But if they rush into the kitchen, Michael might already be waiting. That’s the kind of moment we want players to experience.
4Gamer:
Are NPCs weaker than civilians and easier to kill?
Gerritzen:
Yes. Plus, they don’t stay alert—they wander around carelessly. If all the NPCs are killed, the civilian team will face an extremely powerful Michael Myers with no backup.
4Gamer:
That sounds tough.
Gerritzen:
To prevent that, civilians can escort and protect NPCs. Gathering weapons or calling police also helps. Police are armed with guns and flashlights—so stopping Michael isn’t impossible. That said, it’s Halloween night… so they won’t come rushing in immediately.
4Gamer:
So the NPCs essentially play a role similar to “filler” characters in RPGs?
Gerritzen:
Exactly.
4Gamer:
How many NPCs are there in total?
Gerritzen:
Still being fine-tuned. It varies by map—but definitely not over 100.
4Gamer:
It’s unusual for asymmetrical multiplayer games to give such an important role to NPCs.
Gerritzen:
Their presence creates really interesting dynamics during internal testing.
4Gamer:
In many asymmetrical multiplayer games, there’s often a shortage of killer characters. How are you addressing this in Halloween?
Gerritzen:
We’ve added both a robust multiplayer mode and a substantial single-player mode. This mode lets players experience the game from Michael Myers’ perspective—helping them get used to his role.
This mode was carefully crafted around the question: Who is Michael Myers? He’s not just a serial killer—he stalks victims, terrorizes them completely before killing them.
So in this single-player mode, we enforce Michael’s rule: you must stalk your target before killing. The mission is to terrify, with death as the ultimate goal. This design allowed us to focus heavily on NPC AI and creating moments of panic among civilians.
4Gamer:
What kind of story does the single-player mode feature?
Gerritzen:
It offers a perspective never seen in previous films—experiencing Michael Myers’ point of view. We collaborated closely with director John Carpenter and writers to explore “what is the Halloween Universe?” The feedback from Carpenter was very positive. As someone who deeply respects his work, I’m honored to collaborate with him—and I’m determined not to disappoint.
4Gamer:
This will surely delight fans of the original film.
Gerritzen:
We’re aiming for everyone who loves horror movies—original fans and newcomers alike—to enjoy this game.
4Gamer:
It’s rare to find a game that lets you play as a serial killer. Why did you focus so much on single-player mode?
Gerritzen:
The main reason is helping players get comfortable with the killer role. We’ve made asymmetrical games before—when we launched Predator: Hunting Grounds, fans asked for a single-player mode; in Ghostbusters: Spirits Unleashed, we included some—but not enough.
So for Halloween, we created a large, meaningful single-player experience. If players jump straight into multiplayer as Michael and get overwhelmed, it’s frustrating. We want them to build confidence first—then move on to online play.
Brungardt:
Translating films into games requires skilled team members—but the balance is crucial. It can’t be too hard or too easy. That’s why single-player mode includes controlled difficulty and pacing, ensuring a perfect experience.
4Gamer:
How substantial is the content in the single-player mode?
Gerritzen:
We’re aiming for significant depth. Completing it unlocks skills and other elements that carry over to multiplayer. Ideally, players will become interested enough in the Halloween franchise to watch the original films too.
4Gamer:
Can someone enjoy this game without having seen the original movie?
Brungardt:
Absolutely—they can have a great time!
Gerritzen:
For those wanting deeper enjoyment, I highly recommend watching the 1978 original Halloween. It’s revolutionary as both art and horror. Watching it before playing will give players greater appreciation for the story.
4Gamer:
Finally, any message to fans eagerly awaiting this game?
Gerritzen:
Our Halloween is a game full of different kinds of fun—aiming to deliver experiences where you’re so scared you might scream… or so terrified you can’t help but laugh.
There are differences between American and Japanese horror, with Japanese horror often labeled “J-horror,” but at their core, they share the same essence. We’ve been inspired by Japanese horror games like Resident Evil, so we’d be happy if this game gives some inspiration to fans in Japan.
Brungardt:
We’re making a game that anyone—fans or not—can enjoy. Please look forward to it!
4Gamer:
Thank you very much.