After My Week With The Game
I personally love this game more than the other previous "IP Centric" releases except for TCM. But TCM wass for different reasons (getting to be killers with friends was a different fun).
My primary issue points:
- Speed of the game. It's a rush. Players are Usain Bolt and the objectives are too quick.
- Civilians having to sit and watch the game - I know they tried to make it interesting with the mini-games, but there needs to be something else.
- Michael can't be bullied fully, but there is still not a healthy fear.
GAME FLOW:
- Michael has to choose a priority target (or one is selected).
- Remove the player's ability to see special targets until they are dead. Then they get a vicinity alert 25% of the map. (During this time, they can prep but cannot open exits)
- Michael can only use weak Reality Tear until his special target is downed.
- Michael cannot get out of Blood Lust 1 until his special target is downed.
- Killing the special target at less than 3 stalk will give him zero point.
- Killing NPCs prior to killing the priority target will result in a fraction of the points.
- Killing any player prior to killing the special targets rewards zero points for the kill and marks the special target for all players and the players get 'evidence'. If the players get the special target to safety - they get a ridiculous amount of points. And every rescue from then on is worth more XP.
- Players are unable to alert NPCs or call cops until they have evidence - a dead body, see michael, etc.
This will slow the main game down.
PRIORITY CIVILIANS (& OBSESSIONS):
Change how it functions today. Priority civilians are a goal for the Civilians. They want to extract them (think things like the mayor). They don't get more points for saving them, but Michael gets more points for killing them. Michael does not know which targets are priority. It is a hidden objective. To Myers - all civilians are targets - but to the city some civilians are more important.
However, there are Obsessions for Michael. If a character (npc/player) fights back and puts him on the ground or stabs him with a knife - Michael has the option of making them an Obsession. Obsessions grant more points *IF* fully stalked and executed.
MICHAEL AS SCARY:
- Stalked targets degrade far slower and Michael gets more benefits against them. This should help with the idea of standing there taunting Michael. If he stalks you, you're not going to have a good time.
- Downed Michael's execute move is a great addition. But it really only gets new players once. Michael getting up should cause everyone but cops to gain a stack of stalk and drop their equipped weapon. They also have a 5s debuff on attacks. But they do get a 10s speed increase
- As Michael increases his stalk of an NPC or Player, his ability to shape jump closer is increased. Or the palyer/npc light/vision is reduced.
- Reality Tear has two levels - weak/strong. If Reality Tear is at 50-99%, Michael can do weak Tears. This allows him to pop into and out of light/vision situations, but he cannot grab or swing for 5s and causes no stuns. It is mainly to get out of bad situations. If Reality Tear is at 100% - it is used like it is today (minus the ability to swing)
- Michael gets detection as part of his basekit and it replenishes faster. However, the radius is reduced by bloodlust. The higher the bloodlust, the better the larger the radius. That opens up 3 perks for Michael to choose.
OP MICHAEL FIXES:
- Michael's Reality Tear should prevent swinging for 3s. He can grab, but he cannot swing a weapon. The grab will have Michael have to do 2 more key entries to execute non-NPCs giving a player more time to escape. However, the player escaping the grasp will suffer a bar of health loss unless they had a knife.
- The Axe needs to be fixed.
OTHER THINGS:
- Tarot Card usage is made simple like the Myers powers. Not the stand and wait.
- Player speed is reduced. If they are being chased (have fear) they can be faster, but the main game they need to be slower.
- If a player is killed, they can come back as an escaped NPC (but this NPC points will be removed from the score if they don't escape again) or as a "ghost" looking for a body to inhabit. If they find an NPC. they can inhabit them. They cannot see Michael in this form. They can also wait for the cop/loomis option.
- Players that play mini-games can also occasionally ping michael for the active players or can actively slow Michael's powers down.
FINALLY
Add a layer of progression to each trait/perk. Nothing major. Just small little niche bonuses.
Michael's powers and weapons. Civilians traits and perks. I would even be fore having their skills be upgradable to a "limit" and start them lower - so they can grow to their maximum.
These shouldn't be straight stat benefits, but alterations - things like quieter Shape Jump exits, lighter breathing, faster cooldown when not around NPCs or Players.
Just gives us something to do.
Posted Sep 11, 2026, 3:34 PM UTC