For decades, fans have wondered why Illfonic — the studio behind the smash-hit Halloween and a growing roster of horror titles — hasn’t brought one of horror cinema’s most iconic slasher icons to the screen. Now, chief creative officer Jared Gerritzen has offered a candid explanation, revealing that the films’ signature over-the-top kills and tangled intellectual property rights make a faithful adaptation far more costly and complicated than the genre’s recent wave of adaptations might suggest.
As horror franchises like Friday the 13th, Halloween, and others have found video game adaptations in recent years, the question of Freddy Krueger’s turn has become increasingly pressing. Yet Gerritzen argues that doing the Elm Street property justice requires recreating hundreds of elaborate, gory set-piece kills — a financial and creative burden that doesn’t map cleanly onto the studio’s proven formula.
The Cost of Over-the-Top Kills
Speaking in a Zoom call, Gerritzen laid out the core obstacle. “There are plenty of IPs that people are like, ‘Why aren’t you doing this?’ and ‘Why aren’t you doing that?’ As much as I love Elm Street, [those movies are] about these big over-the-top kills,” he said. “Same with Terrifier, where it’s like these big, over-the-top kills that you would expect that you would have to do [in order] to do it right. That’s the most costly thing, in some cases. You’d have to do hundreds of those to build that basis. You’d have to do all these other layers, and then it just becomes like, ‘Well, shit.’ Like, there are all these quagmires that we can’t go into, and so for us, we’re very diligent about the IPs that we choose.”
The challenge is structural. Freddy’s dream world might seem tailor-made for an asymmetrical multiplayer horror experience, but the character rarely finishes off a victim with a single, decisive move. Instead, he makes a meal of them — a slow, drawn-out process that resists translation into a game built on replayability and fast-paced encounters.
It’s difficult to imagine a title generating enough elaborate set-piece kills to keep players engaged across dozens or hundreds of hours, and equally difficult to repeat the standout moments — such as Tina crawling across the ceiling or Glen’s bed swallowing him whole before erupting with a geyser of blood — without them feeling stale.
A Running Start, and Rights Quagmires
Gerritzen noted that Illfonic’s extensive experience in the genre gives the team a distinct advantage. “We’ve been through this so much that when we start off a game, we already know what the pitfalls are. […] And so we start off with a pretty good skeleton, and then we add those layers of the project that we love. We turn down a lot of stuff because it’s just like, ‘Hey, to do this, it doesn’t make sense in a video game form.'”
Illfonic has also pushed back on the inevitable comparisons to Dead by Daylight, arguing that such parallels are inherently flawed — a stance that reflects how the studio has refined its own design language over time.
Beyond the gameplay hurdles, a rights issue appears to be tying up the Elm Street franchise broadly. Gerritzen declined to comment on the specifics, but reports suggest competing Elm Street films may soon be in development — one for US audiences and one for international markets — because the intellectual property’s ownership is currently split. Such a rights quagmire, following what happened to Friday the 13th, is likely to deter creators from pursuing the property.
Does this mean a Freddy game will never arrive? Gerritzen’s comments don’t suggest that, though they hint that another team may eventually take the project on — or that Illfonic may find a way to make it work down the line.
Looking Ahead
For now, the studio is focused on supporting Halloween, which launched on September 8 and has already surpassed a million copies sold. Alongside it, Illfonic continues to expand its catalog of asymmetrical multiplayer games, including Predator: Hunting Grounds, Ghostbusters: Spirits Unleashed, and Killer Klowns from Outer Space.
While the Elm Street dream remains just that for now, Illfonic’s willingness to speak openly about the pitfalls of adaptation suggests the door isn’t entirely closed — it’s simply guarded by a franchise that may be harder to bring to life than its reputation implies.
— Mark Delaney, Editor, Gamer24h.com
1 comment
[…] Article: The Nightmare That Won’t Be Made: Why Illfonic Hasn’t Touched Freddy Krueger → Kaynak: IGN […]