John Carpenter, the renowned filmmaker known for iconic titles like The Thing and Halloween, remains an active presence on social media, where he shares thoughts and experiences with fans. In a recent in-depth interview, he opened up about current projects and his ongoing passion for gaming, offering a rare glimpse into how his love for interactive entertainment blends with his creative work.
Carpenter described his gaming routine as a welcome escape and a source of joy during long days. He highlighted Fallout 76 as a title he has enjoyed playing for an extended period. The post-apocalyptic universe offers a sense of world-building and exploration that resonates with his storytelling sensibilities, even though its initial launch faced technical hurdles. He emphasized that, despite those early bugs, the game remains entertaining and engaging, with ongoing updates that have helped smooth out earlier issues. He praised Horizon Forbidden West for its expansive environments, compelling narrative threads, and polished execution. For Carpenter, these experiences aren’t just pastime; they’re creative fodder that informs his approach to pacing, atmosphere, and player immersion.
— John Carpenter
During the discussion, Carpenter also touched on his experience with Red Dead Redemption. He admitted that the title’s horse mechanics proved frustrating at first. The controls felt unintuitive to him, which turned attempts into a learning curve he was slow to conquer. Yet, he acknowledged that the game has a wide appeal and a devoted fan base, with many players praising its performances, world design, and storytelling. He recalled moments of getting the hang of the horse system, noting that perseverance paid off as he grew more proficient and could appreciate the game’s depth after several sessions.
Beyond that, Carpenter reflected on other major releases that have captured players’ imaginations. He mentioned Halo Infinite and Assassin’s Creed Valhalla as titles that sparked conversation and offered memorable moments during his own play sessions. His comments underscore a broader preference for games with strong atmosphere, immersive worlds, and clear, satisfying progression. The discussion also highlighted the essential role of accessibility and intuitive design, topics Carpenter believes help games reach a wider audience while preserving depth for seasoned players.
In essence, the dialogue paints a picture of a filmmaker who values storytelling and world-building across media. His gaming choices reveal a taste for sprawling adventures, character-driven narratives, and moments of challenge that reward persistence. The interview showcases how a creator from cinema engages with games not merely as entertainment, but as an ongoing source of inspiration and a field where ideas can be explored in new ways.
Carpenter’s active engagement on social platforms continues to offer fans a rare bridge between his cinematic legacy and contemporary gaming culture. By sharing candid assessments of games he enjoys, he invites a broader audience to see how the craft of directing and the craft of game design intersect—each requiring rhythm, tension, and a keen eye for detail that keeps audiences invested across screens and generations.