I was waiting for someone to make a thread about this. The game is pretty good at first, but pretty small in the sense that, while it follows GODDAMN well the concept of horror games as they should be, it lacks variety, as in content. Because of this, you can grow out of it fast, in a day or so.
Not exactly good for a "long trip", but still worth playing it once.
>Chica always comes from the right side, Bonnie always comes from the left. Freddy comes from the right side also. >when a bot enters or leaves the hallway, you will ALWAYS hear footsteps. >you can't hear Chica or Bonnie moving outside the hallway, although I'm not sure about Freddy >Chica is the one moving pots and pans in the kitchen, if you hear that, she's in there >Freddy is the one playing music and laughing, this usually means he's in the kitchen as well >Freddy is the hardest bot to see, you can recognize him by his glowing eyes. >the dub-dub-dum voice is Foxy. He's probably getting bold, so you should check on him! >checking on Foxy frequently prevents him from entering his active state >if Foxy is missing, you must check the Outer Hall to get him to bang on your door and reset his kill timer >Chica must move to the outer hall, then to the inner hall, and THEN to your blindspot to get to you, meaning that if she isn't in any of those spaces you shouldn't check the right door unless you've heard footsteps 3 times. >Bonnie is FAST. She is able to move from the Dining Room, Outer Hall and Supply Closet to your blind spot in only one turn! Always check your left blind spot when you hear footsteps. I'm not sure if she is able to do this from Backstage or not. Assuming she must follow the same movement rules as Chica (and I'm not sure about this), that means she can move at least 3 spaces in one "turn!" >I don't think I've ever seen Bonnie in the bathroom, I'm not sure she can go in it, but I have seen Chica and Freddy in there >Bonnie's kill timer once she's in your blindspot seems to be shorter than the other bots, you don't have much time to react, especially on later nights >I've never seen Freddy in the blindspot except when the power goes out, I suspect he can enter your office from the inner hall without going through it. >if the lights or doors aren't working, you're fucked.
What makes this game truly terrifying is that unlike most horror games where you have places to hide or run, or defend yourself, here you just sit there and wait for them to come to you. Claustrophobia sets in pretty quickly, and the intensity of keeping your power up makes it a pretty scary experience.
But it's true, after Night 3 the novelty starts to wear off. I think it's the graphics tbh. Everything being prerendered removes some of the uncanney valley scare factor. That and the screamers are cheap.
>>189589 I think either actual songs or maybe actual camera movement could help things, Also more Lore to the place. More info on the murder and maybe them looking more as described as the week goes on "oozing blood and mucus"
>>189645 Gauging from the subject its someones idea of a song similar to what they'd sing as part of their sets. Its two voices one being "Mike" and the other being Chica either them singing it while Listening to Chica in the kitchen or them attempting to buy time after being captured, but the end being what it is.
Speaking of the Animatroincs The Rock-Afire Explosion Setup used for Showbiz before it was phased out and both brands united under Chuck E Cheese was a lot more complex and advanced than the Pretty Shit Chuck E Cheese ones. The Code they used for these things in programming their shows must be something for them to still be able to work new material into them now.
Think Aaron Fechter would be into making a Freddy or one of the other friends. Though it might be dangerous as they'd actually be move to move about now most likely with tech upgrades to the already pretty advanced systems.
Didn't expect the person who created this made some other games before, much less that two of them at least have some action to them, and that they're both multi-genre games starring a coffee pot. One of them's a free download, so I guess I have no reason not to try it out sometime.
As for Freddy's itself, my hopes got up when I first heard of it, since I thought it was going to be some kind of point and click adventure where you need to evade animatronics while you explore, like they were the raptors from Jurassic Park or something. Not sure I'm so interested in what it is.
>>189782 First question is what I thought when I heard the introduction. Though based on discussion I've read of the animatronics being haunted, and the win screen for the secret custom night being a note that you're fired for tampering with them despite just locking them out, I'd guess that guards are actually hired as a sacrifice to placate spirits. Hence, those that can survive are of no use to the company.
>>189809 Looks like there's quite a few neat little touches that I didn't notice from just checking to see how it played. interesting how the endoskeleton and suit both have their own set of teeth, and how there's no spare Foxy parts.
>>189900 I know +4Chan has lot of furries around here, and there's no other place to make a thread for SFW furry video game fanart, but could we not turn this thread into a dumping ground for this stuff?
>>189903 I actually don't care about furry either way and enjoy the nonsexual stuff perfectly fine as long as it's not nonfurry->furry-ization stuff. I just don't want it to end up like the threads on /co/. And aside from the single Awesome Video Game Art thread which was made specifically as a dumping ground, most posts of fanart in /cog/ are accompanied with some sort of comment or discussion.
I really don't care for the whole backstory of how the animatronics became haunted or why the pizzeria is shutting down. I don't even care to know what the puppets will do to me if they catch me. Explaining any of that makes them less scary. This is something where I feel the less said, the better. It doesn't add anything to the game. It's like explaining the origins of Slenderman, like come on, do you REALLY need to know that?
For me, this game's appeal relies on one thing and one thing only: the novelty of a Chuck E Cheese horror game. The animatronics are scary because the viewer was frightened of animatronics as a child. No amount of story is going to add anything to that.
Oh, and here's the kicker to the game's new mechanic.
See, you have a Freddy mask to hide behind now. It'll fool the old bots, but the new bots have facial recognition software; presumably, if they see you with the mask on, they'll think of you as an unrecognized bot and take you out. (After all, why would the new bots have any grudges against people?)
So it becomes a matter of knowing when to put on the mask, especially since confrontation is inevitable.
Well, that might not be entirely true. Take a closer look at the pictures on the wall at the start of the FNAF2 trailer: it looks like kids ripped apart New!Foxy, if those images are to be trusted. (Another thing to note: there's a kid's drawing of Gold Freddy in the office, as well as a drawing of an unidentified black figure in the pictures at the start of the trailer.)
Now let's go back to the first game. You have to stop the old bots from getting into the office because they'll think you're a robot without a suit and shove you inside one until you are dead. It's the reason you have the Freddy Fazbear mask this time around: to stop the old bots.
Since you have to keep the mask off to stop the new bots (or so it would seem), what could their reaction possibly be to seeing you with the mask on? They could see you as a suit without an exoskeleton in it and decide to "fill the suit". I'll let you imagine how. Enjoy that nightmare of a mental image, by the way.
>>190932 The game being inspired by that real life crime is a strong possibility, but what we've been told about the next game pretty well rules out the other theory: Mike isn't the player character anymore, he canonically survives long enough to get moved to the day shift.
He changed it to December 2014, then apparently didn't want to wait to release a demo version, so he said "fuck it have it now".
BY THE WAY. Spoiler-iffic post detailing solid facts (and speculation based on said facts) about the FNAF2 story and how it connects to the first game: http://officialbeam.tumblr.com/post/102356405890/
This rings with the Showbiz to Chuck E Cheese switchover as the Chuck Animatronics were simpler and less complex (less costly) to Operate. Which also happened in the late '80s. I could see Five Nights 3 Taking place at one of those surreal unlincensed joints that survived. Characters Rehashed into different ones in bag wigs and such.
It’s possible, though what they could be is anyone's guess. I don't recall hearing about any death scenes involving those things. (I don't even know if you see the suitless endoskeleton anywhere else in the game.)
>>191373 Could be anything, from what we see in those eight bit "Memories"? Purple Dude started preying on children in and around Freddy's Part of the Core Programming in the Robots seems to be "Protect the Children" which I think make go as after as 'borging the ones that were killed.
>>191386 Robots Programming looks to include code for protecting the children to an extreme degree. Listening to the calls it seems to hint that in the area there has been a rampant child abduction epidemic of some sort and Freddy's is like the last stronghold that kids have for safety. But when that is violated by the purple man(?) The Robots get twitchy and start suspecting every adult of wrong doing. Hence our Freddy 2 Guard I suspect being the Victim of The Bite from an over protective Foxy. Feels like something out of that German Satire Game. Terminators Dressed as Mascot Animals to protect kids from predators.
I'd say that depends on who's actually responsible for the child murders and why the Bite of '87 happened. There's still enough ambiguity in the story to leave questions about the tragic nature of the bots open for debate. FNAF2 leaves loads of new questions to be answered (specifically about Balloon Boy, the Puppet, and the new hallucinations).
Until Scott either confirms or denies specific theories, any plot point not explicitly spelled out in the games or already confirmed by Scott is open for speculation.
>>191506 It's more about layers or detective work than being an ARG, since it lacks the interactivity (so far) that come with ARGs. You have stories and bits to decipher, and stuff like >>191502 which is super fucking creepy/awesome.
It reminds me a lot of the Gamecube game Eternal Darkness. The game could be scary/stressful in its own right, but it would then fuck with your head, making it seem like your TV had turned off, or the game had horribly glitched, or your save file was being deleted. This stuff is more indirect, though you do have the 8-bit games after you die sometimes.
I personally hope there's a lot more stuff uncovered like this.
I’m not so sure it’ll be another prequel, but I do think it’ll answer any lingering questions about The Bite, the Missing Children Incident, and what roles The Puppet and The Purple Man may have played in both. FNAF2 dropped enough hints to make sure FNAF3 could wrap up the mystery with some big reveals.
The big question on my mind is how the hell Scott could top FNAF2—and end the FNAF story to boot. How do you bring this series to a close without, say, some sort of ‘final boss’ or endgame climax scene?
Could Evolve into a Night Trap style affair. Where you have to trigger traps, doors and such to keep them from the outside or just from getting to the office. Kinda like the GMOD version that had the power room you had to reset when it went down.
>>191549 They ARE robots. An animatronic is an automata with reprogramable animations. Fred and friends can roam freely and have simple artificial inteligence. They are just called animatronics because that is what Showbiz/Chuck-e have irl.
>>191560 It's also more innocent. "Robots" can easily bring to mind killer robots, especially in the context of a horror games. But animatronics are things we know from Chuck-e-Cheese and Disney World; a tad unsettling, perhaps, but not something that would fill you with dread. Well, until now.
The line "Robots have come alive and are killing people!" sounds more mundane than "Animatronics have come alive and are killing people!"
>191593 Foxy doesn't seem the most messed up. Menacing is part of Foxy's stage character anyway, so violence is somewhat natural. Bonnie on the other hand is a purple bunny and also the most similar to Freddy, possibly being somewhat in his shadow. I could see Bonnie putting in the extra effort to do stuff like rearrange the heads in an attempt to keep up with the others and build a more distinct identity.
The construction of the Endo is pretty damn accurate to what it actually was, aside from that oddly robust suitless chappy. Hearing what they had planned with the Second Gen Mitzi. Freddy's could have been a reality had not the games crash happened.
Also I think New Foxy has two heads possibly because it was supposed to be like Rolfe and Earl
Look, I know you like this game, but could you PLEASE save the fanart dumps for the appropriate thread(s)? There's no point in continuing to bump a thread if you don't actually have anything to talk about.
>>191886 It's not like this board is so busy that active threads are fighting for a position on the front page. Where's the harm in people posting fanart in the thread dedicated to the property the fanart is for?
>>192099 >Forget Chuck-e-Cheese-like animatronics. Those are already a little bit creepy on their own. Corrupting Disney characters, however, is the go-to subject for every art major. Fixed for accuracy.
On the seventh night of Freddy's, my true love gave to me… Seven lousy paychecks, six party hats, FIVE GOLDEN BEARS! Four music boxes, three phonecalls, two crazy foxes, and a stuffing in a spare suit.
And because the game only has seven nights, I decided to collect the whole thing on mah Tumblr. I gave you two anons credit and reblogged Orlandofox’s image (which inspired this little bit of fun) to ‘add’ it to the post.
>>192462 The gameplay gets ultra-simple fast, and becomes mainly about twitch reaction. FNAF2 required almost no use of the cameras, except to wind the music box. The death scares are all the same, just changing who jumps at you. The real fun is in the death mini-games that were creepy as FUCK and the Hallucinations, things that are far more story-driven.
I'm hoping he shies away from jump scares and tries to do more psychological horror, where the animatronics appear in different ways or do different things before the jump scare. Imagine that you pull down the monitor and there are just two paws covering the majority of your screen, with a creepy voice saying "guess who". I understand that he is able to do these solo and quickly because the games are mostly pre-rendered static images, but that gets old fast.
I’ve seen a super-brightened version of it; there's nothing there that’s not visible in the slightly-brighter version from >>192620 (you see a tiny bit more of Golden Freddy, but not enough to make a difference).
>Scott is hiding messages in the source code of his site. At some point during the "offline" period, the "keywords" meta tag included the keywords "30 years later" and "only one" in the content. Right now, the only keywords are "I remain". >Note the contents of the box in whatcanweuse.jpg: Foxy's hook is there. >If you play with the brightness/color levels of fnaf3.jpg, you'll see two unusual details about Golden Freddy: there's blood in certain spots and the eyes have veins. The only other time we a set of eyes with veins in an animatronic suit is the Game Over screen for FNAF1—where, presumably, Mike’s been stuffed into a suit.
>>192757 Also he said that he doesn't like it, which is distinct from saying it's bad. It does precisely what it sets out to do and does it well, but that doesn't mean that he, or I, or anyone really automatically want to play it. I respect Freddy's for taking an untried concept and executing well it with minimal resources just as I respect the entire Eastern Bloc's dedication to recreating old airplane control panels switch by switch, but I've no personal desire to play either one.
>>192760 It's what happens when you review games for a living and are told you need to make a go at everything popular for the sake of business, and that's not taking into account being typecast as a nigh-unpleaseable cynic.
>>192760 That's why I avoid horror games. I just can't take it. Hell, even Ravenholm in Half Life 2 was pushing my limits. I really enjoy the universe he's building, though, and watching LPs of people shitting themselves is also fun. (I bought FNAF because I enjoyed the LPs but will never play it.)
You know, you play a security guard, ostensibly to keep people from getting in the place than from getting the place to get at people. It would be interesting if the third game included actual burglars and you have to guide them out before the animatronics stuff them in.
>>192751 Sounds like he actually enjoyed the game, honestly. Seems like one of those cases of "I'm a big Metroid fan, but I've never even come near 90% completion." Which is mainly me, but hopefully that comes across.
>glance to the side >"On the PC Master Race and the Language Police" >notthisshittuagen.png >actually read the article. Well that actually wasn't as bad as it could've been, all things considered.
>>192857 So rather than expanding on the gameplay he seems to be keeping with the "alone and stationary in a room" angle. Bit disappointed, but I'll see where it goes. Hopefully he spends more time with it than 2. Especially when it comes to play-testing because holy hell 2 was just a chore grind simulator with a jump scare when you didn't do things just so right.
>Thirty years after Freddy Fazbear's Pizza closed it's doors, the events that took place there have become nothing more than a rumor and a childhood memory, but the owners of "Fazbear's Fright: The Horror Attraction" are determined to revive the legend and make the experience as authentic as possible for patrons, going to great lengths to find anything that might have survived decades of neglect and ruin.
>At first there were only empty shells, a hand, a hook, an old paper-plate doll, but then a remarkable discovery was made...
The suit behind ‘Golden Bonnie’ looks like a Freddy suit.
But given the Greenlight description, a comment from Kotaku makes a bit more sense: what if ‘Golden Bonnie’ isn’t Bonnie at all—what if it’s a combination of parts from all the animatronics? It would explain the whatcanweuse filename, the box of animatronics parts seen in both that teaser image and the trailer, and the ‘one animatronic’ bit in the description.
Though it does seem Scott is at least trying out something new with the game. If there's something Five Nights needs is a little refinement on the gameplay side. The story's great - but you gotta give a reason as to why this is a videogame and not marathon.bungie.org.
>Thirty years after Freddy Fazbear's Pizza closed it's doors
So, modern times, then? This is gonna be interesting.
>>192864 >what if ‘Golden Bonnie’ isn’t Bonnie at all—what if it’s a combination of parts from all the animatronics? It would explain the whatcanweuse filename, the box of animatronics parts seen in both that teaser image and the trailer, and the ‘one animatronic’ bit in the description. Yes; the description doesn't say the <i>found</i> one animatronic, only that it <i>has</i> one animatronic. My theory is that [spoiler]they found the empty shells and Puppet; Puppet now changes in and out of shells, taking on the personality of the shell its wearing. Being an attraction, I bet there are rails that other shells can move on, so you have to not only see someone coming but be able to tell if it's a shell or Puppet[/spoilers]
I like how there's that giant window so you can see *something* coming down the lone hall to you, which means that just because you see them coming doesn't mean you'll necessarily have time to react. Also, the monitors don't take up the entire screen, but from the teaser images they might be in fixed locations (so you have to look at a specific direction to use them.)
>>192874 It's not so much that as I don't think the series can go any further after this. FNAF 2 added twice as many enemies and expanded the story by a lot. FNAF 3 is set as a sequel to FNAF 1 and this time there's only 1 animatronic and one entrance to the room. It's really the only way Scott could go for another sequel, it's basically the Alien-Aliens-Alien 3 situation all over again.
>>192876 It was just a fun project by a graduated art student with a fascination with crazy robots that took off. Scott has made so many of them so quickly, simply because he's capable of doing it and people have been eagerly buying it.
I think some people are over-blowing the significance of the game in either direction. Scott will continue to make bigger and better games, and while this series will most certainly be a highlight for his career, it's significance is set mostly in its popularity.
No, they’re games, but all three feel(/will feel) similar in gameplay without any real evolution of the gameplay, which has given rise to "END THE SERIES NOW" talk. A fourth one would have to feel drastically different to avoid being seen as a blatant cashgrab instead of a "proper" sequel.
The real popularity of the FNAF series really lies in its backstory—or specifically, how the lack of details in the backstory gave rise to fans sharing theories about what happened. FNAF2 gave everyone a shitload more meat to dig into thanks chiefly its status as a prequel that takes place before The Bite of '87, but it still left a lot of questions open to debate. For people who haven’t even played the game (like me), the story and its mysteries have become the real allure: we want to resolve all the open plot points of FNAF lore, and we can't do that without a new game. (Or unless Scott just delivers the Word of God about the backstory.)
I think the more likely explanation is that rather than a collection of evil spirits with a singular goal in mind, they've all been merged into one and are now a bestial, monstrous enemy. Whereas before they only targeted adults, this one wouldn't really care.
Well they don't really have a clear goal to begin with, they just happen to all attack guards. The working animatronics might be making sure Golden Freddy stays locked away without an endoskeleton as much as possible specifically to keep him from interfering with children.
I really hope they actually craft an identity of the child murderer this time. Like maybe someone involved in original creation of the robots that got somehow slighted by a Showbiz Pizza/Chuck E Cheese merger to explain how the killer specifically knew how to disarm Toy Freddy or some kind of turbo nerd that wants to have Foxy all to themselves or something. The "He'll be Back. He always comes back" bit makes me think they haven't actually caught Purple Dude yet.
And the fact that this is of all things a fucking horror attraction looking for realism in simulating urban legends of killer robots, of all things, creates both a perfect breeding ground to make fun of the fans of this series and covertly hint at who would really go out of their way to resurrect a dead 80s franchise, even as some tasteless carnival milking the tragedy of a few dead kids for cheap thrills.
The implication is that whatever the fuck Golden Bonnie is, it’s the actual suit used by the murderer. Though Golden Bonnie could be made from bits and pieces of the original Golden Freddy suit. It does seem to be some sort of amalgamation of animatronic parts, especially taking whatcanweuse and the bit in the Greenlight description about all the spare parts into account.
(Side note: I love how Scott dove headfirst into making Bonnie even freakier than ever, considering how he had nightmares while working on Bonnie back with the first game. Face your fears head-on!)
>Five Nights at Freddy's 3 had it's first round of beta-testing the other night. I have two faithful beta-testers who always help me out (mmost of yyou probably know who they are). The game still nneeds aa lot of work of course; it's still very bare bones at the mmomeent, but the game succeeded iin making my testerss jump out of their sseats. One of the features I didn't warn them about were the **************, which they found very effective. ;) PPlus "he" was much more aggrressiive than I'd annticipated and prevented my testers from ggetting past nightt 2. All in all, however, everrything went very well aand I'm on track to release the game as pplanned. :)
>>193301 This guy just needs to make an ARG or something. Some poorly-made Netscape-era Geocities site that chronicles the investigations of a local abandoned pizzeria that is reportedly haunted by robots, of all things.
>>193315 Have you heard the story that Killer Instinc tesplayers hated fighting games so the game released on arcades was very glitchy and because of that Nintendo had to send people to patch all the arcade machines.
>>193321 You don't have to like a game to properly bug test it. I'm sure that most regular game testers hate the vast majority of the games they test.
But as far as entertainment value goes, you do want players that will enjoy the content. The problem with still using the same testers, then, is that they will expect more of the same and be less likely to enjoy new ideas in the game, or only like one particular sub-portion of the genre. Hopefully these two are more like "alpha testers", the ones who will find the vast majority of game-breaking bugs and test some core things early on, and he'll have more "beta testers" for better feedback.
Shit, you could probably gaslight the right people into thinking they actually saw the "movie" if you play your cards right. Work up a believable storyline blurb, add a couple of B- or C-list actors from the late '80s as credited voices, slap "A Bluth Studios Film" on the bottom of the "cover"…
>>193533 Group of five friends plus the bully douche of the group get turned inot animatronica by an evil wiZard/scientiSt the bully revels in his newfound ability to scare while the others fight to protect, bring joy and keep what little humanity they have left.
Not everyone watches Game Theory, and not everyone has dug into the lore of FNAF. Hell, I’d personally never heard about Scott's comments on Golden Freddy until watching that video.
Consider the following: a not-zero number of people don’t know the same things as you and don’t have the same experiences as you. If you find the video redundant, don’t watch it—but don’t rag on them making the video for people who (and this might shock you) may not actually be all that into the games or their backstory/lore.
Well, that’s the Night 5 ending, anyway. The ‘Nightmare’ menu option that shows up after clearing Night 5 is actually Night 6. Dunno if there’s a Night 7, though you’d think there would be. There is a good ending, though—if you believe this image uploaded to the FNAF wiki.