Five Nights At Freddy's

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So I have this theory about Golden Freddy. If I remember correctly the child killer was a Freddy's employee who dressed up as one of the characters and lured the kids back stage. If you notice with Golden Freddy he does not have the endoskeleton, like he's just a regular suit. I think Golden Freddie was the suit that the child killer wore during the murders.
 
I'm sorry but I don't get why the game exists. I get it, it's scary. It transcends any bonds of scariness by the sheer ridiculous nature of it all though.

Null pretty much gamed all the major points and then some. His takedown of the game is right on the nose. I guess I'm constantly a naysayer on these kinds of things. Every week it's a new flavor for the let's players and the bandwagon kicks into gear.

It's annoying. It's annoying mostly because it's jump scares injected with artificial tension. They go out of their way to add tension to where it doesn't even make sense. Even in a fantasy sort of way, it feels like they had a great concept and didn't want to take the time to flesh it out in a satisfying way.

It's different tastes I guess though. For me, scary is survival horror. Silent Hill 2 was mindblowingly spooky when I was a kid sitting alone at midnight with only the hazy illumination of my low def tv for illumination. The scares went beyond the basics though. Walking around you'd see shifting shapes in the fog. Real or just your imagination in action? You'd have to go see and your imagination filled in the blanks as to what it could be. The prison area was full of whispers of indiscernable words. It gave you the sense of a creeping danger and instilled a level of paranoia in your first play through. The crackle of white noise throughout the game began to sound like something else than just static. The game made you feel something. It made you, the player, feel the utter hopelessness of the world and a growing sense of panic. It was more than BOO SCARY GUY, it was an experience different to every player with a crushingly depressing story.
 
I'm sorry but I don't get why the game exists. I get it, it's scary. It transcends any bonds of scariness by the sheer ridiculous nature of it all though.

Null pretty much gamed all the major points and then some. His takedown of the game is right on the nose. I guess I'm constantly a naysayer on these kinds of things. Every week it's a new flavor for the let's players and the bandwagon kicks into gear.

It's annoying. It's annoying mostly because it's jump scares injected with artificial tension. They go out of their way to add tension to where it doesn't even make sense. Even in a fantasy sort of way, it feels like they had a great concept and didn't want to take the time to flesh it out in a satisfying way.

It's different tastes I guess though. For me, scary is survival horror. Silent Hill 2 was mindblowingly spooky when I was a kid sitting alone at midnight with only the hazy illumination of my low def tv for illumination. The scares went beyond the basics though. Walking around you'd see shifting shapes in the fog. Real or just your imagination in action? You'd have to go see and your imagination filled in the blanks as to what it could be. The prison area was full of whispers of indiscernable words. It gave you the sense of a creeping danger and instilled a level of paranoia in your first play through. The crackle of white noise throughout the game began to sound like something else than just static. The game made you feel something. It made you, the player, feel the utter hopelessness of the world and a growing sense of panic. It was more than BOO SCARY GUY, it was an experience different to every player with a crushingly depressing story.
This is where our tastes differ. I've never liked the majority of survival horror games, like say, the original Resident Evil's and to an extent, the old Silent Hill games, because you could fight, and sometimes even hurt whatever was coming for you, as well as run away from them and hide, often without too much trouble from what I remember.

I don't know about any of you guys, but it gave me a sense of security that I could easily thwart the bad guys and come out on top in the end, which really doesn't work for any sort of horror game (At least one that actually wants to make you feel scared or unnerved at all) in my eyes. I do think that Silent Hill 1-3 are quality games, but they always fell flat as horror games for me because they never scared me in the slightest, they just struck me as bizarre yet very interesting.

Then again, I'm the same kid who watched The Exorcist when he was 12 and was not phased in the slightest, and reads creepypastas as bedtime stories all the time, so maybe I've just been desensitized to most freaky media.

While this talk about our tastes in horror and what scares us is an interesting discussion, I feel it would fit better in a "Horror General" thread instead. Let's get back to talking about Freddy's so we don't derail the thread.
 
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[TW: tl;dr, autism, sperging, no fun allowed]

Okay, so I haven't bought this game and I haven't played it. I don't intend to. Horror games aren't my cup of tea and I especially take issue with the premise of this game. It's so idiotic and forced I don't see how anyone can take it seriously. There are so many things that the story expects you to believe that, if any one was falsified, it would fall apart.

1) Chuck E Cheese animatronics do anything but sit behind the curtain.
2) Servos behave as described.
3) Chuck E Cheese animatronics would be allowed, expected to, and programmed to stuff the other endoskeletons into the suits.
4) They would continue to allow this if the system had even the slightest chance of fucking up and doing that to a human.
5) These animatronics are strong enough to do such a thing.
6) The programmers of these machines would not give them safety words to shut them off in the event of a mistake, especially if mistakes were so aggressively prevalent.
7) Even if I granted all of the above, the programmers wouldn't confine the animatronics's free roam to their room where it's safe for other people.
8) Even if the robots couldn't be confined to one room through programming, it wouldn't be possible to lock them into the room with a normal door.
9) Speaking of fucking doors, why are your doors space age sliding doors?
10) Why do they open when you run out of power? Why does gravity not fucking work on these heavy, solid slabs of \M/ETAL?
11) Why is it more cost effective for your company to cut power in such a way that it saves fucking pennies and endangers lives, over not having killer robots that generate lawsuits like fucking Chuck E Cheese arcade tickets?

And probably the most fucking important question:
12) Why the FUCK do you need a fucking security gurad in a goddamn place that has KILLER ROBOTS? What the fuck is Paul Blart guarding? Killer fucking robots?


If Hitler taught us anything, it's that it's easy to convince the public of one big lie than of many small lies. If anything mentioned above were not contrived to make this scenario work, the game would cease to exist. I'm all about escapism and suspending disbelief, but if it's so fucking forced it can't be scary. It's not something I can imagine myself doing, so I can't really be spooked.

Harry Potter works because there's such a thing as magic. The Walking Dead works because there's such a thing as zombies. Half Life 2 works because there's such a thing as aliens. FNaF doesn't work because even if there was such a thing as killer robots it doesn't matter because everything else about the game doesn't make fucking sense.
Actually there's a theory that I thinks been confirmed by the guy who made the game. A few years before the game started a security gaurd working at the resturaunt dressed up in a Freddy outfit and lured kids into the place after hours. He then killed them by shoving them into the animatronic suits. Now the animatronics are possessed by the angry spirits of the victims and the reason they come after you is because you're working as a security gaurd like the man who killed them. (I think it's also been mentioned that it might not've been a guy in a costume but the actual Freddy animatronic itself but I'm not sure)
 
This really does seem like one of those "love it or hate it" type games going by this thread, doesn't it?
 
This really does seem like one of those "love it or hate it" type games going by this thread, doesn't it?
Perhaps, considering what has been posted. Really though, it could have a bandwagon like A-Stump said since you do have let's players who made videos of this game.
 
Yeah, possibly, but in my eyes, I don't think so. The general consensus has been positive, though, from what I've seen. It really depends on if you're into horror (Not just games. Just horror as a genre. Hell, you don't even have to be into horror games, just movies, stories, and anything spooky scary.) and what unnerves you. While the scripted LPers who overreact to everything are annoying, I think that hating works of fiction and media just because there's a bandwagon for it or hating a game because there's bad Let's Plays of it is really retarded and hipster-like, in my kindest words.

That's like saying that because wearing pants and being polite in public are common things that the majority of people do, that means I should go to Times Square and run around in my underwear while telling everyone to go fuck a mountain, because wearing pants and being polite in public is very commonly admired therefore bad by default.

Now let's please get back to talking about Five Nights At Freddy's and only (or at least mostly) that topic, because that's what this thread was started for and I still have a lot of things I'd like to mention about the game itself. I'd really hate for a fun, civil Freddy's thread to get lost beneath a pile of unrelated discussion and potential shit-flinging later on. If anyone would like to continue this discussion about tastes in horror and vidya and whatnot, it can be started again in a "Horror General" thread like I mentioned before.
 
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I love how the creator updated the game to where Golden Freddy molests you when you punch in 1-9-8-7 on the custom night.

Since a sequel is now being considered, I wonder how it'll go.
 
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10) Why do they open when you run out of power? Why does gravity not fucking work on these heavy, solid slabs of \M/ETAL?
If they were engineered to fail-safe rather than fail-secure (opened via counterweights or something) that's exactly what would happen. But even if it weren't, you'd probably want to keep a heavy slab of metal captured within a track at all times to prevent it from falling on people and squashing them. (heavy slabs that just come crashing down on loss of main-power would make for an OSHA visit you'd never forget.) It would make more sense if when the power went out the door just got stuck wherever it was in the track. If it's open, you're boned. If you burn up all the power overnight with the doors down, you get stuck in the office and the next morning when someone has to come in and get your dumb-ass out of there, you get fired.


It's pretty entertaining to watch other people play this game, but I don't think I'd really care to play it myself. (unless i got to be one of the robots.)
 
Whoever it was that speculated that the doors open because of fire safety is actually a genius.

http://i.imgur.com/HdaiJwB.jpg

(Some Jerk addressed this again literal seconds before I posted.)
Awesome, I'm a genius!

In all seriousness though, I'm glad there is a definite answer to that question now
 
Am I the only one who find it really disturbing that none of the animatronics seem like they directly want to harm you? With the way they were programmed, after Freddy Fazbear's Pizza's open hours they see you, or any human being present in the store, as an animatronic endoskeleton outside of a suit, which is against the rules at the pizzeria. I don't know about you but I always find it all the more disturbing when something unintentionally creepy (at least within the context of the game) can also hurt you, but again, not intentionally.
 
That's like saying that because wearing pants and being polite in public are common things that the majority of people do, that means I should go to Times Square and run around in my underwear while telling everyone to go fuck a mountain, because wearing pants and being polite in public is very commonly admired therefore bad by default.

New Yorkers wouldn't notice or care. There's a saying in New York: "Excuse me, would you mind telling me the way to City Hall, or should I just go fuck myself?"

I'm sorry but I don't get why the game exists. I get it, it's scary. It transcends any bonds of scariness by the sheer ridiculous nature of it all though.

Null pretty much gamed all the major points and then some. His takedown of the game is right on the nose. I guess I'm constantly a naysayer on these kinds of things. Every week it's a new flavor for the let's players and the bandwagon kicks into gear.

It's annoying. It's annoying mostly because it's jump scares injected with artificial tension. They go out of their way to add tension to where it doesn't even make sense. Even in a fantasy sort of way, it feels like they had a great concept and didn't want to take the time to flesh it out in a satisfying way.

It's different tastes I guess though. For me, scary is survival horror. Silent Hill 2 was mindblowingly spooky when I was a kid sitting alone at midnight with only the hazy illumination of my low def tv for illumination. The scares went beyond the basics though. Walking around you'd see shifting shapes in the fog. Real or just your imagination in action? You'd have to go see and your imagination filled in the blanks as to what it could be. The prison area was full of whispers of indiscernable words. It gave you the sense of a creeping danger and instilled a level of paranoia in your first play through. The crackle of white noise throughout the game began to sound like something else than just static. The game made you feel something. It made you, the player, feel the utter hopelessness of the world and a growing sense of panic. It was more than BOO SCARY GUY, it was an experience different to every player with a crushingly depressing story.

And if you played it right you found out Doge was behind the whole thing. wow
 
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