Five Nights At Freddy's

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Picking apart a video game that realized Chuck E Cheese animatronic characters are kinda creepy and decided to make a low budget SPOOKY SCARY experience that never promised to be grounded in any sort of reality.

Let me guess, you can't enjoy Evil Dead films either because you keep counting how many times a shotgun is fired before its reloaded, right?
 
Let me guess, you can't enjoy Evil Dead films either because you keep counting how many times a shotgun is fired before its reloaded, right?
I don't know what you're talking about. I don't think I've ever seen one of those movies. I don't pay attention to shit like that.

You don't need to be the kind of sperg that counts shotgun shells to know that things don't fly up. Even if they had just made the doors slide in the opposite direction (meaning the housing was in the ground), it would at least make enough sense to not be "wtf" stupid.
 
I don't know what you're talking about. I don't think I've ever seen one of those movies. I don't pay attention to shit like that.

You don't need to be the kind of sperg that counts shotgun shells to know that things don't fly up. Even if they had just made the doors slide in the opposite direction (meaning the housing was in the ground), it would at least make enough sense to not be "wtf" stupid.

What's your problem Null? You're being kind of a dick right now for some nebulous reason.
 
[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.
While I can see where you're coming from, I'm going to have to disagree with what you've said. I think the main reason why the game works is because it's a very psychological game that both traps you and preys on natural fears.

Most horror games try to make you feel uncomfortable by forcing you to do something you don't want to, like say, walking through a creepy dimly lit area, or pressing a button/opening a door that definitely won't make some spooky scary monsters appear out of thin air. Freddy's on the other hand, traps you inside of a small room with literally no way to hurt the bad guys, and the only way you can stop them from maiming you is by checking cameras and carefully monitoring their behavior and movement. When these robots get too close, all you can do to stop them directly is by closing a door. You can also turn on lights to see if they're actually right outside of your door if you couldn't find them the last time you checked the cameras.

I think part of what really makes Freddy's a great experience is that it not only makes you scared by trapping you inside of a tiny room while creepy Chuck E. Cheese/Disneyland-esque animatronics are coming to get you, but unlike most horror games, it's very simple and easy to understand, yet at the same time, careful strategy and thinking is necessary to survive. I also like that some of the weird things about the game and the unexplained/vague things also give you some nice brain food to come up with crazy or interesting ideas. The creator of the game has confirmed that there's going to be post release support (AKA free updates) to add features to the game, and he's also been confirming things people have guessed about the story and whatnot. I could answer some of the questions you have about things you don't get about the game, but I'd like to do that in a separate post just so this one doesn't become any longer.

While I think you could have been a little less ranty and confrontational, I believe that you should be allowed to point out things you believe are inconsistent in a work of fiction. If anything, I think disagreements about a thing or two often make a discussion more interesting, and gives you interesting things to think about, which you definitely did for me. If we all thought the same and had the same tastes, the world would be a boring place.

Something I should mention is that this is the kind of game that can be difficult to describe to someone who's never played it, and you'll get it a lot more if you play it yourself. You can download a free demo on IndieDB which I think has the first two nights if you really don't get why people enjoy it, and want to find out for yourself. Your call, though.
 
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Except that Dragon Age doesn't require you to immerse yourself to play it. You don't need to totally feel like you're the Scout from TF2 to figure out how to point and click and have a rewarding FPS experience.

Freddy's is not a game that hails itself on technical advances, new graphics, or just being a mechanically fun game. So the fun has to come from something else, which is the setting, environment, and pretense being scary. If these elements don't work, you don't have a game.
Excuse me but when i play TF2 i completely dress up as the character I'm playing. It gets really hard to play especially when i have to change costumes every 5 minutes, but the experience gives me a little boost to my autism.
 
I totally get what you're saying. I understand the premise of the game play, but it's obvious that the game developers came up with a concept they thought would be fun and then, from that angle, worked backwards and devised the plot around it. It's likely that they came up with the idea of sitting in one room and closing doors sparingly to block threats , and then they created everything to complement its existence. Because of this, it doesn't make much sense if you think about it at any length, which hurts the atmosphere in my opinion.

Again I'm not saying people can't like the game, it's just that it feels the premise of it is extremely forced and poorly constructed and in some regards is a less perfect product because of it. Even the slightest changes would have made it a little bit more palatable.

a) Make the doors slide top to bottom so that it makes sense that gravity would have them fall.
b) Change the doors to be chain links with electromagnetic locks. This is no less science-fictiony than the space doors, and it would also allow for seeing the animatronics walk past the grate + hearing a creepy rattling sound as they get opened without the power.
c) Have the power budget mechanic be placed on something other than the really poorly thought out reason they gave, which is counter productive to the "not getting sued" problem.
 
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after realizing it wasn't about staying over at freddy kreuger's house, i then assumed you had to sneakily crawl through a thoroughly locked chuck e cheese's, avoiding evil animatronics. i was disappointed you didn't do that, but it still fits in with 90's computer games.
 
Found this pretty funny comic of it on tumblr(not THAT part of tumblr, no worries)

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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.

There is hidden story that actually helps explain several of these things. The basic game description/explanation by phone call guy isn't actually accurate, it's just what is given as the intro.
 
I don't really get why it's as popular as it is. Mechanically, it isn't deep. Storywise, I guess I'd be remiss to say the setting isn't pretty cool and I was reading about the backstory (the kids being killed, stuffed into the suits, and haunting the place from beyond) and that shit was cool I guess.

It'd be better if you actually played as a kid though. Imagine the story being you're some little kid who stayed at the place secretly after closing because ya love it so much. Then everything comes to life and you have to go like hide in a ball pit and shit. I don't know, I'm putting a lot more thought into it than the creators. Closing doors and turning on lights. Woohoo.
 
I don't really get why it's as popular as it is. Mechanically, it isn't deep. Storywise, I guess I'd be remiss to say the setting isn't pretty cool and I was reading about the backstory (the kids being killed, stuffed into the suits, and haunting the place from beyond) and that shit was cool I guess.

It'd be better if you actually played as a kid though. Imagine the story being you're some little kid who stayed at the place secretly after closing because ya love it so much. Then everything comes to life and you have to go like hide in a ball pit and shit. I don't know, I'm putting a lot more thought into it than the creators. Closing doors and turning on lights. Woohoo.
It's because it's tried something a little different, and LPers are orgasming everywhere because they can scream to make money much like Amnesia. The concept is neat, but i fucking hate horror games.
 
Five Nights at Freddy's - the game that tore these forums apart.

The game reminds me heavily of Night Trap, but with the cheesiness turned down and the spooky scary turned up. Night Trap was ultimately forgettable in mechanics as well, its main claim to fame being that it and two other games (one was a shitty Dracula game I think, the third being Mortal Kombat) were the centerpieces in a Senate hearing in the early 90s about the violent and adult content being produced in video games, which eventually lead to the founding of the ESRB to regulate and rate video games for their content.

Posting two videos of the game in play - both from Game Grumps. The first is them playing the game cold (with no preparation) it lets you see how the game naturally played. The second is them with a walkthrough trying to 100% the game. I included the second one so you can see how badly the game was designed - I can't imagine how much trial and error went into writing the walkthrough alone.

 
I don't really get why it's as popular as it is. Mechanically, it isn't deep. Storywise, I guess I'd be remiss to say the setting isn't pretty cool and I was reading about the backstory (the kids being killed, stuffed into the suits, and haunting the place from beyond) and that shit was cool I guess.

It'd be better if you actually played as a kid though. Imagine the story being you're some little kid who stayed at the place secretly after closing because ya love it so much. Then everything comes to life and you have to go like hide in a ball pit and shit. I don't know, I'm putting a lot more thought into it than the creators. Closing doors and turning on lights. Woohoo.
I think it's mainly because most other horror games these days, many of which are just lackluster Amnesia wannabes (Hi, Slender!), just have you run around some silly area, hide, or force you to do things you don't like, while Freddy's traps you in one place, being left vulnerable with no way to hurt the robots coming to get you, with only nonviolent security/surveillance measures at your command for you to defend yourself.

Freddy's doesn't waste time with having you do pointless shit like running around a forest or some other generic landscape collecting items until you randomly die, either. It's simple and to the point, yet it's strategic and has substance to it beyond just being freaky.

The game not having any actual in-game violence makes it a lot scarier, if you ask me. I like that it's a horror game that relies on being psychological to freak you out rather than just making you walk through a spooky area or throwing tons of guts and gore at you, or having a screamer every 10 seconds.

Yes, the screamers are there, but they're used very sparingly, and only occur when you screw up and die. It helps that they're quick and don't just use generic "spooky" imagery (Like say, a zombie face), and the noise the animatronics make when they capture you sounds very mechanical, making it all the more unnerving.

I guess it's popularity also comes from how unique the premise and the setting are.

Animatronics, especially ones of the Chuck E. Cheese variety , have a reputation for being incredibly creepy despite not being intended to be, and me, and a lot of the audience for the game find it cool that a horror game is using something not originally intended to be spooky as it's main theme. I personally think that what's not intended to be scary is usually scarier than what is intended to be.

It's a breath of fresh air from shit like Slender that just use the same tired spooky scary themes that we saw in horror films over 20-30 years ago.

I think another part of it's appeal is that you don't have to be into horror games to get into Freddy's. Shit, I've never even touched any horror games until I played this one, and dislike the majority of them myself, yet currently I'm the biggest Freddy sperg on the forums.

Just my two cents on why I think this game is as popular as it is, and why I think the popularity is deserved unlike garbage like Slender and the other countless Amnesia clones.
 
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