- Joined
- Jun 15, 2014
I beat the game in 45 minutes (but not Night 6) and I have some things to say about it.
Personally I thought it was a mixed bag but the kind with many positives that's balanced with a single big negative. There's many things I loved from this one that I felt shouldn't be overlooked from the key flaw of the game.
I was later annoyed that Night 1 had absolutely nothing happen. It was only buildup to get you used to the new mechanics for Night 2 and onward. However I will confess that I was scared out of my wits expecting something. The charm of the game comes from how the gameplay is so different from the others that it leaves you unsure what to do and possibly freak out when Springtrap gets close.
By Night 5, I figured out how to easily beat the game (although it has a fair chance of failing). My strategy was bringing Springtrap to the very back room (CAM10, I think), close the vent connected to it and play the audio whenever he stepped into CAM9 to lure him back to CAM10. This is unlikely to work the whole night but you can keep him at bay long enough (unless you get a vent error and he decides to go to the left vent and slips through it 0.2 seconds before you shut it off, the fucker). That's the big flaw of this game. It's really easy if you know what causes the errors in your defenses and keep him corralled in the back. But I can't say I felt my money was wasted for a game I beat so quick. It was fun getting scared just from trying to get used to the game.
But I don't want to call the game disappointing .The game is goddamn terrifying. I love how the cameras are really hard to examine and how Springtrap has about two different poses in each camera which can catch you off guard if you think he stays in one place of the shot. The game's variety in methods to stop Springtrap as well as his strategies was really nice to see. Having to reboot the building always gave me the sense of dread, more than whenever I had to wind the box in FNAF2. The Phantom animatronics scared me bad. Phantom Mangle (I assume because of the body and the godawful noise it makes) made me scream out loud. The fact Springtrap and Phantom Freddy visibly moved around was fucking eerie. Springtrap's jumpscare I got used to quite quickly but I love how disgusting he looks.
As for the game's plot, it was odd to see how straightforward it was. I actually predicted the twist that the Purple Man was Springtrap (only because the Phone Guy's calls clued me in) but I was still surprised to see it play out. The game feels like the conclusion of the series but I'll have to beat Night 6 to see if there's even a hint of a FNAF4. Although I won't be surprised if Scott does make a FNAF4. This series is his tugboat. I'm glad that FNAF3 was quite different but it felt only half right (I didn't like it being so easy). It was just enough to keep the cashcow from falling into mediocrity. If he puts more time, money and love into another one, I'll likely still buy it. But one thing I want out of a FNAF4 is all of the animatronics being animated. Walking, crawling and not standing still to smile for the camera. Would make it a whole lot scarier if he dumps their 'Red Light, Green Light' routine.
Also after dying on Night 6 for the umpteenth time, I got a freeze image of Springtrap's mask off, showing Purple Man's horrifying corpse. I'm not going to sleep tonight.
With night 1 not having anything, that's actually smart on Scott's part as the new phone guy's exposition pretty much runs the entire night and really serves as a kind of "sandbox" tutorial in so far as you can learn what everything on your own while tons of exposition (bring a shovel mech) can safely be dumped to the player without fear of Springtrap pulling a foxy much like how people would easily get jumped by Foxy in the previous two games due to listening to Phone Guy.
Personally, I feel that FNAF3 is the most successful of FNAF...as a prototype. It's a trilogy made on a shoestring budget and very basic coding, but to Scott's credit each iteration has been an example of testing the limits of what he can do. The first one was testing the concept as a whole, the second was testing how much both the game and the player can handle doing at once before it becomes more tedious and annoying instead of actually scary, and the third was completely stripping the concept down and rebuilding it to see how far it can be taken with just one actual animatronic - but not necessarily said animatronic being the only thing players need to worry about jumpscaring them. This honestly could become the next Portal - a game that was more of an experimental game than anything else (everybody knows the game doesn't truly start until you get your reward from GLaDOS) and got full Valve funding for the sequel which was amazing in every way).
Personally, I feel that FNAF3 is the most successful of FNAF...as a prototype. It's a trilogy made on a shoestring budget and very basic coding, but to Scott's credit each iteration has been an example of testing the limits of what he can do. The first one was testing the concept as a whole, the second was testing how much both the game and the player can handle doing at once before it becomes more tedious and annoying instead of actually scary, and the third was completely stripping the concept down and rebuilding it to see how far it can be taken with just one actual animatronic - but not necessarily said animatronic being the only thing players need to worry about jumpscaring them. This honestly could become the next Portal - a game that was more of an experimental game than anything else (everybody knows the game doesn't truly start until you get your reward from GLaDOS) and got full Valve funding for the sequel which was amazing in every way).