Showing posts with label Freddy Fazbear. Show all posts
Showing posts with label Freddy Fazbear. Show all posts

Thursday, 12 March 2015

Five Nights At Freddy's 2 - multiple platforms



Yay, let's go back for more!

So it’s time to head back to the Five Nights At Freddy’s group, that happy and fun place where kids love the dancing animated robotic creatures and everyone else is mortified by the experience. Where pizza and parties are laid out and man-sized robotic animals are freely available to wander the hallways seeking out children to entertain and eyeing every adult with suspicion.

If you're seriously thinking of going back here, you NEED help.

Story wise, it’s another Five Nights At Freddy’s with NEW looking robots and the old ones too. (I’ll stick with this to avoid spoilers before anyone starts telling me otherwise...). We’ve Bonnie Bunny, Chica the Duck/Chicken/Poultry who seems really intent on giving us a cupcake. Freddy himself returns as does the fan-favourite (most terrifying) Foxy the Pirate. While we’re also met with lovely new versions of Freddy, Bonnie, Chica PLUS new robots in the form of Balloon Boy, Mangle and the Marionette.

So you’re now looking at 11 possible opponents, including the rather special, Golden Freddy.

No doors, but you have a torch... Just give me the tank and flamethrower.

You’re the night guard once again (a different one, which becomes apparent later on), and you’re tasked with looking after the establishment while the robots casually go wandering around here and there. To help you with this problem, you’re given full power access to the camera system, torch with VERY limited battery life (no Duracell here!) and no doors. Your main defence here in this case is the ability to shine the light at the freely roaming robots that might pause them, or cause them to reset, but also a large head from one of the suits. So if one of the animatronics walks into the office, you can slap on the head and pretend to be one of them. Unless it’s Foxy or the Marionette...

Mask down; I'm safe. Unless Foxy wants in or the Marionette is loose.

To stop you from just leaving the hat on, there’s the case of Foxy and his ability to completely IGNORE your hat/mask and just launches himself at you if you ever miss him winding up for an attack at the end of the corridor. The other big issue that stops you from just slapping masks on and off and flicking the light on an off periodically, is the Marionette. Which cannot be stopped from an attack, doesn’t get blinded by lights and doesn’t care if you’re wearing the mask or not. So we need to switch the camera on and head over to the Marionette’s area and remotely wind up a music box that will placate it. (To the tune of My Grandfather’s Clock, no less...)

The new crew! Despite the overhaul on looks, still rather off-putting.

Initially the game starts off filled with intrigue, the phone-guy is back and talking to us once again despite what happened on day 4 of the previous game and until you find out WHY this is the case, fans will overlook this apparent continuity flaw for the time being.  The cameras give partial glimpses into each of the rooms and from each a small story is told and listed. From identifying the origins to the odd circumstances in the game that leave us with man-sized robots that have a link to the local face-recognition database for identifying ‘predators’. If you stop long enough in the game to consider this, you start to worry what kind of world/environment are we in where pseudo-murderous robots in a pizza shop need access to that level of security.

They use the air-vents too.

Despite the subtext and plot, the game itself is about working out which robot is advancing, how to stop it and where to find out the next threat is going to be coming from. As such, it is VERY easy to be killed on the first day by several different robots and of course, the Marionette. As such, once you recognise the routes and journeys that the robots take, you’ll eventually devolve your exploration down to a very simple method of checking the vents, listening for movement, flashing the light down the corridor and then cranking up the music before “...the old, man, died” starts to play. Eventually something WILL meander into the room and you’ll slap the mask down (hopefully) in time to leave them confused enough to leave and hopefully not get attacked by Foxy in the ever-close window of opportunity one has to flash a light on and stop his One Hit Knock Out attack (though in truth many of the others do this too, but Foxy gives you NO chance beyond that light flash).

You'll cheer louder than the kids do when this happens.

Suspense in the game so thick you can cut it with a 2 by 4, or just batter it about a bit, while the game itself can very quickly engage and then utterly terrify players with the jump scares, suspenseful moments of being inspected by the robots and hoping beyond hope that the cute looking robot (or not so cute if you refer to the ORIGINAL set of robots), doesn’t rip your mask off beyond ending your brief stint into the game. For some, this kind of suspense is too much and in a similar vein to Alien Isolation, there’s little you can do to defend yourself but at least you can fight back in Alien Isolation. In this case, you’re stuck with the idea and notion that you’re simply waiting, defending against the inevitable hordes of robotic horrors until you reach and surpass the 5 days and emerge victorious from the whole ordeal. But then again, much like the first one, why doesn’t someone just quit? Perhaps it’s because quitting and not earning is less preferable to being hunted down by psychotic robots? But it’s all part of speculation that could infer facts about the background and origins, not that you’ll have much time to contemplate them while Bonnie is sticking his face into your own and remains undecided as to whether you’re the threat or not that it thinks you might be.

Hello Foxy...

It all depends on whether you appreciate the scare factors and the fear effects that will determine if this game will be successful for yourself. If you like being terrified and scared of being stalked, live in London, or play this game. If you don’t, then it becomes a very time-based puzzle game with loud noises and sudden changes of images when you fail to hit the pre-requisite conditions to move onto the next level. Personally however, I’ve enjoyed every minute of Five Nights At Freddy’s 2 and gleefully look forward to giving the 3rd game a run for its money.

Expect this, a lot.

Thursday, 4 September 2014

Five Nights At Freddy's (Steam)


Just run now

It's rare in this day and age to come across a horror game that actually manages to get it right. The first Silent Hill managed it very, as did the second by establishing a level of helplessness and suspense rather than outright gore and slashy stuff. Horror has evolved in gaming from the point of being about the violence and grimness of a situation and then moving towards the more masterful suspense and ambience of horror, then it got sidelined with being too damn good looking and about the BOO! (Wah! Shat myself) type of horror that rams violence down your throat and blows a load over your stomach and leaves you feeling used up. Must stop watching porn before reviewing... Or watching more... Never mind.

LIES!

Horror games have started to come full circle, taking it back to a simpler time with games like Slenderman/White Noise (depending on your format), online horror from Murder on Garry's Mod and Kill fest in Doom games to a game like this which seems to have hit the ground quietly but is now running with the continued impulse of a steam train. I am of course referring to Five Nights At Freddy's.

Your base, with light draining stuff going on that you can't stop

The premise is simple enough. You work at a Pizza House that has some aborted looking animatronics robot animals. These robots sing, dance and perform during the day and at night sit quietly around the place, waiting for the next day to happen. LIKE FUCK THEY DO. You are employed as the night-watchman and it turns out that you're not there to guard the place but simply to keep the robots out of your office. They move around at night and apparently their programming means that if they see you, you're going to get stuffed into a suit that will kill you in the process. Fun!

Everyone where they should be... For now...

Much like an episode of Dr Who, the robots won't move unless they are not being watched. You have a selection of cameras in which to keep an eye on them but they also can sneakily blank out the screens and take various routes through the building towards where you are. Watching them will drain power to your nightly allowance and closing either of the huge security doors will also drain the power as well. Using the lights on either side of your room to illuminate the hallways will drain power and if you run out of power, you're as good as dead. UNLESS... You hit 6am the next morning. You can be in the middle of being sung your death and you'll get 6AM then you're safe and good for the next day.

It hungers... for more...

What you don't get, is the bone chilling horror and suspense of losing sight of the robots, then finding them a LOT closer to your hideaway then you want them to be. The bunny on the left, the duck on the right and the Bear and Fox attacking in later days. If you're very unlucky... Something more sinister can show up and kill you too but I don't want to ruin the whole game. Your only real defence is checking up on the robots and seeing where they are before they try to attack and kill you, though one of them will just try to bum rush you at the last moment and kill you unless you're quick in getting the door shut.

You are very close to death, very close.

Each day gets harder with the robots barely making an attempt on you in the first day, up to them almost instantly hitting the doors by the end of the week (and the bonus 4/20 mode where only 5 or so people have beaten it at the time of writing, will leave you dead in seconds if you're not a) quick and b) LUCKY). To add to this, the game plays darkly, is hard to see clearly but rather than being annoying it all enhances the overall atmosphere of the game. The phone calls at the start boost the story by giving you a short rundown of things as the days go by from the previous worker who thought to leave you some messages during his week of work. Though listening to them fully on the later days will likely get you killed before they finish.

I see you too, I'm not liking what I see however.

The horror is brought about by the lack of impact your decisions have on the situation. You can fend them off but you have to leave yourself vulnerable for a while if you want to survive until the night is over. The fact you've GOT to leave yourself vulnerable is as much of a scare as waiting for the monsters to turn up and attack you. Of course you will start to recognise patterns, once you've been caught a few times you'll know when you're done before it happens, killing the suspense as it's already known that you're already dead, but it is still entertaining to try and avoid such a fate of high-pitched squeals and cut-to-blacks.

I'm right outside your door... Keep it open for me.

Perfect? Far from it. But the presentation is very good for what it is and while it will grow old quickly, it will provide you with a few decent scares and impending sense of dread while playing it. Try not to let the power go out... I hear the tune now, Toreador...