FIVE NIGHTS AT FREDDY'S 2 |
Following the smash hit success of Five Nights at Freddy's, a full 3-4 months AFTER the original came out, Scott managed to develop and release the sequel. In Fight Nights at Freddy's 2 you assume, once again, the job as a nightwatchman at Freddy Fazbear's Pizza, except tthe location is different, you are playing someone else, and now there's 10 animatronics, no doors, and more entrance/exits to your ever-so much larger office. Moving from a "claustraphobic" feel to a "staring into the void" feel. While the last game was resourcee management, this one was CHAOS management. New additions to the new game includled the Atari 2600 style minigames, that do a pretty good job of capturing that vibe of sitting in front of a TV with a box of Atari carts at 4 am on a Sunday with only the sound of TV interference and eery in-game noises to keep you company. This only adds to the eerie feel of legacy digital horror that this game carried on well. But because of these games we now have...sigh..."The LORE". This is where it all really seems to have begun, because of the stupid idea of needing to have everything have an explainable origin story all of a sudden, even if it ruins what the original was all about. The Five Nights at Freddy's lore is an ever-changing, retconned to death, spaghetti mess of a story that everyone has been trying to figure out since the game game out. No one can agree on it and we spin theories off of it like some kind of InfoWars listening, Fox News Watching, republitard spinning stories about black helicopters, the new world order, water turning frogs gay, and a conspiracy to enslave the poor class - rather than seeingg higher up people as the incompetant slime that they really are. Same thing could be said about the FNaF lore. I highly doubt Scott had any sort of extended story put together for the Freddy's lexicon, and now he had to come up with one on the fly. Leading us to a series of stories about Animatronics, Crying Children, missing children, dead children, purple guys who had their guts scooped out and replaced with the endoskeleton of an animatronic, sons with missing frontal lobes, the bite of 83', the bite of 87', the missing children insicdent - was it 83', 84', or 85'. What about Fredbear's Family Diner? Another thing introduced. Trying to untangle the lore now years later is harder than untangling my P.A. System cables after hastily having to unload from the stage after a Lithium concert! But it all started here. And along with it, the CHILDISH crap. "Foxy is a good guy" - no he's not, he's not a guy at all he's a machine, at the most human, possessed by a poor kid that was killed. Look, if I had been six years old, killed, and stuffed into an animatronic, I'd be going after adults with the fury of a demon too! Especially if it's a bibpedal, mobile animatronic suit that raises more questions than it answers. And so began the ruination of the series for us older players who were into this for the gameplay and creepy yet nostalgic attmosphere, kids took to the cute "little" Fuzzies like ducks to water. Atari, Facepalm, and Cringe - My Experiences While the first game was my introduction, and the 4th one was the one I got the most exposure to first (as well as any future heart attacks it might have prepared me for), this one isi truly the culprit because this go out, Scott figured he'd put in a bunch of Atari style minigames that have all that creep factor of sitting in the attic alone at 4 a.m. with a box of carts, an Atari, and an old Knob TV with more RF interference than a Stratocaster at a 60's Air Force Base thtrough a poorly grounded amp on 11. You know, that point when you start playing all those text-label carts that are just all squares and rectangles for graphics, no background noise...and it feels like some kind of version of Ming with a popcorn maker for a head and a collander for a collar is going to come out of the attic trap door and attack you with lasers!
Leave it to Fazbear Entertainment to Steal Atari's label style, reverse engineer the 2600, then use that power to drive their Robot's AI.....it's a wonder they could do the stage show, then some kids dissappeared! I'll give scott this, he DID NAIL the "1987" feel of the game. The pastel, thinner, "more child friendly" animatronics with the misguided clown-fear additions that are not too wackily over done (unlike Sister Location). The idea that it's an earlieir location through less protection, and more ongoing, rambling lectures from Phone Guy about stuff that no longer exists - like a location in transitition. The originals, now withered, look like a late 70's/early 80's version of the original animatronics with more details, teeth, boxier appearance, that adds to the uncanney valley effect of the originals. It feels like a place where you're just as likely to get impaled in the head by a possessed take-apart-animatronic, just as much as you'll witness a somber make-a-wish party there. It's the "kids" that ruined it though. Someone please tell me why Gen Y and younger need to have EVERYTHING explained? Why everythting needs some kind of grandiose origin story? I mean, what was wrong with this being some crappy pizarria rip-off-of-a-chuck-e-cheese kind of place that was possessed by an unknown force, and now people die there after hours? Seriously, did we need to pile onto this things about soil-infused-metals (remnant), and then expand it into a series about a massive tribute to RetroWave where a kid runs around gaming the system for an entire night just to find out a dead man in a 5x burned up animatronic rabbit springlock suit is behind it all - yet again? Videos
Let's Play Five Nights at Freddy's 2 (2016) |