This is the first time I've seen anything about Five Nights at Freddy's. It looks so poorly made. The sound files sound so poor and is it only jump scares? Why is it so popular?
I should also say that jump scares are the lowest form of "horror."
Oh boy.
The idea that while he was programming this he had accidental jump scares is fucking hilarious.
[QUOTE=Dah-thla;47235202]This is the first time I've seen anything about Five Nights at Freddy's. It looks so poorly made. The sound files sound so poor and is it only jump scares? Why is it so popular?
I should also say that jump scares are the lowest form of "horror."[/QUOTE]
They only happen at the most predictable moment (ie several seconds after your office runs out of power) but doesn't change how much i despise jumpscares.
The game itself is pretty alright, I guess. Unlike anything else I've ever played at least. The amount of people with their fanart and story theories don't really help, either.
I'm assuming nobody has watched the Game Theory episode on FNAF, because some things in there are repeated in DYKG.
[QUOTE=Octopod;47235304]They only happen at the most predictable moment (ie several seconds after your office runs out of power) but doesn't change how much i despise jumpscares.
The game itself is pretty alright, I guess. Unlike anything else I've ever played at least. The amount of people with their fanart and story theories don't really help, either.
I'm assuming nobody has watched the Game Theory episode on FNAF, because some things in there are repeated in DYKG.[/QUOTE]
I haven't watched either, but it is featuring MatPat of Game Theory, so they're probably aware they're repeating
~rudesnip~
is it true that the success of this game kept the developer from committing suicide?
Well I was plesantly surprised, seeing how I went in thinking it was nothing but view whoring by using one of the most toxic franchises (along with one of the most view-woriest channels to guest star), both when it comes to games and fanbase. But it turned out to be pretty interesting. Not enough for me to play it or anything, but still well done.
[QUOTE=Dah-thla;47235202]This is the first time I've seen anything about Five Nights at Freddy's. It looks so poorly made. The sound files sound so poor and is it only jump scares? Why is it so popular?
I should also say that jump scares are the lowest form of "horror."[/QUOTE]
the idea is a decent concept. It got super popular on /v/ and then spread out to reddit neogaf and us but maaaaaaaaaainly
It's a horror game, which means LP'ers like PDP and Markiplier and Gamegrumps allgot a hold of it and screamed over it which brings in the biggest views (Screaming reactions are hillarious to kids and shit)
People also really like the idea that there's some deep intricate lore to the games which I guess there's at least lore but whether or not it's true or fanwank is anyone's game
the mechanics are actually alright for a horror game. I'm not going to get into this detail again but the way it plays off jump-scares and camera surveillance is a lot better than the plethora of dark-forest ooga-booga slender type horror we see nowadays
at least that's from the first one. No idea about anything 2+
the origins of FNAF and the developer behind it was a lot more interesting than I thought. I thought that the 90's level cg aesthetic was intentional, but in fact it's just the person's normal art style.
[QUOTE=Dah-thla;47235202]This is the first time I've seen anything about Five Nights at Freddy's. It looks so poorly made. The sound files sound so poor and is it only jump scares? Why is it so popular?
I should also say that jump scares are the lowest form of "horror."[/QUOTE]
If you're honestly curious and can stand to read a dictionary, here's my input:
1. It kind of knocked "horror" games out of the Slender and RPG Maker rut it was in and tried something "new", elaborated on below.
2. It's somewhat of a new take on horror games. If not unique, certainly rarely repeated. Rather than run around an environment finding environmental triggers that cause scares or having several persistent enemies you have to flee from (as it is in say Slender/Amnesia/Outlast/Alien: Isolation), you are static. You cannot run, you cannot flee and you cannot hide: your position is constantly known. Alongside that, you also are constantly growing weaker. Power is the only thing that keeps you safe and allows you to defend yourself and check on what is hunting you. However any overuse or false-alarms is wasted power. Wasted power is wasted life. Resource management, a common staple of horror or tension games, is the essential and only variable in this game for the most part. Enemies also have patterns and tells, which rewards careful listening and memorization.
3. It captured a somewhat unique horror setting that hasn't been explored often in games but is very popularly recognized. Many people are disquieted by the safe, sanitized play-zones of Chuck-E-Cheese's and it's ilk. The incessant cheeriness and uncanny robot entertainers paint a very surreal place that harshly juxtaposes with real-life. It also taps into adult fears subtly, corporate negligence, muckracker-style grime and corruption under a facade targeted towards the innocent and naive: children. It also helps many people are afraid of large, metal robots with murderous intent lurking and stalking you for no discernible reason.
4. There is a vague story that invites fan input and speculation. It's told through omissions in the narrator, in the background and often with no real explanation. Anything that invites that kind of stuff usually finds some kind of audience.
5. It's character designs are easy to get across but unique enough to not get lost in the usual monsters these games invite. Unlike your Slender's and your Outlasts or Amenisa's which feature gory, disfigured humanoids or Grudge-like pale, faced, dark-eyed monsters of paranormal or experimental origin, the robots of the series are very iconic, very recognizable and as stated earlier, tap into a fear that many people have and have had from a young age. It also helps it's easier to draw a chicken with a bib than yet another disfigured male psych patient, inviting fan art and well, a large part of the Anthro community which have kind of ran off and made the thing very septic to any outsiders.
6. The Aesthetic fits the game. The location is an ugly, grimy, dated place at night. For some (myself included) it evokes the nostalgia of FMV games and the years of early 3D animation (which is just as uncanny as the robots the game makes people fear) through dark, vibrant and intense lights, intense light and shadow and of course the fact it's rendered stills and not realtime.
7. It also has a bit of rags-to-riches development history as it was the creator's swan song after roughly 20 years in the field with nothing to show for it. It's created solely by him and he keeps in frequent contact with the community.
Sorry everyone had to endure that. Most of the negatives are true too. The game is simple to a fault, the jumpscare noise is loud and poorly sampled and the community has ran it into the ground with very derivative fan-games and often incessant theroization and fan-creations. Still though, I hope this shed's some light on what some people value in it or what it may speak to.
One thing that I really liked was the bit explained how he took the "they look like scary animotronics" criticism, and basically went "you know what? I'll make just that," and succeeded with that.
I can't help but feel the negative association of this game is either Facepunch hating popular things, or an exagerated reaction to its explosion in popularity.
[QUOTE=LegndNikko;47235462]One thing that I really liked was the bit explained how he took the "they look like scary animotronics" criticism, and basically went "you know what? I'll make just that," and succeeded with that.
I can't help but feel the negative association of this game is either Facepunch hating popular things, or an exagerated reaction to its explosion in popularity.[/QUOTE]
You're pretty much on point.
[QUOTE=LegndNikko;47235462]One thing that I really liked was the bit explained how he took the "they look like scary animotronics" criticism, and basically went "you know what? I'll make just that," and succeeded with that.
I can't help but feel the negative association of this game is either Facepunch hating popular things, or an exagerated reaction to its explosion in popularity.[/QUOTE]
If any certain game is talked about outside of it's own thread then yeah pretty much anyone who isn't a fan will criticize it
sucks that this game got popular through shitty LPers because it's actually a good, original game with a great atmosphere (at least the first one is). the fandom is garbage, but any big fandoms are, especially when it's about anthropomorphic animals, even if they're ugly cartoon robot mascots. I enjoy the game for what it is. it's a nice switch of pace from typical horror games
[QUOTE=Zang-Pog;47235679]
I have no idea what the [B][I]fuck[/I][/B] happened that spawned the monster that is FN@F fandom and I have no intention on finding out. I just really enjoyed the first game[/QUOTE]
It's literally the same reason MLP became a fandom. Not saying FNAF is bad though. It's game mechanics lend itself to the build up of horror. But the scares itself are boring.
[QUOTE=Dah-thla;47235202]This is the first time I've seen anything about Five Nights at Freddy's. It looks so poorly made. The sound files sound so poor and is it only jump scares? Why is it so popular?
I should also say that jump scares are the lowest form of "horror."[/QUOTE]
The first game is legitimately creepy and has a great atmosphere. The jump scares the cheapest element of the game by far (the fucking screeching gets so annoying) but it still has a lot going for it, especially taking in account the fact it was made by one dude as his first horror project.
There's also the fun of digging for lore tidbits, finding out what's happening in the restaurant, its backstory, etc. I haven't played 2 and don't plan on playing 3, but 1 is legitimately a fun little game, especially if you don't actually know much about the strategies and the ways the robots work.
I really suggest you give the first one a shot, as long as you can look past the screeching annoying jumpscares (which aren't really jumpscares since they're easy to see coming) it actually handles the core aspects of scary games (tension/suspense/atmosphere) surprisingly well. And if you don't like, that's just five bucks and a few hours of your time you're losing.
[QUOTE=Chihuahua;47235411]6. The Aesthetic fits the game. The location is an ugly, grimy, dated place at night. For some (myself included) it evokes the nostalgia of FMV games and the years of early 3D animation (which is just as uncanny as the robots the game makes people fear) through dark, vibrant and intense lights, intense light and shadow and of course the fact it's rendered stills and not realtime.[/QUOTE]
This alone makes the game for me and is the only reason I even paid attention to it
[QUOTE=Dah-thla;47235202]This is the first time I've seen anything about Five Nights at Freddy's. It looks so poorly made. The sound files sound so poor and is it only jump scares? Why is it so popular?
I should also say that jump scares are the lowest form of "horror."[/QUOTE]
thank you for expressing the opinion i read like years ago
[QUOTE=Dah-thla;47235202]This is the first time I've seen anything about Five Nights at Freddy's. It looks so poorly made. The sound files sound so poor and is it only jump scares? Why is it so popular?
I should also say that jump scares are the lowest form of "horror."[/QUOTE]
Well the jump scares only happen when you get a game over; until then it's mostly drawn from the atmosphere
I honestly couldn't get through the first game because it gets really stressful; it's not a 'fun' game. But it's still pretty interesting.
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