Like it or hate it, it's certainly one of the more interesting indie games that have come out recently. What really gets to me is just how awful the game could have been, very easily in fact. If anyone keeps up with Markiplier (or... the other horror scarecam guy...) you'll know there are a lot of barely playable shovelware horror titles that come and go but Five Nights caught a lot of attention for its unique art style, surprisingly complicated setting and game aesthetic (character designs and the fact that you cant actually move).
I like it a lot, but I don't necessarily enjoy playing it or its sequel. And no its not because of the jumpscares (though that certainly doesn't help). When I first played it I was reminded of Papers Please, sitting behind a desk in an ordinary job environment, doing mundane job-related things, but under an extreme context. Except in Papers Please, the game actually had an arc to it.
You started off doing basic, but still relatively challenging tasks, and it kept going for a good amount of time until the game ramped up more and more, adding more gameplay elements, and soon you got into a nice swing of things. It had a nice story too that unfolded as you went. I'm saying all of this because I think Five Nights could have benefited from an arc like this.
Suppose your first night (though with my scenario in mind the times and nights would probably work differently) involved you actually doing your job and watching the security cameras for an actual burglar but as the game progresses you start to notice the anamatronics actually move and eventually come find you. As the game progresses more things are made available to you like the door lights, the Freddy mask, and the music box you have to wind up in the second game. I feel like this, or something like this, is exactly what the game needs to be like an actual game, and not just its own, short but sweet experience.
Also, maybe if the suckers actually moved.
I like it a lot, but I don't necessarily enjoy playing it or its sequel. And no its not because of the jumpscares (though that certainly doesn't help). When I first played it I was reminded of Papers Please, sitting behind a desk in an ordinary job environment, doing mundane job-related things, but under an extreme context. Except in Papers Please, the game actually had an arc to it.
You started off doing basic, but still relatively challenging tasks, and it kept going for a good amount of time until the game ramped up more and more, adding more gameplay elements, and soon you got into a nice swing of things. It had a nice story too that unfolded as you went. I'm saying all of this because I think Five Nights could have benefited from an arc like this.
Suppose your first night (though with my scenario in mind the times and nights would probably work differently) involved you actually doing your job and watching the security cameras for an actual burglar but as the game progresses you start to notice the anamatronics actually move and eventually come find you. As the game progresses more things are made available to you like the door lights, the Freddy mask, and the music box you have to wind up in the second game. I feel like this, or something like this, is exactly what the game needs to be like an actual game, and not just its own, short but sweet experience.
Also, maybe if the suckers actually moved.