When it first launched in 2014, Five Nights at Freddy’s seemed for all the world like just another basic low-effort horror game; the sort of thing that wouldn’t make much of a splash in the broader gaming world. However, thanks to the help of some popular YouTube creators and a rapid-fire succession of sequels, the franchise has now achieved the kind of widespread brand recognition that most games could only dream of.
It all started with the original Five Nights at Freddy’s, which puts you in the shoes of a new security guard working the night shift at Freddy Fazbear’s Pizza. The Chuck E. Cheese-esque restaurant is famous for its collection of animatronic animals that ‘entertain’ the children by day, but at night, a much more sinister side to them comes out. The animatronics walk freely through the pizzeria, and if they happen to find a human in their wanderings, that person will then be forcefully stuffed into an animatronic suit.
Each night lasts a total of six in-game hours (just shy of ten real minutes) and your security guard is all but defenceless against the robotic monsters roaming the halls. You can track their movements via the cameras placed throughout the building, and if one of them happens to get a little too close to one of the two entrances to the security booth, you can deploy a blast door that will shut them out. The problem is, use of your few defensive options is governed by a scarce and rapidly dwindling power supply. If, for example, your panic causes you to leave those doors closed for too long, you run the risk of spending that last hour plunged in complete darkness and utterly defenceless against the murder-bots coming for you.
The main strength of this premise also proves to be its greatest weakness. Part of the ‘charm’ of Five Nights at Freddy’s is how its simple yet effective gameplay turns out. Anybody can pick up the controls in a matter of seconds, and it’s immediately clear just how tense the experience can be. That quiet dread that sets in when you check a camera and realize that one of the bots is missing is universally effective, and that constant over-arching fear that stems from your relative powerlessness is riveting, to say the least.
When you inevitably slip up and one of the characters gets into the office, the resulting jump scare acts as the perfect, terrifying climax to all that tension. However, once you get over that initial fear of the jump scare, Five Nights at Freddy’s doesn’t have much else to offer. The simple gameplay and heavy reliance on the aforementioned jump scares means the premise only has so much longevity, and once you’ve become accustomed to both, it’s easy for interest to drop off fast.
From a presentation perspective, Five Nights at Freddy’s hits all the right notes with its ‘less is more’ approach. The lack of music leaves plenty of breathing room for the silence to seem very loud indeed, while the ambient noises, footsteps, and soft laughter are sure to set you on edge. Similarly, there’s not much going on visually, as you’re functionally spending the entire game flipping between a collection of still images, but the environmental design is on point in how it conveys a creepy and derelict place crawling with killer machines. This Switch port performs just as well as one could hope, although we found the experience to be hampered a bit by iffy controls – an issue that disappears in portable mode, where you can navigate by using the touchscreen.
Comments 22
So it had an edge to begin with ?
Other then jumpscares.
Take note triple A that Indies can release the same games 4x in a year anf no one bats an eyelash.
@tendonerd
I'm sure they had considered that, more then once but the turn over is sadly ( for them) around a year.
It takes a lot of effort to update the rosters and change that number in each new Fifa i tell you.
Don't really care for a game solely dedicated to jumpscares so I never really got the appeal of these games, personally.
@KitsuneNight those license fees probably kill them. That and shareholders. When you got shareholders they all want their return on investment quick.
Just to let you guys know when it comes to the console versions of the FNAF games, they're a bit rough.
People are reporting lag, compressed audio, bugs, softlocking (pausing while an animation is going, like flipping up the camera), etc. I have FNAF 2 on the Switch due to my interest on how the port turned out, and while I'm surprised it actually controls well with a controller (only issue is that in camera mode, using the joystick is clunky/unresponsive), I've experienced some issues myself (like if you pause the game, it fully recharges your flashlight battery).
I recommend waiting for a patch if you can. They're playable, and it's not a bad way to experience the games if it's the only way you can play them. Otherwise, I would recommend the PC version as of right now.
Scott gets too much hate...I'm not into horror games or jumpscare games, but I don't think they're that bad. I know I haven't touched them myself, but I've watched them on Youtube.
I was thinking of finally trying one of these games on the Switch, but I may wait for now. The first two are more of the same, but they are changed up quite a bit in later games. I mean, you don't even use a camera in the 4th game. lol
Also, the pricing seems...off. Like, all games are the same price, despite the first game seems to have very little content compared to other games.
welp scott has very wow..
Giving it a 7 is rather generous.
I like the concepts of these games a fair amount tbh. The idea of sitting in an office defenseless while a group of murderous machines try to get to you is pretty cool.
I can only imagine "Freddy for Smash" comments being the next "Steve for Smash"
I can't believe he rates this gem a seven!? This game is marvelous and yet e gives it a seven for a series strong suit being the jumpscares, really? I can't wait to see what they rate on Shovel Knight Shodown. "oh, the fights get repetitive". It's a fighting game for crying out loud! I used to stick by this site's ratings, not anymore. Bet even Kotaku rates games better than this.
@Enigminator
Nintendolife scores:
+5 for being on Switch
+1 for a physical release
+1 for developers saying how great Nintendo is.
+3 for first party games
This game lost its edge after the first game
Isn't this a mobile port? Yuck. Probably costs twice as much on the Switch too.
Say what you want about FNAF but its influence was/is undeniable. It’s crazy how popular it was and still sort of is.
@SachmoJoe I think the console ports are based on the PC versions
@Enigminator Yes we get it, just because YOU don’t like it.
Honestly? Fair score, no complaint from me and this is coming from someone that actually would probably give it a higher score.
I personally think on how this game got made is more fascinating than the game itself.
@Yosher That's not the game's fault.
@Dog I never claimed it was?
Glad that I finally got round to experiencing this. Yeah I'd also give it a 7/10. It's certainly one of the most unique and original games of recent times. It feels like it shouldn't really work, but it kind of does. Plus, the first jump-scare I encountered in the game almost made me soil myself, so it certainly works on that front.
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