Five Nights at Freddy’s took the world by storm after its August 2014 release, yet series creator Scott Cawthon wasn’t one to simply rest on his laurels. A mere three months after the first game’s debut, Five Nights at Freddy’s 2 was available for purchase, offering an expanded and revised take on that basic cat and mouse, jump-scare gameplay that made the first one such a success. Coming so hot on the heels of its predecessor, one had to wonder how good the sequel could be given the quick turnaround time, and indeed, it does utilize a lot of borrowed ideas.
Five Nights at Freddy’s 2 starts out almost exactly the same way as its predecessor, putting you in the shoes of a new night-time security guard at Freddy Fazbear’s Pizzeria. Just like before, you’re guided each night by phone recordings from a fellow guard that serve to explain both the backstory and the gameplay mechanics of each harrowing night. Unlike its predecessor, you no longer have some nice, thick steel doors to hide behind when the murder machines come calling. Instead, you have a helpful helmet designed to look like Freddy that you can put on to fool the machines into thinking you’re one of them.
Of course, it’s not as easy as simply donning the helmet and napping for the rest of your shift. There are nearly a dozen animatronics this time around, and not all of them are so easily fooled. For example, Marionette is a new monster that has to be kept ‘asleep’ by continually winding up a music box. Should you forget to wind up the box (or if you’re simply busy fending off all the other creatures), Marionette will promptly breach the office and murder you. Or, in the case of Foxy’s new iteration (lovingly called “The Mangle”), only repeated flashes from your limited use flashlight can send it on its way.
Indeed, there’s a lot to juggle in Five Nights at Freddy’s 2, and this is perhaps why the game feels notably inferior to the original. By the time you’ve reached the fourth night, your attention is near-constantly split by several overlapping activities that are of equally critical importance. Say you need to wind the music box, but before doing so, you shine the flashlight in the hallway and see Freddy smiling back at you. Immediately, you must put on the mask to conceal yourself, but doing so will also prevent you from being able to wind the music box in time.
The abundance of ‘no win’ scenarios like this leads to plenty of jump scares, but more than anything, they tend to wear out the horror element that much quicker. Having to juggle multiple defensive options at once removes a lot of the breathing room and tense anticipation, making the jump scares more of an expected consequence than a genuine shock. It’s still stressful, sure, but not necessarily in the same wonderfully dreadful way that you’d expect.
As ever, the presentation remains excellent, particularly in the animatronics designs this time around. The ‘new’ variants are creepy in their own way, while the versions of the villains from the first game are suitably horrifying in their decrepit state. Taking these along with the new pizzeria layout, it’s clear that Scott Cawthon wanted to take things to the next level with the unique identity of this franchise. Also, the inclusion of new Atari-style minigames after some deaths helps greatly in building out the behind-the-scenes lore, introducing some answers while making you ask many more questions. Five Nights at Freddy’s 2 may not necessarily reinvent the wheel, but it still does a fine job of keeping you on the edge of your seat.
Comments 14
This gets 6 but the first game gets 7? I personally view this as the best one in the series due to the expanded custom night and more challenging gameplay, but to each their own.
Glad to see someone finally giving these games the mediocre scores they deserve. This series is one of the most over-hyped lumps in gaming, not the glowing gems they're made out to be.
@Racthet916 No one thinks these games are amazing if you just play them as is. Its the hidden story behind the games thats interesting and fun to explore. Its a game within a game.
Wouldnt really consider jumpscares a positive for a horror game. Thats the easiest, laziest, and most half baked way to induce fear into the player. Theres a reason why Resident Evil and Silent Hill are so praised for horror and leaving boring cheap little jumpscares isnt why.
@Racthet916 I really don't see how it's become the sensation that it has. I mean, they're decent games, but I have yet to see anything that merits the crazy attention they got. Just fascinating, really...
@Ardisan Silent Hill generally doesn't rely on jump scares, but the early Resident Evil games absolutely did. There's a lot to praise about RE (atmosphere, gameplay, etc.) but don't act like RE is above jump scares.
@RushDawg I know it had jumpscares, I just mean that RE isnt all about jumpscares to define its horror.
If you want scary games, play them in VR. Playing horror games on a flat screen is like looking through a window.
This was...not one of my favorites.
I'm just sitting here wondering why the comment section to every one of these FNAF reviews is so negative about everything? Complaining about games they've probably spent 10 minutes playing, if that, for having jumpscares.
Jumpscares are indeed a staple part of the game, specifically for when you lose. It's a punishment for failing. The horror comes from the anticipation and dread, the panic of failing.
FNAF is praised by it's fans for a lot of things, unique gameplay, lore, interesting story and world design. I understand if it's not your cup of tea, and that's okay. I'm just tired of seeing so many "This game sucks, isn't it dead yet? It was just jumpscares with no actual content" type nonsense.
Also, Nintendo Life reviewers... Please go out of your way to use an actual image of the game for the thumbnail? You're using a piece of fan art with fan models for these reviews, not crediting the models and also giving people passing by a false representation of the games. This is especially true since both, FNAF 1 and 2 have the same thumbnails on this site.
My biggest issue with this series is the awful designs of the animatronics. They're trying way too hard to look scary, it's laughable. Not a bit of subtlety to them at all. Reminds me of the Annabelle doll from The Conjuring and its own movies.
But I think good horror comes from a well established atmosphere, mood, or theme. And monster designs should be used to heighten the effectiveness of that atmosphere, mood, or theme. But I don't see that in this series.
Mangle is fooled by the mask, Withered Foxy isn't.
Also Marionette is somewhat less common name for the Puppet.
SMH
@NoTinderLife Horror VR games should be renamed to Terror games because they are absolutely terrifying.
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