Wednesday, October 12, 2016
Five Nights at Freddy's 3
Jump scares. Why not make a rapid whole franchise consisting of them, and make a profit? As I previously said last year, I congratulate Scott Cawthon for his success, but at the same time, I think that it saturated and hurt the genre.
Five Nights at Freddy's 3 branches in a new direction regarding gameplay in that you do not only have to monitor a security camera system now(of which there are 2 this time), but you will have to use audio as well to track the animatronics, and keep the ventilation system in check, or you will experience hallucinations.
The game takes place at Fazbear's Fright, which is a former Freddy Fazbear Entertainment restaurant capitalizing on the incidents which happened in the two previous games, which is of course actual animatronics going nuts.
The fact that you gotta monitor and be on standby for several subsystems arguably makes part 3 a more psychological stressful situation simply because there are more options. Unfortunately, the systems can also crash, so you will have to reboot them in order to keep things running smoothly.
Of course, the impending and effective approach of the animatronics and the phantoms is present. The unknown factor has thus deepened, and the game keeps the tradition in place with making players uncomfortable.
Aside from developing a lore(ish) environment and being perfect material for streaming Let's Plays, Five Night's at Freddy's 3 is actually more tame and stale in the scare factor compared to 1 and 2, and despite being a more sophisticated experience, by now, the overall quality of the series is going down.
Rating: 7.3
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