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On another note, I'd like to compare Catnap to Death the Wolf from Puss In Boots: The Last Wish. Just like Death, Catnap doesn't use confrontation, unless necessary. In Death's case, it's to humble Puss and he stalks him to metaphorically remind him that death can happen anytime. In some comparison, Catnap confronts the protag once he gets too close to reaching the Prototype. Moreover, Catnap stalks just the protag as a way to protect both his home and the Prototype. Even in his original child form, Catnap/ Theo wasn't a confrontational type, but more or less remained quiet and in his own lane away from other children. So it makes sense why he's in the background. While it would be nice to see him more, I feel like Catnap fulfills the role he was meant to play in this chapter.
It's still cool that you enjoyed this chapter.
The most effective jumpscare can be done, only if they build all horror factors at the right moment to deliver the scare. If they use too many jumpscares, it lose the scare factor. For example, if Catnap show up or jumpscare you too many times, you can no longer fear him and thus making him less effective antagonist.
The Home sweet Home hallucination is the perfect example how it done the horror correctly. While explore the hallways and listen the disturbing radio, you hear the phone and try to find it. Once you found the phone and told you to run, you turn to the door open, Catnap peek and looked at you before he goes away. When I first saw it, I got scared and thought he's going to attack me because there's no way out, but instead he goes away, not knowing if he's going to attacked me. This is a good silent jumpscare because not only it scare me, but also did not deflate the fear factor. While continue to explore, you notice that the all two doors closed except one where one door was sight open and hear Catnap's breathing. When you peek, you'll notice the Catnap's eye in the dark room. This allow build the fear factor and give first impression of Catnap's character who begin to stalk you throughout the chapter whenever you'll see Catnap or not.
In the office, this jumpscare alone is one of the most effective scares in indie horror game because once I got the battery and walk out, Catnap came out of nowhere and attacked me. When that happened, I legitimate screamed because I do not want to get heart attack. I was not mentally prepared and catch me off guard even Ollie warned me about Catnap lives for the hunt and hides in the shadows and flickering lights, waiting for best opportunity to attack.
In conclusion, Less jumpscares is better because it can allow to build all horror factor in order to build terror, so you can anticipate the scene of danger and atmosphere in order to deliver effective jumpscare.
I agree, I actually dont like Jumpscares (I think they are cheap tricks) which is why I was hesitant to play this game. Soma is good in the sense that it is mostly suspense, I heard Amnesia is too
I still had a ''damn, potential'' feeling here surprisingly. (It really is 99% purely building up to a chase part in both 2 and 3) parts like the big bear turning the head, when the lights were off in the main playground - some sounds, some footsteps, some danger, Catnap poppin' out way more at times, etc. (I forgot Chapter 2 lol, love mommy long legs though)
Generally, it was a fun experience. 3 was honestly well done except for maybe a bit too many puzzles and quiet time in between
Yeah, I also had the feeling he would chase you more (Almost like RE2 the silver guy) in the playground sections. There was never any real danger if you kind of saw through how the game was scripted early on
And the final chase with him also felt a bit lackluster to me. I was more frustrated figuring out battery orders than anything.
These drawings might indicate that Catnap is talking to us even though he wasn't here. These drawings also show us that we're being watched and stalked to ensure Catnap doesn't allow us to get too close to Prototype because of his god. Catnap doesn't try kill us, but instead he warned us to leave before we crossed the line.
Even Miss Delight warn us to leave because Catnap doesn't want us to be here. But we have no other choice, but to ignore their warnings because Poppy warn us that the prototype will kill us if we try to leave and escape.
I'm still working on review, this may be the longest review I ever written, but I'll try to gather enough details to fully analysis the game. it's almost done. I divided between non spoilers section and spoilers section.
That is a good point I might have brushed off, it's his way of showing up.
Looking forward to that review
I also want to point out on something that people kind of overlook and it's how a lot of mascot horror games (I want to emphasize on this, since mascot horror cropped up a lot after PP) rely too much on jump scares. They don't know how to build up the horror element with the resources they already have. And as overhyped as Ch. 3 is, I will say it did bring a new expectation to mascot horror and what the genre can expand on and do. I really hope that Ch. 4 moving forward and just new mascot horror games in general can follow this method of horror.