Five Nights at Freddy's

Five Nights at Freddy's

Spudbar 20/ago./2014 às 0:28
Why use jumpscares?
I'll be honest when I say that the game has a lot of suspense, a great atmosphere and is always keeping you paranoid and afraid. This is a great thing for a horror game to have. However when you're building up to something, you expect that something to be something great.
What does the game build up to, every single time? No exceptions? A jumpscare, and game over. This is all I have really seen from the gameplay videos that I watched, and it's all the game really seems to have for a climax. Something pops out suddenly, screams really loudly, you die.
I thought we were done with this sort of thing, honestly. Jumpscares aren't a bad thing to use, plenty of great horror games have something suddenly appearing and scaring the living ♥♥♥♥ out of you. For example the older Resident Evil games had a scene where a zombie dog jumps through a window as you're running past it. You could run or fight it, but it became a threat immediately after getting the jump on you.
Now I see games using it in a really, really lazy fashion. This game isn't any different from Slender. Suddenly the monster appears in your face, screams "Boo!" at you, and you're dead. Game over. There was no threat at all, you get your surprise and that's it. You can't do anything, you're dead. Scary, right?
Actually, no. This is why I really hate so many of these "Besht horrur gamez evur!11!1!" despite being a fan of horror games. This game has a LOT of elements that keep you on the edge of your seat and I love that, but then that's all there really is. There's a really basic story that the game offers, and the main scare is just a basic jumpscare. Really loud, annoying as ♥♥♥♥ noise, and something popping up in your face suddenly.
Why are jumpscares even scary? Well, because it's a natural human reaction to something unexpected, of course! In fact plenty of animals have a similar reaction. If you turn around, and suddenly you see something in front of you that wasn't there before, and you weren't expecting it at all, you would get a moment of fright. Same goes for if, say, someone sneaks up behind you and yells something in your ear. You get scared because you weren't expecting it and it could be something life threatening. What you feel is fear, and I GUESS that's all a horror game is trying to do to the player. Instill fear in them. Well, you know what? Jumpscares do scare you. But it's ♥♥♥♥ing lazy. Abusing a natural reaction over and over is a complete cop out move and doesn't deserve to be the face of horror games.

TL;DR - Game is awesome overall, but personally seems to fall flat on it's face when the main end-scare is always a jumpscare.
Última edição por Spudbar; 21/ago./2014 às 12:34
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Exibindo comentários 1630 de 34
Spudbar 20/ago./2014 às 12:21 
Just to clarify, I want to say that the jumpscares are the only real issue I have with the game. It's something I personally find really bothering to witness in what is more or less a perfect horror game. The game has everything a horror game needs, but in my own eyes fails in the final criteria. The only death you ever have is a jumpscare with one abnoxiously loud noise. In order to not go deaf I turn down the volume significantly, and at that point can barely hear the rest of the game sounds and commentary. I don't mind maybe 1-2 deaths being a jumpscare, but it feels lousy to see that the only death you EVER GET is just the generic jumpscare.
Call it what you want, be it punishment for not playing the game right, or whatever else, the jumpscares just simply aren't truly scary. It's like saying a candy bar is worthy desert after a fancy meal. Is it really? I mean, it works, yeah, sure, but to say it compares to, I don't know, a slice of freshly baked cake is a joke. Some people will accept the candy bar anyway. I guess i'm just one of those people who don't.
This game offers everything great otherwise, but the jumpscares ruin it for me. I actually can see why the game is so well praised, that was just me being harsh in the OP, but damn. All this creativity in a game yet something so generic at the end is something that really pisses me off.
The Bees 20/ago./2014 às 12:22 
Escrito originalmente por ∞HP | Darasv:
This is all I have really seen from the gameplay videos that I watched...

Stopped reading here. I saw the same kind of posts on the OlliOlli forum. Watching someone else play and playing it yourself are two completely different things. For me, this is not only one of the best horror games I've ever played, but one of the best Indie games as well.
Spudbar 20/ago./2014 às 12:32 
Escrito originalmente por Zanuka:
Escrito originalmente por ∞HP | Darasv:
This is all I have really seen from the gameplay videos that I watched...

Stopped reading here. I saw the same kind of posts on the OlliOlli forum. Watching someone else play and playing it yourself are two completely different things. For me, this is not only one of the best horror games I've ever played, but one of the best Indie games as well.

Yes, because not having actually played the game IMMEDIATELY discredits absolutely all likes and dislikes about a game. You're an idiot. I don't need to play the game to say that everything about the game is amazing up until the point where they end your game with a jumpscare every single time. There was a lot more they could have done, and I personally don't like the use of having something pop out and play an unearthly loud abnoxious sound in what is more or less a great horror game. Also, if you can't read, try the TL;DR next time.

Escrito originalmente por ∞HP | Darasv:
TL;DR - Game is awesome overall, but personally seems to fall flat on it's face when the main end-scare is always a jumpscare.

OlliOlli isn't even remotely a similar game. You can judge a game without playing it. I can say a game has bad graphics without playing it. You can understand the mechanics of the game without playing it. You can see what a game has to offer without playing it. This is a simple game. If you have any experience with horror games, you can tell what makes a horror game (at least, to you) scary or not without having to experience it.
Última edição por Spudbar; 20/ago./2014 às 12:34
Rex Zakel 20/ago./2014 às 13:01 
Escrito originalmente por MechaMarshmallow:
It does rely on jumpscares, but not in the same way as most jumpscare horror games.

In most games like that, the horror is more surprise than real horror. You're scared because BOO! The monster came out of nowhere with a loud noise. It's not 'real' horror. It's just a natural human reaction to be shocked.

Freddy's is a little different. The reason it's so successful and popular is not because of the jumpscares but the way it sets you up for the scares with the creeping dread and stress that comes before it. You're sitting powerless to do much but watch as the monsters slowly wander closer and closer. You can't even watch them all the time, because that uses power, but you need to know where they are. It starts slow but grows more and more frantic as all four monsters come in to play. You have to quickly flick through cameras to try and find them all, to make sure they're all accounted for. And if they're not, maybe one's in the kitchen - or standing right next to you.

That's when the jumpscare comes. When the game's had you on edge for the last few minutes and you're frantically clicking around. You're distracted and busy and stressed out. And THEN the monster screams in your face - once you're in the perfect mental state to be scared by it.

I'll agree that jump scares can be a cheap way to be scary, and I much prefer a more atmospheric game myself, but Freddy's is at least a step ahead its jumpscare competition - as well as including an original gameplay mechanic that works to enhance the jumpscares.

This guy has it spot on, I applaud you. Mind if I quote you to show some people why these jumpscares are so good?
chaotix14 20/ago./2014 às 13:11 
First things first, I haven't played it and I'll never play this game. For the simple reason that while I like horror, games like these mess me up too bad, even watching a let's play or looking at the more disturbed images on the wiki cause some terror with me.

The thing is in the end the game still relies on the jumpscare, or more precisely sensory overload. Why I call it sensory overload would be because while watching gameplay footage the jumpscares got to me only when I had the sound above a certain percentage, if the sound was low enough I didn't experience a jump scare. The terror you experience when playing this game comes from the desire to avoid said sensory overload. The game is very mechanical in that manner, and that itself causes paranoia. "Did I check pirate cove enough? I looked at Freddy for 2 times, I can't see where he is and when I do I'm dead. Oh god, my power is running out. Where is Bonnie?" The terror and the paranoia are the things that make this game what it is, however the only way to instigate that terror and paranoia is a powerfull backlask if you fail, however getting a powerfull backlash in a game is hard, especially when you don't have anything to lose. However a jumpscare(sensory overload) is one of the few things that directly affect a player without the need of something ingame to facilitate the backlash.

Also the art style works in the favor of the game, the characters are made in such a way that they fall right in the uncanny valley, not even taking in account some of the more disturbing things you might find if you look a bit closer(basically looking at the backstory, which you can find on the wiki) or at the right times.
Última edição por chaotix14; 20/ago./2014 às 13:15
Ulti 20/ago./2014 às 14:11 
The game is extremely simple in that its rules are easy to understand and circumvent death, difficulty at later nights comes from power management thanks to higher frequency of movement rather than any new elements.
OOTN 20/ago./2014 às 14:28 
The entire game is jam packed with suspense and well done ambient horror. The shock scares are there to punish you for losing the game. It makes the threat of failure so much more terrifying.

What the hell would the game be like if losing wasn't scary? Would you prefer they DIDNT attack you if they catch you? What should happen instead? A black screen? Something that ISNT scary?
racknae 20/ago./2014 às 14:40 
It's less what's going to happen when you screw up. It's more a matter of when.
AvengedWerehog 20/ago./2014 às 14:47 
People are calling it the best horror game because it's different. I don't believe it is, i'd say it's the best indie horror game though. I personally like other concepts better even horror elements in non-horror games. My personal favourite 'scary' game element is Giygas from EarthBound. But this is just my opinion, doesn't have to be yours. I've grown rather non scared of this game too in being a programmer myself and working out what the developer has done with the code and the scares. It's really simple to beat this IF you know what he has done with the code behind it. It's still good though, I was obsessing over it being released, especially at school. My friends were all sick of me by the end of it.
The Bees 20/ago./2014 às 15:14 
Escrito originalmente por ∞HP | Darasv:
You're an idiot.

Try reading and thinking about what I said instead of putting words in my mouth and resorting to insults. You actually do need to play a horror game, rather than watch someone else's playthrough, to truly know how scary it is. I'm not saying watching others can't be scary, but you aren't getting the full experience. So obviously the jumpscare that you've devalued entirely isn't going to have the same effect on you since you're only watching. The fact that you didn't even consider my point and had to hide behind insults just shows how weak your argument is.

I never said OlliOlli was similar in any way other than that it was simply another case of people who had never played something, and yet acted as if they had because they'd watched someone else's gameplay.

And let me finish by asking a simple question: Do you think professional game reviewers play the games they review, or do they merely watch someone else play instead? And why do you think that is?

Anyways, if jumpscares don't do it for you, EVER, then this game is not for you, but as far as horror games go, this has managed to scare me more than Amnesia and Outlast ever did. After only 20 minutes, it had become an instant classic for me.
Última edição por The Bees; 20/ago./2014 às 15:40
Spudbar 20/ago./2014 às 15:56 
Escrito originalmente por Zanuka:
Try reading and thinking about what I said instead of putting words in my mouth and resorting to insults. You actually do need to play a horror game, rather than watch someone else's playthrough, to truly know how scary it is. I'm not saying watching others can't be scary, but you aren't getting the full experience. So obviously the jumpscare that you've devalued entirely isn't going to have the same effect on you since you're only watching. The fact that you didn't even consider my point and had to hide behind insults just shows how weak your argument is.

Alright, spot out where I put words into your mouth. Because that was nowhere. You dismissed everything I had to say and

Escrito originalmente por Zanuka:
Stopped reading

because I hadn't played the game myself.
Also, what WAS your point? That you saw similar posts like this on OlliOlli and so you completely dismissed my points and that you thought it was the best horror/indie game without even stating a reason why? Not even one thing you liked about it? Sorry but there was no arguement there. You were merely expression your opinion and all the while explaining how I have no credit because I didn't play the game.

Let me explain something to you. I've experienced jumpscares before. On videos, in the middle of games, it doesn't matter. You don't have to be a rocket scientist to know that a jumpscare isn't actually scary. A jumpscare is, and always has been, in every game, including this one, loud and obnoxious. It's an exploit of your natural reaction to something appearing in front of you suddenly, or a random loud noise. Sure, you feel fear, but was it true fear? Not really. It doesn't take you playing the game to figure this out, yet you apparently just can't accept this. You still think this is me saying the game isn't scary because I watched videos and didn't get scared, or something like that. I honestly don't know what you think, but I can't be too far off.

Escrito originalmente por Zanuka:
I never said OlliOlli was similar in any way other than that it was simply another case of people who had never played something, and yet acting as if they had because they'd watched someone else's gameplay.

And I never said you said it was a similar game. I was just stating that the two games were completely different. You don't look at two different genres the same way. This game has very simple though effective mechanics and doesn't focus on gameplay aspects. You can't judge gameplay aspects that much until you actually experience them. Good thing I never judged those elements, just the rest of the game. It's actually really, really easy to not have played the game yet understand it well enough after seeing and learning how it works whether or not it is at least POTENTIALLY effective. Everything in this game does work, and those who have played it agree, in fact I never said the jumpscares didn't work. They're just not that creative.

To answer your last question - This isn't a professional review. This really isn't a review at all, it's more just a rant on jumpscares by someone deprived of sleep. Obviously if I was reviewing the game I would put it in the reccomendation section on the store page after I played it.
Spudbar 20/ago./2014 às 16:04 
Escrito originalmente por OOTN:
The entire game is jam packed with suspense and well done ambient horror. The shock scares are there to punish you for losing the game. It makes the threat of failure so much more terrifying.

What the hell would the game be like if losing wasn't scary? Would you prefer they DIDNT attack you if they catch you? What should happen instead? A black screen? Something that ISNT scary?

Yeah, I don't buy the whole "Punishment for failure" deal. Is going back to the start of the day not enough? The threat of losing could still be there if you very much wanted it. It doesn't have to jump in your face and screech like a banshee to get the point across though.

Oh, and who said make the game not scary? There's such a thing as being scary while also subtle. Imagine if the doors stayed closed when the power went off, and you heard something knocking at that door. You then hear what sounds like scratching, and the door seems to jitter ever so slightly, before lifting but an inch off the ground and sliding up. Then sliding up more. A fuzzy looking arm reaches underneath the door, and then lifts it up. You can use your imagination from there i'm sure.
Mogsta 20/ago./2014 às 18:41 
Not to discredit other indie horror titles, but I think many are praising this game because it isnt the whole overdone 'collect X amount of items in this random location before the monster gets you!' type thing.
It can be considered refeshing after all the slender clones that were oversaturating the horror scene for a bit there.
Bauhaus 21/ago./2014 às 4:53 
Gotta love it when people answer their own question without realizing it. Almost verything you said in the OP is true, just gotta connect the dots.

Your one mistake was associating jump "scares" to fear. Jump scares aren't scary, they're startling (you describe this extensively, yet insist on calling it fear). Fear is the tense anxiety that grips you when you *think* something awful might happen. Whether that something is a jump scare or the dogs from Resident Evil (which is just another jump scare btw, being able to fight them changes nothing) is irrelevant, because fear is everything that preceded that moment.

This is why this game is so effective, much like a kid who lies awake all night *thinking* there's a boogeyman in the closet, the game is just as scary without ever seeing a single jump scare.

Somebody described it pretty well in an earlier post, lemme dig it up...

Escrito originalmente por ∞HP | Darasv:
...the game has a lot of suspense, a great atmosphere and is always keeping you paranoid and afraid.

...oh wait, that was you. ;)
Eibon 21/ago./2014 às 5:07 
I like the atmosphere of the game.

It's a mix of Containment Breach, Chuckee Cheeses, and the Weeping Angels back when they weren't beaten to death by Stephen Moffat.

The animatronic animals do a pretty good job at being creepy because they are basically a walking juxtaposition: something we normally associate with positive memories is out trying to kill us while looking hella creeptastic.

The resource management and camera approach is cool, because you don't have any direct control over your fate, like you do in something like Amnesia. To clarify a bit, you are forced to sit - you cannot run, you can't hide, you have to watch as they get closer, and hope that you can create a barrier to keep them out.

The reason it reminds me of Containment Breach is the power management mechanics - Containtment Breach had a blinking mechanic that would force your character to close its eyes after a set period of time, thus letting the monster advance towards you. In this, it's the same set up: you have a bar that ticks down/up until you cannot protect yourself anymore. The tension that comes with managing a resource that is the only thing that lets you survive is pretty tense.

When it comes down to it, I don't find this game very scary or frightening. But I love the animatronic goonies, the simple, yet hilariously stupid, explanation for why you die when you get caught, and the throw back to child hood imagery (I never frequented Chuckee Cheeses, but I went once or twice)
Última edição por Eibon; 21/ago./2014 às 5:07
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