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poptart_fairy posted:People seem goddamn obsessed with this being true and I don't get why. There was a Youtube video a few months back where a guy pretty much nailed down exactly what happened in the backstory based entirely on the death minigames in FNAF2. He was right about everything except for purple guy being phone guy. His argument that purple guy is phone guy is that he likes foxy and that his baton kinda looks like a phone in Atari form and I think that people are assuming that since he was right about everything else he must be right about this too.
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# ? Mar 9, 2015 16:33 |
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# ? May 9, 2024 11:18 |
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Fojar38 posted:There was a Youtube video a few months back where a guy pretty much nailed down exactly what happened in the backstory based entirely on the death minigames in FNAF2. He was right about everything except for purple guy being phone guy. His argument that purple guy is phone guy is that he likes foxy and that his baton kinda looks like a phone in Atari form and I think that people are assuming that since he was right about everything else he must be right about this too. There's more to the death mini games than what they look like? Is that in readable form? Because I have no interest in watching a guy ramble about fan speculation.
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# ? Mar 9, 2015 16:47 |
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Len posted:There's more to the death mini games than what they look like? Is that in readable form? Because I have no interest in watching a guy ramble about fan speculation. Probably on the wikia (of course there's a wikia for this thing). But the gist of it is that the minigames depict the purple guy's murders, first at the original Fredbear's Family Diner then later at the FNaF 2 location. But the first kid killed becomes a spooky ghost and puts the other ghosts into the animatronics to get revenge. And in one of them, the purple dude will rarely run out and end you. That's basically all there is too them, in FNaF 2 at least. That video was pretty funny though. "Look at this 5-pixel horizontal bar. Doesn't it look like....a phone???"
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# ? Mar 9, 2015 17:21 |
There was also the speculation due to Phone Guy being an unreliable narrator and downplaying the dangers of the situation that led people to believe that he might have been in on the murders, and the fact that he had you on guard during the day shift during the Bite suggested that he was setting you up to take the fall. It was a weak kind of logic but in something as obtuse as this rumors were almost as common as they were nonsensical
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# ? Mar 9, 2015 19:19 |
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frozenpeas posted:White Night ends with
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# ? Mar 9, 2015 19:34 |
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AMooseDoesStuff posted:So Purple Guy is also Phone Guy? FNAF 2 dayshift guard. At least that seems to be the case, given the FNAF 2 messages. Couldn't be Phone Guy because he's dead by the time Purple Guy is disassembling the animatronics.
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# ? Mar 9, 2015 19:58 |
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EDIT: Moved to a more appropriate thread.
MiddleOne fucked around with this message at 21:39 on Mar 9, 2015 |
# ? Mar 9, 2015 21:06 |
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There's a bit of the FNaF story that I still don't get-- I get the main four animatronics and the Puppet being how they are, but then what's with the other animatronics also thirsting for blood? Are they all possessed by the spirits of murdered children or something?
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# ? Mar 9, 2015 22:23 |
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Ofaloaf posted:There's a bit of the FNaF story that I still don't get-- I get the main four animatronics and the Puppet being how they are, but then what's with the other animatronics also thirsting for blood? Are they all possessed by the spirits of murdered children or something? I could swear it implies that the Puppet made it so their facial recognition systems see all adults as threats, trying to nail the guy that killed them Not 100% certain though, its been a while.
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# ? Mar 9, 2015 23:13 |
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After this thread reminded me of its existence, I purchased Tormentum. Not very difficult by point and click adventure game standards, but I felt challenged on a couple of the puzzles. Art was beautiful and the characters were interesting, but the game is painfully short. I beat it in about 2 hours and that was with pausing to work out a more difficult puzzle.
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# ? Mar 9, 2015 23:44 |
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Ofaloaf posted:There's a bit of the FNaF story that I still don't get-- I get the main four animatronics and the Puppet being how they are, but then what's with the other animatronics also thirsting for blood? Are they all possessed by the spirits of murdered children or something? I think that the player character in FNAF2 is the killer because that's the only reason I can think of for the toy animatronics to attack him. Remember they're all programmed with a facial recognition system and a predator database and detection system.
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# ? Mar 9, 2015 23:44 |
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Danaru posted:I could swear it implies that the Puppet made it so their facial recognition systems see all adults as threats, trying to nail the guy that killed them Not 100% certain though, its been a while. That's the implication, yes. They only go totally berserk when the killer strikes again and the other five suits are possessed.
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# ? Mar 9, 2015 23:45 |
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Fojar38 posted:I think that the player character in FNAF2 is the killer because that's the only reason I can think of for the toy animatronics to attack him. Remember they're all programmed with a facial recognition system and a predator database and detection system. Except I think that player character is the victim of the bite of '87 - unsure how much of that is fan conjecture and how much is supported by the games though.
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# ? Mar 10, 2015 03:35 |
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SUPERMAN'S GAL PAL posted:Except I think that player character is the victim of the bite of '87 - unsure how much of that is fan conjecture and how much is supported by the games though. It's pretty likely, given what we know now. The animatronics are protective of kids and wary of adults and security guards in particular. Phone Guy tells the PC to stick near the animatronics to make sure they don't hurt anyone. The irony is too good to pass up.
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# ? Mar 10, 2015 03:39 |
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SUPERMAN'S GAL PAL posted:Except I think that player character is the victim of the bite of '87 - unsure how much of that is fan conjecture and how much is supported by the games though. I haven't played that much of FNAF but what the hell is "The Bite of '87"
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# ? Mar 10, 2015 03:45 |
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All of this is why I haven't bought a Five Nights at Freddy's game after the first. At least if you stick to the first you can pretend there's no real "story" and just enjoy the unique premise and atmosphere, after the first there's this whole lore that's not anywhere near as interesting as it thinks it is, and people just never stop dissecting it even though there's not really that much to dissect.
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# ? Mar 10, 2015 03:51 |
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King Vidiot posted:All of this is why I haven't bought a Five Nights at Freddy's game after the first. At least if you stick to the first you can pretend there's no real "story" and just enjoy the unique premise and atmosphere, after the first there's this whole lore that's not anywhere near as interesting as it thinks it is, and people just never stop dissecting it even though there's not really that much to dissect. It doesn't have all that much self-importance about its own story, that nonsense is on the fans. The premise is basic as anything - kids get killed, haunt creepy animatronics, enact revenge on their killer with some collateral damage. It's just that the timeline is chopped up and rearranged a little bit and the story's actually properly merged into the gameplay instead of exposited at you, which, surprise surprise, makes it a lot more compelling for people.
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# ? Mar 10, 2015 03:55 |
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Cowman posted:I haven't played that much of FNAF but what the hell is "The Bite of '87" Phone Guy mentions it on your first night in FNAF1. It was apparently an event in which someone got their frontal lobe bitten off and survived. He mentions it while talking about how the animatronics used to be allowed to free roam during the day. Considering Jeremy Fitzgerald gets assigned the day shift at the end of FNAF2... Shadowlyger fucked around with this message at 05:33 on Mar 10, 2015 |
# ? Mar 10, 2015 05:31 |
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Oxxidation posted:It doesn't have all that much self-importance about its own story, that nonsense is on the fans. The premise is basic as anything - kids get killed, haunt creepy animatronics, enact revenge on their killer with some collateral damage. It's just that the timeline is chopped up and rearranged a little bit and the story's actually properly merged into the gameplay instead of exposited at you, which, surprise surprise, makes it a lot more compelling for people. Pretty much. I've always enjoyed creepypasta stuff (in spite of the name and lovely "OH GOD TOTALLY REAL" element...) and the game seems heavily based around that. There's a lot to rummage through and I find a lot of the theories and connections people make to be pretty interesting.
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# ? Mar 11, 2015 12:59 |
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Routine devs released a couple screenshots and claim to not be dead.
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# ? Mar 12, 2015 01:41 |
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Improbable Lobster posted:
that kinda looks like alien: isolation
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# ? Mar 12, 2015 03:53 |
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ayn rand hand job posted:that kinda looks like alien: isolation NO! They did the lo-fi Alien-inspired sci-fi horror first and Alien: Isolation is ripping them off.
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# ? Mar 12, 2015 04:02 |
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ayn rand hand job posted:that kinda looks like alien: isolation Its another cheap indie knockoff.
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# ? Mar 12, 2015 04:03 |
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To be fair I think Routine was announced first, Alien: Isolation just managed to actually produce a real life game first.
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# ? Mar 12, 2015 04:34 |
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Xenomrph posted:To be fair I think Routine was announced first, Alien: Isolation just managed to actually produce a real life game first. That is the joke yes
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# ? Mar 12, 2015 04:38 |
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Routine also released actual footage and screenshots before Alien: Isolation was announced.
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# ? Mar 12, 2015 04:38 |
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King Vidiot posted:Routine also released actual footage and screenshots before Alien: Isolation was announced. They do not seem to be anywhere closer to release however Gotta be honest: while I was really excited for it at first Alien Isolation quenched my thirst for retro space horror
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# ? Mar 12, 2015 05:09 |
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I feel so super bad for those Routine guys. It's not all that often that a developer really gets their lunch eaten like this.
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# ? Mar 12, 2015 05:32 |
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I don't know, they were riding the wave of horror popularity following Penumbra/Amnesia. Their aesthetic is straight up Dead Space, Doom 3 did the whole interactive panel thing, System Shock had the killer androids and they were just unfortunate enough to lose out to Alien: Isolation which did all the above in one game. This is what happens when you enter a surging market. People beat you to the punch.
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# ? Mar 12, 2015 06:00 |
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Does it count as plagiarism if the product that beat them is based on what their game was inspired by.
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# ? Mar 12, 2015 15:46 |
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I don't really get the "lunch eaten" sentiment. I mean, I haven't had a chance to play Alien: Isolation yet because I just recently upgraded my graphics card and have been working through some other games, but from screens, the aesthetics seem different enough, they're different settings, and well, both games have been beaten to the punch by "exploration with a big bad stalking you".
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# ? Mar 12, 2015 16:49 |
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They're both 70s futurism themed survivals with stealth mechanics in space with an unbeatable foe ?
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# ? Mar 12, 2015 17:25 |
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unpacked robinhood posted:They're both 70s futurism themed survivals with stealth mechanics in space with an unbeatable foe ? TBF the only thing we know about the robots in Routine is that they're very strong
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# ? Mar 12, 2015 17:48 |
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Routine sounds different enough to be interesting. It has perma-death, which necessitates a huge change in design compared to Alien: Isolation. The robots and your methods for dealing with them looked significantly different and weaker. There were the sewers which were apparently kind of a bonus hard-mode area. But the similarities to A:I are going to invite inevitable (and perfectly reasonable) comparisons. Since Lunar Industries doesn't have the money and manpower of a triple-A developer/publisher and isn't working with a well-established and beloved IP, its unlikely those comparisons are going to be favorable. Conversely, had they actually released the game in a timely fashion and it had been good, Alien: Isolation could have been the one being compared to it. But instead, Routine has lost a lot of its appeal and aesthetic advantage.
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# ? Mar 13, 2015 01:10 |
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1stGear posted:Lunar Industries Please tell me that there's a deuterium mining operation on the dark side.
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# ? Mar 13, 2015 01:59 |
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Danaru posted:I could swear it implies that the Puppet made it so their facial recognition systems see all adults as threats, trying to nail the guy that killed them Not 100% certain though, its been a while. I think a more likely explanation goes like this: imagine you're Purple Guy, and you're worried people might notice the fancy animatronics with links to child predator databases act funny around you. The solution would be to tamper with the animatronics so they see all adults as probable child predators. This is supported by Phone Guy saying that the characters are acting strange around adults, but not children. This would explain why more than just the original 5 possessed animatronics act screwy and try to kill you: Purple Guy messed them up, so he's not only responsible for killing the children, but also for the non-possessed robots killing/maiming other people.
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# ? Mar 13, 2015 07:42 |
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So more on White Night, since I finally finished it. Holy poo poo it has some terrible parts toward the end. My nominations for most horrendous gameplay go to the Attic Ghost Gauntlet and Basement Maintenance Man sections. There seriously needs to be a moratorium in game design on the "head on into the basement/cellar/sewers and just go ahead and do a little plumbing to progress to the next part". It woudn't have been quite as bad if not for the camera angles and cheap deaths which were already mentioned. I was ready to defend the camera and ghost sections at first, but they really wear them out as the game goes on, because it makes it really lovely to navigate when you miss whole sections of a room while stumbling into ghosts you can't see. On top of all that, interactive stuff is totally lost in the screen. The black and white style looks fantastic but is rear end to try to navigate when it comes to usable items, they should have done something like what Neverending Nightmares did and colored the things that are interactive.frozenpeas posted:White Night ends with the predictable twist of you being the evil serial killer, finding your most recent victim, who's been appearing as a ghost to help you, in the boot of your car and tossing her into an open grave. You spout a final noirish epithet and the screen fades to black as jazz plays. The implication is that the woman only has value as a dying victim and her forgiveness frees you, the fedora wearing psycho amnesiac, from any guilt or consequences of your past actions. So basically, it's the French bagging on America RightClickSaveAs fucked around with this message at 07:34 on Mar 14, 2015 |
# ? Mar 14, 2015 07:31 |
RightClickSaveAs posted:There seriously needs to be a moratorium in game design on the "head on into the basement/cellar/sewers and just go ahead and do a little plumbing to progress to the next part". I'm just getting around to finishing Outlast, and this thought crossed my mind a couple times. I'm sure it's tough finding reasons for the protagonist to go to different scary places and funneling you into certain corridors is very helpful, but it's really silly how artificial it is when horror games keep sending you to basements or attics to flip switches. By the time my character decided to drop into the sewer system, then spent a while doing some routine maintenance to drain water out of lower tunnels so that he could go even deeper, for no particular reason except that there's only one open critical path, I had completely lost any sense of immersion. The only way the game scares me at all now is the occasional jump scare. I think it's telling that the scariest horror game that I've seen in the last year has been the Silent Hills demo, and it doesn't really present you with any kind of clear goals. I imagine it's a lot tougher to make a whole horror game with that level of detail though. I wonder how much time and effort went into creating just that one hallway loop.
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# ? Mar 16, 2015 09:15 |
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There needs to be a moratorium on turning on generators in games for at least three years.
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# ? Mar 16, 2015 14:59 |
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# ? May 9, 2024 11:18 |
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I don't care about generators or flipping fuse boxes in creepy old basements etc. But there definitely needs to be a halt on sewer levels completely. They're not fun. Ever. And where do people live where these cavernous sewers exist? I know NYC and Paris have labyrinthine sewers but Deadlight turned the sewers under Seattle into a multi-floored maze deathtrap. The sewers are a cliche within a cliche. e: On second thought I think Half-Life and Half-Life 2 are the only times when I was engaged with navigating winding tunnels and raising water levels. And I don't think engaged is the right word, I just wasn't disinterested.
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# ? Mar 16, 2015 15:09 |