Thank you all so much for watching! You all have given me so much support and it's just been amazing. So many fantastic and insightful comments as well. 😄 There are a couple things I want to say here. First, I've been trying my hardest to either Heart or respond to every comment. And while I've been successful in keeping up most of the time (so far), there are way too many to reliably keep up with. So even if I don't react to your comment, just know that I greatly appreciate it! I seriously love reading and interacting with them all. It's been a blast. Edit: Shawn from the future here. According to the new Scott interview (on Dawko's channel) (2024), Scott had a story concept and Steel Wool filled in the gaps and ran with it in their own direction. Scott had the idea of leaving Burntrap as an inanimate object hidden away in corners that would be related to the "story" in some undisclosed way, and Steel Wool turned Burntrap into a reanimated "boss." So overall, we can't quite know who's responsible because no one knows what the crap Scott was thinking or what the intention behind Burntrap was and if it was Afton-related. However, even if Scott is to blame, this is ultimately Steel Wool's project and responsibility. I will leave my previous discussion about this below, which still includes useful information. One unknown that the comments and I have been trying to figure out is the extent of Scott's involvement, especially when it comes to the universally disliked and incomprehensibly strange existence of Burntrap. I made an assumption/prediction in the video that it was led by Steel Wool, and I think that's a fair assessment given it's their game and the story and even the lore is rather incomplete or non-existent, with an obvious reliance on using Afton as a crutch. However, there seems to be official word from Steel Wool (link below, but I'll quote the entire thing here) that specifically says, "[The writing] is really collaborative but Scott has final say in everything and he creates the overall story concept. When we have unique ideas we're comfortable pitching them to him and he really is super receptive which really allows us to have a creative voice." This is unfortunately not looking great on Scott now, and even if this was Steel Wool's idea, I'm sure Scott would've had to approve it. However, it is worth noting that we don't have details about any of the developmental and approval processes at any point during development. Steel Wool has also strongly suggested, in both Dawko and GameJolt's interviews, that they were the ones who came up with the ideas of Freddy being a good guy caring for a child (essentially the basic concept of the game). Therefore, we just don't know the extent of these story concepts and who created what, but there are a couple things we know for sure. First, Steel Wool created a game virtually without a story, motivations, or character development, or in some cases characters at all, and that's important to keep in mind no matter what story concept was supposed to be there. The writing itself was most likely done by Steel Wool as well, since the writing is inconsistent with what Scott has written in the past for his games. Second, they're both at least partially responsible, which is a bit shocking to me that Scott may be the one who brought Afton back, despite me thinking it'd only make sense if Steel Wool were the ones who brought Afton back as a continuation of the one-off digital essence Glitchtrap story that tied their VR Help Wanted game together. Thank you all for sharing information and I apologize for anything that may not have been the whole truth -- that wasn't my intent. www.reddit.com/r/fivenightsatfreddys/comments/mrhvt7/answered_questions_on_the_nvidia_stream/ Edit: I appreciate a lot of the great feedback I've been receiving as well! My title worked but my thumbnail was crap, so I fixed it. And some of the extended clip segments may have been too long. I don't often include so many clips, but Security Breach is quite a unique case where the game is essentially defined by its online legacy and brokenness. I'll try to limit the clips in the future, but if a future video (e.g., the DLC) contains another longer segment of clips, I'll consider adding my own post-commentary on top of any clips that don't have any.
@@EvilBandeez It kinda seems that way. I don't know why Glitchtrap didn't stay as a standalone thing in Help Wanted. I don't know how they even remotely thought bringing back Afton was a good idea in Security Breach. But I don't know how something like that would've gotten past Scott without his explicit approval. But also, it could've been Steel Wool trying to slap something in for the finale 'cause they didn't have anything else. I really don't know unfortunately.
@@DesignFrameCaseStudies from a lore perspective it makes sense, theres no reason help wanted would be a standalond thing, that game clearly tease vanny. Also everithing point out that someone bring afton back, game theory said it was elizabeth the last video, im not sure if it was her, but the lore seems to indicate that we stop the new villians trap. And afton just revive for a short time and in a incomplete way because of gregory. So i think the contradictions happens because they show a really incomplete picture in the main history, and gregory identiti is still a mistery in the lore, exept he is not an inocent kid. He is more, most likely a robot. Scot probably aprove the ideas because they work in the lore, and didnt care about the main story
@@DesignFrameCaseStudies i have a feeling that there is some underlying lore about burntrap that hasn't been explained yet. Whether because it's cut, or they want to elaborate in a future game or dlc, or whatever, but I think there is or was some important and actually interesting plot point and reason to bring him back. One theory I've seen brought up is: Burntrap could just be the husk of springtrap, no William soul at all. #1 I haven't read it, but the man in room 1280 seems to imply that the body of Afton himself is long gone from the suit, in a coma having ucn as a nightmare wherever the book takes place. #2, burntrap never talks. Even springtrap made vague, audible groans, and eventually got a voice in AR, and scraptrap talked like a cartoon villain, but burntrap is completely silent outside of a tiny, almost inaudible gasp when he's grabbed by the Blob. #3: it has been proven that burntrap is incomplete. Maybe the part missing is afton himself, and this is just the suit with trace remnants of agony? Look. I don't think Scott is stupid. There has to have been some underlying reason he approved it that we don't know about. Whether it was cut, or if it will be revealed in the future, I don't know. We just have to wait and see and that's what sucks.
What always confused me about security breach was that no one on the dev team asked the question of, “Why didn’t greg just stay in Freddy’s room the entire night”
The thing is, that would have been a much better usage of the time. Make Security Breach work like Porkchop's Adventure, but time-based. You can stay in Freddy's room for half an hour, playing his arcade and only having to avoid Vannessa and the bots occasionally coming in, or you can risk going out to get other endings (In this version, we'd skip over the six linear hours and make the full game be based on finding clues to unlock endings).
Because they cut the part of the game where Gregory is there investigating the disappearances of other children. Gregory has cut dialogue asking about the missing kids and this plotline is mentioned directly at the midway point when you have to choose to stay, fight Vanny, or leave. The next explicit mention is in the ending where Gregory leaves and Vanny hunts him down in an alley where he's taken shelter in a box with a newspaper for a blanket mentioning the disappearances. Partly fueling my belief that that ending storyboard was originally the opening of the game, giving a reason for Gregory running from Vanny/Vanessa, investigating those disappearances while he's there, and even the cut on his arm. There's one last mention in a collectible, so at some point it was central to the plot (otherwise why mention it in the cutscene midgame?) but was cut for whatever reason. Much like the dialogue and cinematics shown in the trailer that straight up never happen during the game, we know Afton had voicework and they hired an actor to do his lines of dialogue but in the game he's 1000% silent. So really the answer why he doesn't just stay in the room is because Steel Wool cut out the reason and forgot to write a new one.
Gregory investigating the disappearances makes some sense. I was confused that a possible motive like that only appeared during one of the ending cutscenes. Came out of no where. It would've been so much clearer had that idea been seeded in the beginning.
Roxy being able to see through walls and Monty being able to break through doors could've been possible reasons if they bothered to utilize those abilities in the narrative.
I feel like shattered monty could've been the only animatronic that can follow you into vents, meaning you'd gain access to new areas but also lose a safe spot.
Cool idea, if not for the mini Music Men that appear in nearly every vent already, that just kind of exist because yes. Like there is exactly 1 or 2 duffel bag messages that hints at their existence, and they are never mentioned in any capacity beyond that. Gregory doesn't even bother to mention it to Freddy after your first encounter with one.
@@eternallylearning2811I don’t think that’s a good enough reason tbh. “Some person on the internet wrote that he can use vents so he should be able to use vents in canon”
@@shimmershine6902 Well I do think its a good enough reason it's called acknowledging when fandoms have good ideas and it's not just one person that wrote that it's a common thing I've seen in Fanstuff involving moon and let's face it he looks like he would fit in a lot of tight spaces.
Yeah, it's Okey to not know a character's motive overall, but not knowing their motive for the moment is just bad, especially for video games where you control the character. Your immediate motive should match the character's motive like "do not die", "do not starve", "find safety". In the game your immediate motive is to "find safety " but when one is presented to you(Vanessa) they don't give a reason not to take it.
@@sr.palit0 if they realese the cutted part instead of this 10 times more greater and atleast will be far easer to fix also I wonder if they took the family friend thing too seriously, so this game is not for 1-2 years old. seriously puss in boot last wish the movie is considered family friendly but it still has crazy scenes its a movie but still maybe everything will we if they wont shooted cencors like a minigun
The over-excessive inclusions of the sound that frequently happens when the player has been spotted is the equivalent to the whipcrack sound effect from a single episode of Johnny Test
I once tried to watch a video of people counting the whip cracks while drinking but there was way to much and I knew they would get alcohol poisoning at the end💀
I think the simplest way to fix Gregory’s baseless motive for running away from Vanessa would be to play into the fact that he is literally just a kid. If I were a 9 year old and I figured out a way to spend the whole night at my favorite fun park, of course I’d want to get away from the security guard. And then that neatly falls into terror when you finally get caught by Vanessa and she becomes Vanny so now Gregory legitimately wants to get out but can’t because the doors locked. Just making Gregory act like a kid would help a lot for his character.
That sounds like a great starting point for the story! It's also weird that Freddy himself never considers your idea that maybe Gregory is lying so he can spend the night there.
@@tadeocaputo2036 This is completely fair. However, the main story shouldn't be what is cryptic or casual players will loose interest. You could also use the 9-year old kid wanting to be in the place story line but have hidden secrets that tell otherwise. So there is a story that makes sense to follow but also neat theory crafting potential.
@@professorgames3261 yeah, but thats a problem whit all fnaf games. No sense why the security guards keep coming for such a low salary. Only later games explain the reason, but even then the answer was indirect. Sorry for bad english
A lot of ppl, including me, theorized he was literally homeless since he sleeps in a box at some point. I really liked the idea that he breaks in just for shelter and food, and that’s also why Vanessa can’t seem to locate his parents. But they never really did anything with it.
Pizzeria Simulator was the perfect ending for the series. It was logical, a son FINALLY able to destroy his murderous father's remains and legacy, innocent victims finally laid to rest, and a father able to let his daughter know that he loves her & show approval at how, even in death, she strove to rescue other innocent souls, all while damning the soul of a killer who exploited his dream to create something beautiful & magical for children to Hell. I still cry at the true ending's final dialogue. It should have ended there.
The Afton plotline should have ended there altogether, however the world it's self still had/has room to grow. So new Aftonless stories I think would be/are a good way to go.
honestly the most painful thing to come out of all of this is Markiplier's gameplay. You can see at points how frustrated he is by everything going on and desperately trying to compliment it but you can see he just hates everything about it. when I see him play the original games or playing shit like the Stickmen series, you can see how much fun he's having. But here, he just isn't happy.
At first I was getting annoyed that he wasn't letting himself be immersed or enjoy it...then I realized how frustrating and unpleasant the game itself is. Who can blame him for being aggravated?
Yeah, watching the whole playthrough just became depressing to me, with Mark's spirit being broken and him just despararely trying to get it over with. Also, I still cant believe it that disabling all kinds of saving for half of a whole game was intentional and considered a good idea.
@@maddyschad6649 I thought we all agreed that not being able to save for hours at a time is bad. Did we not learn from all the old school games that were impossible to beat??
Not gonna lie, Markiplier desperately calling for Freddy while running for his life and then IMMEDIATELY getting ignored and left behind so he desperately screamed louder that Freddy's a bitch just SENT me.
Itr was a pretty bad show of the Games Tracking system for Freddy. Mark's reaction combined with it was Priceless.... STILL Priceless. If they actually made his AI better (Tracking where the Player is caling him, not following the order of Calls from first press to most recent) It wouldn't be as Amazing.
@@Staurcomb The game was rushed because apparently the COMMUNITY was at fault for its rushed feeling, last I heard certain members of the FNAF community were sending death threats or something similar to that nonsense to all of the members of the game's dev team because they were getting impatient, rushed products tend to result in unfinished products so I can't fully blame the community for shitting on the game's unfinished state when members of that community CAUSED that unfinished state to begin with, game development is ART and this quote from Toy Story 2 REALLY should be driven into people's brains more these days "you can't rush art". As for the foresight... what coding logic could they have used when Mark's SPAMMING the fucking button because they were in a damn panic, there's only so much you can do but when you panic and just mash buttons SOMETHING is going to break sooner or later!
@@cursedhawkins1305 Sorry, the "blame the fandom" excuse doesn't really hold water here. Some of Security Breach's biggest flaws could have only started in the concept phase before a single line of code was written. Bottomline, the game was a hot mess and always was going to be one no matter how much time Steel Wool got. Time can't fix your game if the core concept is flawed.
Honestly, I wouldn’t have minded that the regular designs of the animatronics aren’t scary if they had focused on their destroyed versions more. Chica’s distorted noises, Roxy leaping at noise, and Monty crawling towards you are all pretty scary but they’re only around for a little bit before getting an ending. Monty isn’t even active after destroying him, he just lays there in the Music Man area.
This sounds like animatronics have to be broken and run down to be scary, ala the withered animatronics, and that anything not broken=not scary. Honestly if i had to sum up this video, its "Make fnaf but dark souls level of difficulty curve anybody who says it sucks just has to git gud, no fazblaster, no fazcamera, no help. just you and tons of deaths. Which he already calls out as bad anyways due to the broken AI. plus I'm pretty sure they patched Freddy constantly getting stuck by teleporting to you.
@@heavyweaponsguy6284 blud completely missed the point of the video and went on to put words in the mouth of a random contributor in the comments section
Theory time : Steel wool seen how popular were the video of youtuber losing patience on games like 'getting over it' and decided to make SB as frustrating as possible for hate buzz
I've seen this suggestion thrown around by other people, but I wholeheartedly agree with it: instead of being mind-controlled, Vanny should have been an obsessed fan of William Afton and the original murders and wanted to continue his work at the next generation of Fazbear venues all of her own will. The idolisation of serial killers and their legacies is an unfortunate and disturbing thing that happens in real life, and would be an interesting way to bring Afton back without actually "bringing him back".
She would have been more interesting as a copycat killer. This would also bring an interesting possible story line, imagine if she'd been a copycat and she found Afton's research on remnant. She'd then be determined to do what he failed to do, become imortal. Suddenly you have Vanny working towards the same goal, but with different methods, trying to not only imitate, but even outdo her idol.
I'm really just concerned for Steel Wool and their addiction to "hold E" prompts. Hope they can recover from it and join the rest of gaming society in tapping E once. Thoughts and prayers 🙏
I would settle for an option to reduce/removd the wait. There are modern games that bind E (or any key really) t o another function and I found it annoying to have lore or instructions flash the screen. Flash because you were using that key at that time and you are never getting the info back as most saving mechanics won't allow back tracking anymore.
The implications that everything after fnaf 3 only happened because Scott was unsatisfied that the general opinion of Springtraps's jumpscare in 3 was disappointing is fucking insane to me
It’s something I forget about sometimes, I’ve been around since the beginning, so I remember when fnaf 3 and each game onward had a since of finality. It seemed for each of them that it would be the last, and Scott often said or implied that it would be the last, so I got used to it feeling like new games would only come if Scott wanted to make one.
Literally until pizza sim, as a fan from the first game, I kept going “oh god another one”. Once it all came out I was actually really impressed. It’s not perfect, but there’s actually a satisfying story by the end, which I never expected. But yeah steel wool come on guys
@@NoahHalfSquid that’s the end of the irl story, nothing beyond that is cannon, but ucn can stay. It’s just William afton in hell getting tortured for funzies. Sticks to the script, no issues
57:53 I like how Freddy’s footsteps getting louder as you try to find where he’s coming from after you call him builds more fear and tension than most of the actual game.
I remember calling freddy, hearing that heavy running, and I started screaming and panicking because I thought maybe Monty had somehow found me, only to turn and see freddy running up to me. Needless to say freddy running at you is second in fear factor only to mapbot.
@@gamingonamonday6342 I was trying to make Freddy follow me into a room, but when I pressed Q, he teleported and started running, made my soul leave my body for a moment
When I watched someone play it and Freddy said, "Nothing can hide from me now!" I felt uneasy. It's such an obvious and good idea to have him turn against you some time after that...
I really like the idea that the animatronics start out as a team, helping Gregory escape together and contributing in their own ways. Offering advice, using their abilities, showing their friendship, etc. But then Chica lets herself be taken away by Vanessa as a way to stop Gregory from being found. Next time we see Chica, she's a slobbering beast who scarfs down trash and bites the heads off of childrens mannequins. Each time you have to leave an animatronic, there's a very real danger that they'll be a monster rather than a friend the next time we see them. Not only would that be a creepy touch, not knowing what happened to your friends, or what Vanessa did, if she even did anything to them herself, it would also slowly thin the amount of allies you have. It would also give a reason as to why Freddy never changes. He never gets caught, or is saved before he can be changed.
That is such a genius idea! FNAF’s horror has always come from the mysterious and murderous intent of an obvious enemy, but to instead target your friends and turn them against you… that would have been a great way to tweak the flavor of FNAF’s classic horror and really distinguish itself from the previous entries.
Oooh, I love this idea! I feel like it'd also parallel the original story of William Afton killing off children one by one, with Vanny picking them off as the hours progress. I'm not the most knowledgeable about the details of the fnaf lore off the top of my head, but iirc Chica was the first suit to get stuffed, right? Going off of that iconic "I was the first, I have seen everything" line, anyways. I feel like your idea of Chica being taken away by Vanessa first helps to parallel that too.
*Gameplay fixes:* 1. There are no security bots at all - only animatronics. 2. Each animatronic has unique AI based on personality and established abilities (eg: only Roxy has infinite visual range, and she has it thanks to her special eyes). 3. There are 5 nights. Each night the animatronics become less talkative, less sane, and more likely to do things like climb walls or smash through barriers to chase Gregory. 4. The player can save at specific save rooms that are completely safe. 5. The Fazerblaster needs to specifically hit the eyes, and only temporarily _blinds_ the animatronic. If a single animatronic gets zapped too many times in one night, they will go get some sunglasses and wear them for the rest of the game. 6. Each destroyed animatronic is dead. Each destroyed animatronic makes the surviving animatronics more aggressive and paranoid for the rest of the game. 7. Vanny is the 'final boss' and controls the animatronics herself. *Plot Fixes* 1. William Afton is dead for good. So is everyone who died with him. 2. Vanny is carrying on Afton's legacy out of love/obsession. She infected the bots with a virus that slowly drives them mad, but Freddy - the first animatronic made - is based on an older version OS and was unaffected aside from the one malfunction. 3. Vanessa is a completely different person from Vanny and has good intentions. She just has the same first name as Vanny. 4. Gregory is a homeless kid who snuck into the Pizzaplex for fun. He saw Vanny messing with the animatronics while sneaking about - Vanny saw him, too, and wants him gone as a witness. Gregory confuses Vanessa for Vanny, kicking off the plot.
So if you remove all the random nameless bots, have every destroyed animatronic unable to come back, then how is vanny controlling the robots during the final boss fight? I'm only asking because I really like the rest of the idea
@@awesomegaymer5786 Destroying the animatronics beforehand would obviously serve make the final conflict easier. (Keep in mind that even _without_ the robots, Vanny is still a significant threat by herself) Of course, it's not the animatronics fault for being reprogrammed, so you may want to take the hard road and keep them alive and only deal with Vanny at the end. Might net you a better ending or some such. 😏
Vanessa: "your mom called, asking for you, she's reeeally worried!" Gregory: "She's lying! I don't- I don't have a mom" Boom, suspicion, dead mom #sad, Freddy got a reason to doubt Vanessa. Like, even the most rudimentary plot holes is easy to fix
Its like how the story of RE8 could have been avoided by just one line of dialog in the very beginning. If your story depends entirely on people not saying or acting in any logical way to keep the ball rolling, you've got bad writing.
@@judyh3707 right? Good writing isn't that hard, but avoiding the dumbest plot holes ever is just asking "but why?" and having an answer other than "just because". Scrap (Ba-dum-dish) Afton's stupid resurrection, make Vanny a present threat, maybe have Freddy be the final boss by Vanny corrupting him along with the help of "Sorry, bestie, but Gregory almost killed and actually mutilated your friends and Frankenstein'd you /:" etc. Just anything else than fucking up the pretty decent end to Afton. Or Greg being a homeless kind living in the plex for five days until the final day when he tries to escape but can't. Since, you know it's FIVE nights at Freddy's
@@Chloedasher that didn't even cross my mind lol. Seems a bit farfetched but then again, it's an American ip and things look a little dodgy overseas right now
I was listening to this video for audio stimulation at my work. As soon as this part came up I just thought to my self "ohhhh noooo" and after the jumpscare I thought "I can't see his face.. But I just know he's fucking shattered"
@fog The one dude was because he was one of the few people who really enjoyed the game (despite all the bugs and all), not because the commenter forgot/didn't know who he was.
Security Breach could've been so much better if it wasn't just Freddy who was your bud, but if you went around trying to 'cure' the others of the mind control, and each animatronic had a special gimmick that would help with progression and you'd have to summon a specific one to progress. Vanny should've been the only hostile entity and treated like a serial killer. It'd be a direct mirror to the earlier FNAF entries, except you get to play as the kid running from Afton. You could've also had Vanessa seemingly do everything right too. Giving Gregory items, hints on what to do next, but have her get distracted and lose track of Gregory because has to do keep an eye on the security monitors and do all the management stuff WE had to do in the earlier games.
there would still be the absence of the story, its still way too advanced, and doesn't connect to afton or the actual fnaf at all, weird turn when scott already said himself he wants UCN to be the last one.
A potential plot line could've been Vanessa helping Gregory and getting harmed/ "killed" by one of the animatronics for it, to justify Gregory's fear and show Freddy that something is wrong Then in an attempt to survive or continue helping, Vanessa climbs into an old rabbit animatronic (potentially Bonny) but it corrupts her and turns her into Vanny, whether through Afton plot bs or an entirely different antagonist
Not quite, trying to cure them would make it more anti-climatic late game. It needs to be the opposite, where they slowly become corrupted 1 by 1. The cure should be the climax not a casual step. Even if we failed to cure them it would make the destruction of them meaningful and make multiple endings work. Do you kill an friend and ally or take extra steps to save them?
@@brynnstic it's not that the entire team of game designers didn't write a good plot, the main issue really was just an unreasonable time frame for development, which resulted in a LOT being scrapped and binned in the end. I'm just hoping they could get Ruin to be better, considering they have had substantial time to improve the game.
It's honestly funny how, once the game got datamined, people realized that a lot of the questions and doubts everyone had WERE supposed to be answered, but the game was seemingly just rushed out the door to such a massive degree that Vanny's entire mechanic was removed [meaning she literally does nothing]
if i remember correctly they changed course in development at some point and they didn't delay the games deadline anymore because "they delayed it for long enough"
@@Jacquelinsane lmao no, Fans have no power over steel wools release schedule. If they caved to internet strangers that's their own problem that they should face the repercussions of. You don't jump off a cliff because people tell you to, and if you do actually jump, nobodys going to pretend you weren't a total dumbass for doing so
Honestly I wish sun and moon were more important. I would've preferred if sun was Gregory's protector, rather than Freddy. That would've meant that the protector came with built-in tension, as sun could become moon at any time. Maybe there could've been a mechanic where gregory needs to stay in rooms with lights on, in order to keep Moon away. By using Sun as a protector, it would’ve been a callback to the Marionette's job as a protector.
That could combo with another idea I've heard thrown around, where Vanny would shut off the lights in the whole building to create a 'dark' section. Now your only real defence would be permanently against you until you can turn the lights back on again. This would both add another threat and force you to survive with your own skills. It would also make "lights on! lights on!" much more of a meme.
Yes! having Freddy as an enemy would be cool too. Redesigning the animatronics to be more scary and uncanny looking would help a lot too. Oh yeah... and having it to where it's survival based and not mission based would be better considering survival is what FNaF has always been about. Having to survive five nights instead of one as well would help...
Can I mention how the trailers for this game had amazing story potential and actually seemed interesting and SOMEHOW NONE OF IT ENDED UP IN THE FINAL GAME
I know this was comment a month ago, but now that I think about it… did ANYTHING (other than specific areas and maybe a cutscene or two) in the trailers make it into the game?? -The super great, ominous dialogue -Moon crawling up within the kitchen (Also, we didnt even actually see sun turn to moon in game, it was offscreen) -Vanny in that one area with the red light (or Vanny at all?) The thing that’s so depressing about this is just… They failed because they loved the franchise. They kept wanting to add more and more, but it never worked. None of it worked. This is one of my fears as someone who’s a perfectionist, someone who wants to create games, and someone who loves in-depth storytelling.
There's actually a bug where Monty becomes extremely competent in chasing the player without the help of security bots or teleportation and does so relentlessly as he'll even wait for the player outside hiding spots and Freddy himself Xd
@@Chemical_Agent4340 from what I remember about giga Monty, he will never stop following you, even when inside Freddy, in hiding spots, etc. this was the basic ai that was limited since in this form it was I think impossible. It could’ve been a cool idea, but due to the fact that Monty is faster then you when not sprinting, it’s gonna be pretty stupid. I think they should’ve made the ai less horrible but it would still be bad if they just used this
@@Chemical_Agent4340 it would be impossible to finish the game. Basically what OP is saying is that Monty is locked onto your location throughout the game no matter what and that essentially means that none of the game's mechanics work on Monty. If you try to hide Monty will just camp outside the hiding spot making it a checkmate that you are just prolonging. If you hide in Freddy, Monty will cancel you out of Freddy and kill you. If you get into a lift, Monty will follow you in or be waiting for you at the incoming floor and kill you. Essentially Monty becomes broken. It wouldnt be like a Mr X type thing in Resident Evil, where Mr X is a big unstoppable monster but who has a few limits you can exploit. Monty is just annoying.
The whole William Afton mind control plot hole could've been fixed if they established Freddy's malfunction and safety mode working as a block against Afton and putting the other animatronics' parts on him open up a security vulnerability on him. Y'know, a Security Breach, if you will...
And the whole Afton coming alive again thing just should be reversed. It's not Afton coming back but Vanessa idolizing Afton, hacking the animatronics and aspiring to become his successor and THEN trying to revive him, outfitting him with new parts while trying to keep as much original as possible as it isn't known wherein his soul lies, explaining the shoddy aesthetics. He could then be an even more corrupted version of Afton. And it would explain why she's wearing a skin-tight bunny costume and not a springlock suit, because that's the one thing she doesn't want to copy from his life lol.
@@Thiefnukerif I count the original comment and yours, this should be the 5th time or so I've seen someone, in under 30 minutes tops, come up with an infinitely better narrative than what the creators had years to develop.
It was Mark's reaction to it that really sells it. He's louder when he's angry at Freddy than he is when scared of Monty and he instantly switches from the one to the other, which sums him up perfectly.
the funny thing is that it wasnt a bug. freddy used to path to where you called him instead of to gregory himself. and we’ve all seen what a great decision that was
Not a bug. A questionable design decision, but very much not the bug. I am honestly more surprised that Mark did not know how calling Freddy works, he was the one playing the game, for longer than what he uploaded too. And I don't remember what episode it was, but Freddy going to the location you called him to and not to the player has been visible in one of the first few parts of his playthrough. Unless of course, Mark did know but managed to sell a really convincing reaction
@@RancorSnp In all likelihood, he either just forgot or wasn't paying attention to it. There's several instances where Mark is stumped by an element/problem of the game despite either the clues to solving it being obvious or the game clearly presenting it to face. But, it's Mark and we love him all the same for it.
You know what SB's map is really, REALLY good for?? A VR world for FNaF fans to hang out in. It's literally perfect for that, what with all the references, callbacks and Easter eggs hidden all over the damn place, the level of detail is amazing for exploration in VR, it wouldn't surprise me if the map has been loaded into VR Chat for exactly that reason.
I'd play that. Maybe even turn have a mode where one person is Gregory and everyone else are animatronics, and the three animatronics have to hunt down Gregory in so much time or something. Like multiplayer hide-and-seek: no Freddy, the STAFF bots still work the same where they grab Gregory and sound an alarm which alerts everyone else to his location, and then have some sort of end-state. You'd have to tweak some mechanics for proper balance, but I don't know if you'd have to buff Gregory or buff the animatronics to make it fair. You'd probably have to bar off some areas like the backrooms and vents, so Gregory would have to stay out in the open where others could spot him, but they could make it work.
You know what else the map would be good for? Real life. imagine an actual freddy mall with all the games and shit. i’d totally spend all my savings there
Imagine if Freddy's allyship with Gregory had been, like, conditional? Like if Gregory had to lie to him for Freddy to believe him, adding some narrative tension to Freddy's inclusion
I never thought about it until you pointed it out, but it really would be just so easy to give the animatronics motivations for trying to find Gregory based on their personalities without needing to rely on mind control. Roxy wants to prove that she's the best and can capture a stupid little kid before anyone else; Chica seems naive (example: eating trash/trap pizza because she likes it, without thinking about the consequences) and good-hearted, and would believe Vanessa that it's in Gregory's best interest to capture him and keep him safe; alligator man whose name I forget (Morton? Morty?) is kind of just a violent asshole who would enjoy a game of "hunt the kid." Then, after they're gutted for parts, they would want revenge on the kid, and would feel hurt and betrayed by Freddy, leading them to double down on their efforts. Something like that could lead to a lot of interesting dialogue scenes, and would make dismantling them (especially Chica) more of an emotional gut punch to the player
Thing is none of that would make sense tho- not that SB rn makes any sense either. It’s been extremely well established (even in SB For once I a voiceline of Freddy!) that these animatronics (still) have security protocol to protect children, just like the other toy animatronics do. They might not be the same “series”, but SBs Freddy, chica, Monty and foxy do have a similar look/ have the same or probably a “better” protocol of “don’t hurt the kids u dumbo” - so “just hunting kids for fun” wouldn’t really make sense even for the busted/ bad/ fucked up story of SB. I feel like a better approach would’ve literally been having all animatronics be in your side and one by one having them turn on you- especially/ Including Freddy. Once they get harvested for their parts, yea that’d make sense- but before they should help this lost child to leave/ be safe no matter what. Even the stupid mind manipulation would’ve worked like that- have first chica, then roxy, then Monty go nuts and snap at some point (character development first so you get attached and the. Suddenly have to harvest them for parts bc they snapped on you anyways..) and then at the end Freddy goes crazy too.. That’d at least be somewhat scary. SB just wasn’t it lmao
@@Nà.jásh And to think some stranger in the comments of a critique video came up with a better plot than what literally became the draft of what has been an A-tier horror franchise right up until the most recent, incredibly disappointing installment. I feel like there was a lot of missed opportunity in this game that probably could've been pursued early on in the development process but unfortunately that just isn't what we got which makes me really glad that I watched Markiplier's playthrough before considering buying a copy for myself. Maybe if Cawthon stayed on for longer then we could've saw something more akin to your idea or at the very least something genuinely scary and unironically enjoyable (I don't know where in the development process that he sold the rights so don't quote me on assuming he didn't write the whole thing).
I had a thought: imagine how intense it would be to enter a secret room and see rows and rows of old childrens toys, only to come to a realization that each one belonged to one of Vanny’s victims. Kind of like what happened in The Promised Neverland. It would put into perspective how long Vanny’s been doing the whole murder thing
My favorite part of large video essays about a flawed piece of media like is is going into the comments and seeing strangers on the internet suggesting better ideas than what we actually got
Would’ve been cool if the story of Gregory was about him trying to find his brother that got kidnapped and throughout the entire game you venture through the pizzaplex to find out what became of him giving a reason of him being distrustful of everyone who is an adult
To be perfectly honest, it took me a very long time to realize that Gregory wasn't the bad guy of this story. He shows up outside of opening hours, with no identity and an unconvincing reason as to why, emotionally manipulates a trusting animatronic, and slowly mangles every single one of Freddy's friends while lying to him for his own needs. Meanwhile, we never see any of the supposed enemies being threats, they're just doing their jobs and being bullied by a kid who wasn't even supposed to be here. All the jumpscares are non bloody and non violent, just you being captured, or maybe even just found.
@@WestGarbage6 monty was always said to be more violent than the others maybe him biting gregory is a glitch caused by glitchtrap/william afton's influence, as we know that vanny was indeed corrupting the animatronics.
I watched Markiplier's playthrough, and the thing that struck me the most was just how awkward Freddy as a mechanic was. It's such a gamebreaking thing that the game bullshits reasons why you aren't able to use him. They introduce hiding in Freddy as a central mechanic but then none of the actual in game challenges are designed with that mechanic in mind.
Yeah. I kinda feel that SB should have had Freddy as an antagonist rather than a protagonist. He’s practically takes all the terror out of the game. Can’t get past a ton of security bots? Climb into Freddy! Can’t figure out where Monty or Roxanne are? Just ask Freddy! He will warn you if they’re coming! It’s an abusable mechanic. Maybe you could even have Freddy realizing Gregory tore apart his friends and gave him the upgrade, and Freddy gets angry at Gregory, lashing out with his new upgrades, getting revenge. That would scare me.
I played security breach myself and he's such a game break cause if u spam the call button his battery doesn't run out, get spotted hop inside him, it's so easy after the endo part its wild
Watching Mark trying to not trash talk the game because he had such an association with it is sad. It's like seeing a YTber trying to do a sponsor they knew is bad.
@@theotv5522i think mark is just a nice positive person and recognizes that even though he didn’t enjoy all the bugs, it clearly was full of effort from a bunch of people and because he’s an artist as well he understands that.
One big issue with the plot I see is how the animatronics completely ignore that Freddy is helping Gregory. You can hide inside him in front of them and they'll act like someone uploaded Skyrim NPC AI into them and instantly forget about your existence. Hell, there's basically no interaction between any of the animatronics even though they're basically sentient. We had scenes with Vanessa talking to Freddy, why couldn't there be any with the other characters? Yes, you can say "oh it's the mind control, it's imperfect, blah blah blah" but that's a very cheap and convenient explanation.
In one scene where Freddy enters Roxy's room she actaully screams at freddy to leave the room. Sadly though that's kind of the only interaction they get
They don't even acknowledge they were even trying to find the kid. "Huh, must've been the wind" also let's you know that the npc has lost you and you're safe to move again.
Yeah and once again this wasn't even the original vision. There's listings of cut dialogue where the animatronics turn on Freddy and he tries to reason with them by saying "resist her" with the "her" being vanny. And the original vision for the gameplay was that you could only avoid the animatronics by hiding in Freddy if they don't see you do it otherwise you'll be caught but again this isn't translated in gameplay or story and the animatronics walk around oblivious to everything that is happening around them. They don't even realize the fact that Freddy isn't even supposed to be out of his room and so Freddy just walks around with Gregory doing whatever he wants.
you know that is exactly what i really desired from the game back when i was going through that phase again lol, i really wanted to see how they would interact and get along with each other, hear their remarks about their performance in the begining, i feel this wouldve helped out the game too when you eventually have to dismantle them as youd be able to feel more sympathy for them
Picking up Monty's claws, seeing that he lost his legs, knowing he'd be back up and chasing me again sooner or later, and then turning around and seeing that the only way to exit the stage was CRAWLING THROUGH A VENT filled me with dread that I hadn't felt since I played Silent Hill 4. I seriously don't know how they missed such an opportunity.
That's a great point! But it depends on if, at that point, it's already known that the animatronics return once initially defeated. In the video, I mention that the impact of Chica returning was severely underwhelming and lost its potential, because she returned only a minute later with no build-up or anticipation and without using her new sound effects for fear of the unknown. So if Monty was the first animatronic to be defeated (instead of Chica), then it'd probably be best if he returned in a future vent area instead of the immediate vent after. If the player already knows that the animatronics revive at that point, then perhaps the immediate vent after would be best since the focus of the fear of the unknown is different than it is when the player doesn't know if they come back at all. This also comes with the caveat though that you don't want the threat to be too predictable, because then it isn't scary.
A voicebox that we know for sure can produce Chica's and Freddy's voices, aka would justify a voice changing ability for Chica and later on Freddy, Roxy having the ability to spot you through walls (which goes unused) looks to me like stealth was indeed a massive part of the game in some early concept because these feel like features to set up a kind of information warefare scenario. Chica could have pretended to be Freddy to lure you in, Roxy could have forced you out of hiding, Monty's jump or his ability to break through props could have been used to cut off escape routes or force stealth through being hard to escape, the opposite of Roxy. Meanwhile Freddy + Cameras may have been designed as your tools to gvie you extra information to outsmart them. This could be entirely my own imagination, but I can imagine they were all given some kind of ability because the concept for the stealth mechanics was incredibly ambitious, and therefore too hard to realise which led to the half baked simplistic hastily thrown together gameplay we got.
The whole game was a case of overambition. I think if they had lowered the scope greatly, instead focusing on one or two parts of it, they could have made a fantastic game I think. The endos could have also been a great tool for forcing what the player can view, making it harder to see the threats around.
@@ForgedinPrint imo they *really* didn't need to make the entire game free roam- just have a handful of areas that are, then scripted events that lead you from area to area. While the idea was a good one, the map is WAY too big and thus made multiple people unable to play due to loading times or their system not being able to load such an obtuse map. Not to mention that it makes a lot of the game a walking simulator- even when animatronics were active, I found myself not having to run away from them most of the time. I really do believe that map size and amount of objects made the game bug out more than they ever imagined.
Was thinking a similar thing. Roxy could see through walls, making hiding useless, and running and zapping the only option while Monty would be immune to the zap making you hiding the only option. Chica could have used her voice box to pretend she was not only Freddy to lure you in, but also the other animatronics to make you run when you should hide or hide when you should run.
one of the most egregious parts of gregory’s characterization is that he isnt likable as a person and you dont want to root for him. he constantly lies to and takes advantage of freddy, destroying freddy’s friends (who are sentient creatures) with no remorse. he seemed to be more of the villain then vanessa. she never felt like a threat and i constantly found myself thinking “yeah find the twerp and send him home, all he’s doing is making her job harder”
@@lucasramey6427 Not for sport. Before the whole "Remnant" theory, nobody had any singular canon reason for him killing the kids (many fan theories were made, but none of them were proven to be _it.)_
I am still mad about how steel wool made the animatronics so likeable personality-wise, made us feel bad for them with the mind control plot, showing they're not hunting you because they WANT to but because they're forced to! And SHOWING how sentient Freddy really is (The others are probably on the same level of being) but then instead of developing this mind control plot as Gregory and Freddy try to find a solution (Which could lead to interesting progression as the animatronics get more and more aggressive trying to stop you) they just had Gregory mercilessly tries to kill them all! It doesn't even feel like a "last resort" sort of killing, Gregory was NOT out of options, it was calculated and he did it all on purpose, and then even lied to Freddy that it was an accident! Imagine how much more interesting it would be to dissect the mind control with individual boss fights to rescue the animatronics, so then at the end Vanny could also be rescued. I still hate that they had a mind control plot and just decided that "mind controlled people that do bad things unwillingly should die". Because literally all of the mind controlled characters get killed (Vanessa only gets killed in one ending but you get my point). It just made Gregory so unlikeable to me, the animatronics and Vanessa are as much victims as him and he just calculates plans to destroy them and proceeds to manipulate Freddy to not let him find out the fact he did all of that on purpose.
Literally this, that’s (part of) why I dislike Gregory’s character so much Edit- I also think having a kill/no kill route/option would be pretty neat (just like Undertale lolol). Idk how that would relate to the true ending, but it would be more interesting
Giving them personalities was this games worst mistake. Period. Freddy does not seem like an animatronic, he seems like a Guy. So do all the other animatronics. The whole THING with fnaf is that the robots were these creepy lifeless things that CAME alive!! When you give them personalities it does not feel like you're being hunted by a robot, it feels like a person. Sb feels like you're being chased by people in fursuits!! Even in sister location with baby, her personality is creepy. Her voice is robotic and you wonder why she's speaking, why she's seemingly sentient, until the game finally reveals it. The SB animatronics are sentient, just because. Why not?
@@shut7353 Well, the SL animatronics were likely haunted as well, not just sentient. But I can’t help with agree with you- as fun as their characters are, it doesn’t at all fit to have the Glamrock animatronics be sentient, it’s just more way this game throws a wrench in the FNaF lore (Edit- SL, not SB. I should have just written it out lol)
@@corndogbark5915 On the other hand, if they aren't haunted and are just Like That, it could be more of a reflection of how AI has progressed in the in-universe amount of years since the other pizzerias happened; technology got more advanced, and so did the animatronics as a result, allowing them more intelligence and letting them have personalities. Which, like, HUGE jump in technological advances, but it I don't think that's more of a stretch than some other events in this series
@@kedoot9886Yeah, I see your point. That’s definitely an easy lore conclusion to draw from what we’ve been given. And that could be an option- FNaF has taken some sci-fi liberties in the past, everyone knows Scott loves his sci-fi. But in the amount of time between SB and FNaF 6, I don’t think such advances could happen, it just isn’t enough time for such leaps in tech. Not everyone might think that, but it seems unrealistic, and that could definitely contribute to the lack of immersion most players feel. In reality, the only people benefitting from this are fanfic writers
I completely agree about the lack of progression being scarier than anything, especially once you hit 6AM mode. The game feels so long so not saving correctly or not progressing when expected can feel just awful at times I also hate what they did to Vanessa. The promotional posters and trailer suggests that she was going to help Gregory, yet she ends up being a generic angry lady and nothing more
the FNAF movie was wonderful for me because we finally got to see a helpful and complex vanessa after being absolutely cheated by security breach. vanessa alone had me the most excited for a FNAF game i had ever been, and yet...
I feel like an easy backstory would have just been Gregory being a street kid looking for a friend that had gone missing (aka been killed by Vanny). That would be an easy way to explain why he didn't just hide until the doors opened, and would give us a view of the "other side" of the narrative-the children-and would've made Vanny a genuine threat with a personal body count. Instead of Gregory being this random implicitly homeless child that just wants to explore the pizzaplex at any cost. Or a rogue human animatronic. Whatever the current theory is 😭
What's really dumb about the AI is that the "Giga Monty" glitch proves that the AI is, in fact, fully functional and very capable of pathfinding to you, why they chose to teleport the animatronics right next to you instead of, say, in a reasonably close area that still needs travel to get to you from, and instead moved to your last known location, I have no clue.
My guess: the AI was originally supposed to be as intelligent as the one from Alien Isolation (the daycare "stealth tutorial" is a glimp at what it would/should have been) For whatever reason this didnt work out as planned (the levels being seperated in the final game by elevators may be one reason) and they then decided to fill the entire game with the STAFF bots. I mean: the animatronics most of the time dont pose ANY threat, because they dont actually search for you and just walk on a set path. Which is weird, cause Roxy for an example can actually smell you, when she gets too close to your hiding spot; but this has practically no effect on the game, due to her not actually roaming around.
@@xXYannuschXx Just have huge vents, or animatronic lifts, or hidden stairs, or anything next to elevators and the levels being separated by elevators are no longer an issue. If the AI is on par of course, that's a big "if"
I literally watched a stream of this, saw Gregory lying about getting Chica's voice box and was like "okay so this will have consequences later RIGHT?". Freddy confronting Gregory at the end because he finds out he's been lying makes SO much more sense than whatever the hell happened.
As an outsider looking in, I originally thought that the whole point was there *was* no real threat; the only reason why Gregory felt threatened was because he was a child, and he was interpreting the situation like a child would. Vanessa just wanted to take him back to his parents, but from Gregory’s perspective, she was a stranger that his parents always warned him not to talk to; the robots wanted to help him, but from Gregory’s perspective, they were trying to hunt him down. …Honestly, this would’ve make a lot more sense than what happened in the actual plot.
That would make sense but then most of the animatronics try to kill him and there's an actual underground bunker where the Big Bad lives... which is really quite unfortunate haha
I always looked at this game like it went thru a complete rewrite due to a incident . Ruin even backs this up as that dlc IS ACTUALLY quite scary. With decent ai. And I question what caused this rewrite. And after thinking. I think steel wool thought the game would have alienated fans of the younger spectrum I went to a special ed school with a large fnaf fan base of all ages. Hell most of em were younger. And they were even confused.
@@doot7730Three months old, but I think you're spot on, the game was probably changed at the last minute, just not for what you'd expect. In matpat's video called "Are Theories Killing Games?" he mentions that there was a game he was really excited for, made a BIG theory based on its trailer, and one "insider" who he was well acquainted with told him through email that he got everything right and jokingly suggested he had a mole on the team that leaked the story to him. When the game released, it was a complete mess, looked unfinished, was full of glitches and broken ai and felt rushed for something that was supposedly being worked on for years. Most importantly, he could feel the smell that everything got switched just so his theories wouldn't be right, and that drove him to want to make the video asking himself if game theory cloutchasing has ruined promising games. The video ends with Matpat begging creators to please, let fans and theorists be right, and not to change things on a dime if they get it right because that goes against the point of a mystery or releasing the game's story slowly over time. I'm convinced the insider he's big friends with was Scott, and the game was SB.
@@chrispy5249 Heck we've seen this in Fnaf twice now. Back during Fnaf 4 the story was clearly all just a dream but that plotline is so hated that Scott changed it and brought in remnant and the Afton Family, and then just now Security Breach's true ending was obviously the Burntrap ending, but the hate and backlash caused them to shift gears into the Princess Quest ending.
@@doot7730I think a variety of factors caused Security Breach to be so fundamentally flawed For starters, Steel Wool Studios only made VR games. They did make a 2.5D platformer as their first game, but other than that, it was all VR. And most of the enemies only had like a path they could go or just straight up b-line and charge to the player. They never made a game with a huge open map, they never made a game with super advanced AI that would “knock over every cotton candy pizza stand if they have to”. The game was originally going to launch December of 2020, and it was gonna be a much smaller game with a coherent and decent plot. But Steel Wool wanted to add more stuff and make it this huge triple A game even tho they never did that before. They released their first full on gameplay trailer in February 2021, and scheduled an “early 2021” release date. Then they had to delay it again to late 2021 (December). I’m guessing they didn’t want anyone to wait any longer and tried the best they could to release the game in 2021, to not make people more mad. Since it was their first time, the developers put a heavy focus on the Pizzaplex, the map. They tried to put in every possible cool thing they could think of, they wanted to add more and more stuff. Then Matpat literally managed to figure out the games entire story out of pure theorizing. His theory was so accurate and correct that the team literally emailed Matpat and asked if he had someone spying on their team and telling Matpat the story. So while focusing way too heavily on making the game huge and triple a, they were also focusing on changing the entire story. A couple months before release, I think it was September, Steel Wool made this ARG like marketing campaign called securitybreachtv.com The site would show old Freddy and Friends cartoons that would eventually glitch out and both tease characters in Security Breach as well as the game’s release date, and when the second trailer dropped, the full release date was announced, which was December 16th, 2021. They were working on the game until the very last minute until release. So what I think happened was they did not have time to implement the new story because Matpat figured out the old one, they were pressuring themselves into releasing the game in 2021 and didn’t want to delay it, cuz if they did, that whole ARG marketing thing would’ve been for nothing except for teasing a couple characters that haven’t been seen before, and probably make people mad. So they didn’t have time to delay the game, fix any huge flaws or anything like that. Thus, security breach ended up the way it did, but that’s what I believe.
1:25:35 Honestly, Vanny going from her casual skipping to her creepy locked-on running is one of the scariest moments in the game. Unlike the animatronics, Vanny runs faster than them and you can't outrun her unless you cut around corners or hide. Also, the music gets more intense when she starts running. If we got more of that in Security Breach, I think the horror element of the game would be vastly improved
It actually scared the sh!t out of me when I was messing around on a new save so I could 100% the trophies (which I did😎) and when I was just messing around on the lost and found part by just not leaving up the elevator I about $hit myself when I saw her charge at me like that when I stayed in her sight long enough. Then I kept playing around and baiting her running back into the vent just to see her do it because I thought it was actually creepy.
Honestly, I found her run to be incredibly goofy and awkward, lol. It just looks they used an early running animation for one of the animatronics and stuck it onto her.
The moment at 58:47 where the streamer said "God this is like a horror movie" really spoke to me because it seems like he forgot that SB is SUPPOSED to be "like a horror movie". The game failed to be scary so hard that he forgot it was a horror game.
That is a good idea. In the other games, you only have to protect yourself. To add the stress of protecting someone else too, makes it a lot harder. And as the player, you know what could happen when the child dies. If you don't stop the murders.
With the comedian staff bot, I thought that the whole joke was that he didn’t say anything, and he was just a staff bot put on a stage (which was really funny to me, so I thought it was intentional). Imagine my surprise when I found out he DID actually have voiced lines.
Honestly, I feel like Venessa should've been the player character: she's a guard so she doe have a reason to be there overnight, camping in one room could be easily avoided with the threat of being fired for not properly surveying the Pizzaplex, and since she's Vanny it'll be easy as hell to include her some more in a psychological horror sense.
Id say a fun thing would be if they swapped between her and Gregory. When you swap to Vanessa the animatronics arnt a threat but the blob/mini music man will try to kill them (then again I think if you replaced glitchtrap/blob fight with a Cassidy fight it would make sence for Cassidy to go berserk finding out someone is trying to recreate Afton's work and I can imagine some truly bizarre reactions from Vanessa. Perhaps even build off the failed mind control and say Vanessa doesn't really know she's vanny. And thus dunno why Gregory runs ). These segments should be hourly. And give story exposition while trying to avoid the subtle paranormal activity. At first. It be minor. But the more segment the more angry the blob (or Cassidy if we replace glitchtrap) would get to the point they become proper chase scenes (also if we keep glitchtrap. It give more context to the blob.)
Even if the "switching characters at the end of the hour" was somehow too much, Vanessa could've been a tutorial. Imagine: Being a nightguard, she was minding her buisness when she heard something strange. When she turns around, she sees a shadow (which she can shoot at), so she uses her phone (or watch) connected to the cameras to see its an intruder and proceeds to chase down said intruder by sprinting and running. The intruder managed to squeeze into a tight space, but Vanessa was able to squeeze through by crawling. Vanessa then sneaks up to the person and turns on her flashlight only to see it's a little, terrified kid (could be a chance to introduce the villain). Lights out, then we control Gregory.
@@gachareacter4170 I really do wish they could’ve brought some actual fans on for Security Breach. Then they could’ve had a perspective of the fanbase,known they could’ve taken longer to release the game, and I guess just have better ideas.
Some cut dialogue and sound effects heavily indicate something like this was supposed to be the case earlier in development (though, it’s implied she would've been talking to glitchtrap while you play as her, which I would have removed in favor of the psychological horror route).
That part about "Freddy going evil late game" actually was supposed to happen there's audio in the files for Freddy hunting Gregory like the other 4 and it's genuinely really scary hearing him in such an antagonist light using his time with Gregory to try and manipulate him
That would be really cool if you combined it with an idea I saw in a different comment where you’re slowly getting the other animatronics on your side. Then part of the ending maybe becomes about returning Freddy to his nice mode or whatever.
54:00 Dawko at first being overjoyed and happy that he made it and his speechless glare when he hears the jumpscare is both so incredibly cruel but also so funny.
the never-ending footstep noises in that segment where Freddy was trying to get to the player would actually be really ominous without the context of it being an AI that's too stupid to get to you.
It's crazy to me that *any* game with children as an intended audience would have hour and a half long sections between saves. The one hour of screen time rule is a real thing in many households. Also, when you first mentioned the fear of losing progress I was expecting something unreasonable like 15 to 20 minutes of progress, but nope, it was 6 times that much.
Games in the 80's didn't even _have_ a save system despite lasting for hours, and kids were perfectly fine with it. No save for an hour and a half is not a big deal. The real big deal is their idea of preventing saves in the last act. It's one of the most stupid things they could do, since that last act requires gathering the remaining stuff and all your progress is lost if you die.
@@Dante02d12 I wasn't fine with it! I played through the first three or so zones of Sonic 2 a dozen times as a kid but never got to beat it because we had a 1 hour of screen time rule in the house. It was more fine though because there wasn't an expectation to have saves.
@@Dante02d12 The lack of saves used to be both a limitation and one of the only forms of replayability, which the games, if good, used to harbor improvement/mastery. Save systems have evolved since then, so that it's now a balancing act that's especially become necessary as games became longer. Dark Souls is probably the most prominent example of having well-balanced stretches between save points. But yeah, SB has a huge Pizzaplex that makes the poor save system even worse. I don't understand how they ever thought it was a good idea lol.
@@MudakTheMultiplier That's just you though, sorry buddy ^^'. Most people definitely had the time to finish the games back then. I completed all the Sonic games at least three times each. Again, an hour and a half is really not that big of a deal. ... That said, I do wonder why so many modern developers want a "local" save system instead of giving the ability to save whenever we want, lol. I think the latest Resident Evil games have a similar system, and I wonder, is there any benefit to this?
In addition to beating the game backwards, you can beat it sprintless, itemless, freddyless, and likely without moving the camera (neckless,) but NOT glitchless. Going for afton glitchless is impossible because you are guaranteed to clip when dropping into the fight. (Look to AstralSpiff and Backseat Streams for all of these runs.) Great job Steel Wool. Excellent game design.
They really should’ve named either Vanny or Vanessa something different because it’s immediately obvious they’re connected from their names alone. Funko spoiling the twist with the figures doesn’t help either lol
The thing is is that they’re not even the same person. It seems like the “Vanessa” that was Vanny was a robotic version of her. They’re technically not the same person, you can see it in one of the endings.
1:25:35 another good example of this is when mark is doing the DJMM 'fight' and attempts to blind monty, only for him to keep running. "HE HAS SUNGLASSES! HE'S GOT SUNNIES!" is one of the most memorable lines in the playthrough to me
What I don't get is WHY the game sometimes disables the save point function. My guess is it's to enhance the horror (somehow), but horror games for the PS2 & PS3 had save areas that did not get locked down when things start to heat up. Like, for example, the original Resident Evil 4 had typewriters scattered all over the place to use as save files, but I do not recall a single time where those typewriters were locked away just for the sake of the horror. FNAF's system is a problem and it's a problem that was fixed years ago.
@@frankielovejoy9928 It's just artifical difficulty by disabling core game functions. It's like a Call Of Duty game disabling your weapons if you get a killstreak.
@@frankielovejoy9928the only time this save file restriction has been used to good effect were in the original resident evil games, where the only way to save was to use ink ribbons, a finite resource that forced you to explore as much as you can within a small stretch before having the discomfort of saving, and whether or not that save will be your last. Its a system that from the jump flips what the player is used to, and from there can use this unknown sensation to its own ends. security breach has none of that finesse because the sequence, much like the rest of the game, is thought through at the last minute with no intentionality behind it besides being another cheap way to squeeze a sense of frustration out of the player
i feel that the core problem of the game is scope creep. They kept adding to the base game design concept without polishing the core gameplay and its mechanics. I think Scott's cake analogy is accurate where they were only able to bake the surface but everything inside is runny batter that is barely cohesive with itself. I think if they made the original cake that Scott and steel wool wanted then they could've had a damn good cake and added more on top like frosting, sprinkles, and candles. But now they have to bake a whole new cake to apologize for the original cake. if we got security breach in it's original scope and that game in its original scope was polished in terms of story, gameplay, and bug fixes, then we would have a game that can call itself a fnaf game
I'm not aware of this cake analogy but it sounds very relevant. They did such an excellent job with the assets but at the cost of... well, everything else really. It definitely feels like they didn't plan the game out in preproduction. Is this cake analogy from another Scott interview or what? I'm curious.
I also believe that FNAF:HW was very similar to the games before, except being VR, so when security breach was made they had to effectively make it without anything to base it off of, it is *the most* unique game of the entire series.
I think the saddest part is you can tell they weren't trying to be lazy or just produce a quick cash-grab. The developers genuinely love Fnaf and tried to make something beautiful, but the problem is that it was too much, too fast with too little time and experience.
The fact dj music man and mini music man hadn't been brought up at all, not even referenced even slightly in this video, proves that they had both the best but also most forgettable sequences. Dj music man's bossfight was so awesome but so short and he was never mentioned again and mini music man was only seen like twice??
I briefly mention DJMM in the bonus section at the end of extra stuff that I didn't want to get too deep into or didn't fit in the video. But yeah, there's mostly lost potential with them.
backseat streams or something literally beat the game backwards and without turning his head and who knows but one of his few failed challenges was beating the game glitchless because there's a glitch in the end boss cinematic lol
the idea of a villain that cant be killed that always comes back no matter what you do could be terrifying if used correctly. the problem with william afteon is that it never feels intentional it always feels like plot armour and not intentional powers, also the point of a villain that cant be killed is to invoke the feeling of powerlessness, like you are not in control, but with william these ideas are never really used at all, which makes the effect feel muddled and unfocused or just a cop out/retcon which sucks. its not scary, its just that a retcon fanservice.
@ozthebeeman You’re correct. To make William feel scary, you need to use him sparingly. Overuse of the character will get us used to his presence. Hint towards him, build it up, and then surprise us.
Even the idea of an "unkillable" villain is in itself incredibly stupid and frustrating to me, no matter who or what it is. If it were some divine or demonic entity, then that would make sense. But if it's just some random mortal who for some reason is or becomes immortal and they never go away for good no matter how conclusive the ending is, that's just bad in my not at all humble opinion.
@Kaidhicksii you kinda missed my point. i agree that the way it was implemented in the games is stupid, especially if it's just a mortal dude. I said that an entity that can't be killed or a being that always has contingency plans so you can never kill him because he's always 2 steps ahead of is really interesting and can be done really scary if properly set up. I absolutely think fnaf did not set up William Afton to be this sort of villain, so it always feels like plot armour and not (as you put it) a demonic entity that can't be killed.
he's also just not scary enough to justify being an immortal threat. The guy is a business owner that offed a handful of kids. He's basically just a less perverted Gacy, but he hid kids in robots instead of a crawlspace.
I was so disappointed when Freddy never betrayed me. I had this genuinely awesome sense of fear being around him as I never knew if he was gonna snap. Kellen Goff really gave him this sense of suspicious aura that was so interesting. Then they just never followed up on it!!
Honestly this. Freddy had such threatening voice lines if you hit him with the laser, and just a bit of volume or different delivery and it becomes a huge threat
Heading Scott talk so passionately about his work breaks my heart. There is no way on earth he was okay with the final product. The first FNaF game demonstrated that Scott understood elements of good gameplay, story, and horror in all aspects. There's a reason it was revolutionary. It's a shame seeing what the series has come to.
I think the Parts and Service jumpscare would have made more sense if it was a simple consequence for the player's actions. You're playing with live wires and touchy electronics, so it would make sense for a snipped wire to deliver a fatal shock, or a random spring to suddenly take off a finger. Likewise, you'd have to actually be digging into Freddy on a deeper level. Maybe touching the wrong wires together could cause Freddy to actually malfunction, an arm braining you in the back of the head or something. You could even fry his electronics entirely if you weren't careful, leaving you at a dead end. Not careful with his battery? It might explode.
@@DesignFrameCaseStudies Heck, Freddy's entire reason for going offline at the beginning could be simply because something went on the fritz on stage, allowing him to dodge any hacking that may or may not have happened. Maybe Gregory finds Freddy in Parts and Service instead of his room, and Vanessa is looking for Freddy too under the pretense of fixing him (keeping in line with someone else's idea of Vanessa actually foing this out of her own free will, as a fangirl of Afton). The game would be about staying out of anyone's sight, with a buggy, half-functional robot at your back. The P&S sections would be about helping him get back to peak efficiency with the parts you had available.
What's weird about the Ai's needing to be teleported. The ai's ARE actually competently made well enough that they can just run toward you when alerted, instead of being teleported. Both Blind Roxy and Giga Monty do this. The only time they get stuck is on a gate.
The problem though isn't that they're so stupid they need to be teleported. It's because the map is so obscenely large that if they wandered around randomly then you'd almost never be in danger with how easily you could lose them.
I just can't imagine how if you have teleporting guys how they didn't have a way to deal with it better. Like, teleport them JUST out of sight. Then they come chase you. If it would teleport again, clearly changing positions, throw in a different animatronic. God that'd be brutal.
Other than the fact that the map is abnormally large for such a restricted and linear horror experience, the animatronics themselves roam around too much without boundaries. Like imagine if each animatronic had their own patrol zones instead of essentially aimlessly trudging along until notified by a security bot. Eventually they get crushed and then ignore those boundaries and follow gregory at a slower pace, basically becoming the endgame portion of the game, which then cultivates into the ultimate encounter with burntrap
@thewhompingwampa2671 EDIT: I wrote this before I finished this video, which I somehow echoed an entire point the video went over. wild. I almost feel like the animatronics are TOO present. There's no time to wind down and get comfortable. I think what they could have done was make it less full of robots and lights, made it feel like truly CLOSED. Dark, quiet, and as you're looking around at the decorations or locating a keycard you hear metal footsteps nearby. The constant voice lines from characters chasing you makes them more annoying than scary imo
@@thewhompingwampa2671 Freddy had to teleport, as otherwise he would get stuck in the map geometry, or would go towards the EXACT SPOT you called him at and not follow you like how hes supposed to.
I used to work at an escape room attraction, I was there for about six years at the end of high school and through college. I can attest, FNAF 1 saying the servos could lock up if they're off for too long lines up with some of the bafflingly head scratching garbage that happened when we restarted our systems. The most random of errors and malfunctions with the most bootleg of solutions
As an automation programmer/designer I can safely say that yes, machines are a bitch when turned off for too long. Random stuff happening, like they are pissed at you. Solutions and jumpers cables that sometimes make no sense even to me
I feel like Vanessa was suposed to be the main protagonist based on the marketing, before Gregory's existence was revealed. Imagine if Vanessa and Vanny were separate entities fighting against each other, thus rendering William Afton's resurection unessery.
Yep. That would explain the promotional poster's about "protect" vs "obey." On top of that, we have voice clips that heavily indicate Vanessa was the original playable character (i.e. sounds for her running, jumping, and arguing with Afton).
always expected her to be the protagonist and was honestly genuinely shocked when not only was the not the protag, but she wasn’t playable at all. I think the story and character motivations and relationships could have improved a lot had that been the case. You’re vanessa, and you know there’s a kid around, and you need to find him- you do, and at first he’s scared and skeptical, thinking you’re vanny, but you don’t think/know you are, and then you befriend him and you guys fight off the animatronics together, realizing they are being mind controlled. then eventually afton reaches freddy, then, finally, vannesa, and you play as gregory at the end, having to fend off everyone as this little child, including your former ally’s now turned enemies. or just ditch the mind control plot entirely because, as pointed out in the video, it’s weak and sucks. Just really wanted to play as Vanessa.
That would have been much better. One of the coolest things the game could have done is if the game switched perspectives from Vanessa to Gregory. Like maybe you spend the first part of the gems hunting for Gregory to save him, you are the good guy. But he keeps running away and you don't know why. But when you finally catch up to him, your alter ego comes out. That's when it's revealed you are the bad guy, that we've been playing as the bad guy all along! That's why Gregory was so afraid. Now we shift to controlling Gregory as we escape Vanessa and the rest of the same is him trying to escape/undo the mind control. It would have been one of those awesome twists only a video game could pull off, the reveal that we were the bad guy all along. And obviously, making Vanessa a playable character would further flesh out the characters, make Vanny more present in the games, and even add to the mystery of what is happening. Like nothing makes you more motivated to figure out what's going one than when a character YOU were controlling is suddenly in trouble.
@@Obi-Wan_Kenobi I don't think we could ever have that type of game because the franchise is so stubborn and insistent on being cryptic with it's lore. We could've gotten so many cool games out of this franchise if they weren't so restrictive honestly.
Honestly I think markiplier was spot on when he said the game felt like it had other plans in mind but we’re switched or scrapped given that some moments and sequences (such as the red-light-green-light section with endos) were very polished and super fun to play as well as scary. But other Orta are just a cluttered mess that feel quickly put together. I would’ve preferred them to split each “main section” into a “survive til 6am” type of gameplay where you’re on a clock to complete an objective and survive while lights are off giving some real fear. Imagine the daycare scene without distractions, or at least nerfed ones, with a timer of surviving. Or how about the trash compactor having multiple animatronics in that area for that mission making it animatronics an actual threat since it’s a small zone. Their mistake was making it a open world game. Love the concept but it should’ve stocked to smaller sections filled with animatronics for fear factor rather than lazily placed patrol bots. That’s just my opinion tho
I always thought it was odd how Freddy said that Gregory was “broken” and took him to the first aid, but then there was nothing else about that? Like.. what was the use for the story? Unless they only used it to force the player down to first aid, where they meet Vanessa, which seems like quite lazy writing imo. Also great video! You’re very underrated
Yeah I'm a bit torn on that. On one hand, I could see it being a weird thing that pays off in the "lore". But it never pays off in the actual story, and I feel like it should've contributed to the story in some way. The first aid stuff kinda hints that Gregory is a robot (which is the most popular theory right now), but it's not really used in a satisfying way. And even then, I'm unsure if it really holds up to scrutiny, 'cause how does Freddy bringing Gregory to first aid really help him, whether he's human or robot? Freddy must've detected SOMEthing, which also begs the question of how he just automatically follows that security routine but not any of the others? That probably would've been an additional funny detail to bring up in the video lol. Thank you for the kind words :)
There's a simple answer: the line was rewritten to be more kid friendly. People digging through the files found the original wording was "bleeding" not "broken" which explains Gregory having a bandage on his cheek. Heck, they should have kept the line and implied Vanessa was the one who hurt him if we're supposed to believe she's up to no good.
Huh, I'm a bit surprised since bandaging cuts/bleeding is a normal concept for kids. It sounds to me like they thought "broken" fit the situation more, perhaps for the Gregory-is-a-robot theory? I'm thinking there are probably better alternatives to "bleeding" than "broken" that they could've chosen to indicate something similar to "bleeding." Like "hurt."
@@DesignFrameCaseStudies True but remember, this was a robot saying it. Later, when Freddy is having mechanical issues, Gregory says Freddy is "hurt" so clearly each is using terms they're more familiar with.
The entire game, I’m expecting Freddy to turn on us, we were trained from previous games not to trust the animatronics, and every time Freddy gets an upgrade, it’s even more terrifying that he might do so, I wish they at least added another ending where Freddy did turn on us or something of that nature:/
It was actually a scrapped concept that Freddy would get shattered by the other animatronics and would be infected with whatever virus infected the others and would have to avoid Freddy. I would recommend checking out Thatsnot myrealname’s video where she goes more in depth with it
Freddy betraying you was a scrapped concept. There were even some leftover voicelines of Freddy that are genuinely haunting. Just search "Shattered Freddy".
Thank you! Much of it came from the script I already had written, but yeah anything that wasn't my voice I had to type up. I didn't do the interview clips myself for that reason, but thankfully that's done now as well.
the dark periods if they were good could give you a feeling similar to rain world's rain. in rain world, you could be exploring but then notice it getting slightly darker. after the screen shake and rumble starts, it causes a feeling of panic to run to the nearest shelter before its too late.
I get the feeling that the game had to be 'child-friendly' so there could never be a genuine narrative threat from Vanny without compromising that aspect. Hard to market a kid-friendly game with child murderers - which perhaps never really stopped the original games, but their 'narrative' was more indirect up until Sister Location and Pizzeria Simulator.
Because FNaF was never directed at children and never should be. Children can like what they want, but just make a good game. But even kids like a good narrative, so there's no excuse!
@@DesignFrameCaseStudies Its Sony, they have an internal rating system in place and even told the devs of an 18+ game, that one of characters cant be missing an arm (no, I dont mean lose and arm, but simply missing one due a prior injury), for the sole reason of the game using cartoonish graphics and therefore "being for kids". And dont forget that Sony at one point actually had the idea to not release ANY 18+ game on their consoles...
@@DesignFrameCaseStudies The whole point of what drew children in to begin with was that it was child friendly mascot animatronics turned dark, a warping of innocence, and something too mature for that audience, which is of course exactly why they loved to consume it. I remember being 14 in 2014, interested in FNaF and creepypasta because they had adult themes that make me feel like i was included in something more mature, and of course morbid curiosity is addicting. As soon as the kids grew up and the new generation got stuck with pandering defanged horrors to appease an audience it never intended to go after to begin with, it started taking a turn for the worse. all my subjective opinion of course.
@@DesignFrameCaseStudies but it is and has been for quite some time now. Look at the toys, and even better , the games themselves. It’s all colourful, bright, inoffensive. I know it’s supposed to be like that but it is more and more becoming like that.
This is an ancient idea I had from Help Wanted. Imagine if this was a free roam game where you're a detective trying to solve these missing kids cases. You sneak into the pizza plex at night, and you now have to wander it without being caught by security and clamp down on any clues to these missing kids. So to bring in the classic power management, the pizzaplex is on night power. You can route power to different areas to get in and out of them, or power on some systems to distract the roaming robots, but if you run them too long or too much you trip the generator and shut the whole building into darkness. This forces you to run in the dark with the even more aggressive robots to find the breakers and turn them back on. Then to bring in the best part of Help Wanted, a lot of your investigation requires you to find and open up the animatronics and you have to carefully pluck pieces out like recorders or data banks for the investigation, but if you mess up the animatronic wakes up and takes you out. This also would mean a bunch of the story would require you FINDING ways to shut an animatronic down to get into it, whether by luring it into parts and services, knocking it offline, or destroying it. Finally, we can even tie in Vanny/Vanessa by making her actually working to stop you as a security guard. Then as you go through the story, you slowly find that she's basically obsessed with the original FNAF murders, and is essentially worshiping the dead Afton. Of course we lose friendly fred, but really? Do we need a friendly freddy in a horror game like this?
I think there's a lot of potential with friendly animatronics, such as if the whole crew is friendly before stuff goes wrong, etc. etc. But your idea of being a detective for solving missing kids cases does sound like a great concept!
Springtrap definitely should've stayed dead. He already died 3 times, and honestly it kind of makes sense for me why he needed to die three times to actually die. The first death is him possessing the Spring Bonnie suit, literally experiencing what he put his victims through, and also turning him from a living person to a remnant possessing an animatronic. When Fazbear's fright is burned down, in my opinion it's to show us why he is the main villain, the perseverance he has to keep himself alive, possibly through the power of agony. And his final death in Pizzeria Simulator serves as closure for Henry and also every other soul that was trapped in an animatronic at that time. Afton's ending should've been Cassidy's endless torment in a neverending limbo. If they really needed to bring Afton back, then use Glitchtrap and give him a different motivation. Glitchtrap was set up as a brand new overarching villain, and he was not used once in Security Breach, other than as an explanation to how the animatronics get controlled presumably. Glitchtrap could've been an opposite to Afton. Since Afton is an insider threatening Fazbear from the inside with personal grudges. Have Glitchtrap have to try and invade the brand new Fazbear technology and slowly take control of the company. Glitchtrap could've worked so well, but they just had to use good ol' Afton
What really annoys me is that logically, Glitchtrap should literally just be Vanny. There is literally no reason for it not to be the case, that is what is being implied in HW's original release and their personalities and mannerisms seem to line up. But then in updates to HW and now in Security Breach, they instead retconned in this incredibly confusing nonsense that er...it's not even clear what is going on. Is Glitchtrap brainwashing vanessa and it only sometimes works? Does this now soulless body(Since it is sealed in the digital space, having swapped places with glitchtrap) retain its own sense of self and that is why control sometimes slips? Is it Vanessa's twin who is fully possessed? Why am I not even sure if its's possession or mindcontrol? It's pure bs! Then there is the issue that people are not even sure if Burntrap is actually William coming back to somehow being a better hackerman than Glitchtrap or if it somehow IS glitchtrap, but the rebuilt body somehow gave it the ability to corrupt programming even better.
imo I didn’t really like the digital mind virus plot to begin with. Afton should have died for good in Pizza Sim/then stuck in his personal hell, and Vanny should have just been a copycat killer who wanted to replicate Afton’s crimes
ir should be also noted, that his first death was only revealed after you already had to deal with him as springtrap and he is shown to have survived his second death in the same newspaper, that states, that fazbear frights had burned down (though you have to turn up the contrast to see him). Both of them had his survival set up.
It’s honestly also incredibly annoying when Security Breach was being marketed as a soft reboot to separate itself from the characters and plot lines of previous games, only to drag back their literally done-to-death villain
God, honestly I think playing as a news reporter trying to figure out this place’s secret would’ve been better than playing as a kid since there’s no way when I was Gregory’s age I could do any of that
Security Breach had so much conceptual potential that its flatness makes me really sad. I would *love* it if the game capitalized on the uneasy tension of killing all of Freddy's friends and installing their body parts into him. That would be a *very* good reason for Freddy to try to kill you at the end, no mind control required.
I think the Vanessa/Vanny reveal would have gone so much better, even with her minimal story presence, if the game knew how to hint at her story instead of explain outright. Imagine if they'd set it up well: 1. The last thing Freddy sees before he gets his error in the opening cutscene is someone in a bunny costume going to the control panel. Possibly a reason for his error is a conflict in programming; he can't leave the stage, but he needs to protect Faz Co.'s property. Safe mode protecting him from the network could be his programming's conflict resolution protocol-you have to be manually checked on, no network tampering for you. 2. Later, when Gregory introduces his fear of being caught by Vanessa, he gives a legitimate reason behind it; "I saw her getting rid of [kid's name's] raincoat! She totally kidnaps kids! Don't you read the news?!" 3. Freddy's programming allowing him to avoid Vanessa could be based off of this. "According to Code XYZ of the Fazbear industries policy, lost items are only to be returned to the lost and found. Protocol indicates Vanessa should be terminated from staff." < Insert dread in players returning to the franchise at an animatronic saying someone should be "terminated." 4. First thing in your inventory is a newspaper you CAN read, but aren't prompted to. It gives you the relevant details hidden behind that one bad ending, that children are going missing. The kid's name Gregory mentions in point 2 is the latest on the list. All the above leads to the player being curious as to what Vanny is up to, and establish Vanessa as an untrustworthy threat, regardless of whatever she says/does. Continuing. 5. The awkward transition from Vanessa scolding Gregory to Vanny's "Are you having fun yet?" could be easily remedied with a scream and Vanessa falling offscreen (the player thinks Vanny got her, but it was her falling over and succumbing to the madness). Now the player knows Vanny's a threat, wonders what happened to Vanessa, and the mystery starts taking shape. Is she forced to work for Vanny? Is she being framed? (Also a note, the name "Vanny" should be a name Gregory gives her once he discovers the connection, rather than an established title for mind-controlled-bunny-lady) 6. Vanessa appears again later, speaking as if nothing is wrong, furthering the intrigue. You leave the area she's in behind to go do Mazercize or the Roxy Raceway, etc, and when you come back, Vanny prowls the halls instead. Repeat that theme whenever there's a situation you plan to have Vanny show up; Vanessa first, Vanny after. 7. You eventually find Vanessa's room. Environmental storytelling. Scribbles on the walls of rabbits or orders, a diary entry that descends into madness, costume remnants, trinkets from lost kids. Examining each bit could prompt a voice line from Gregory that doesn't explicitly state everything, but lets the player have fun puzzling it together. 8. After this reveal, Vanessa doesn't show up anymore, only Vanny. Mystery set, danger known, but now you're lacking the indication that she's going to be there later, so it's scarier when she appears and leans into her descent into the mind control plotline. An afterthought: I don't know why Freddy can't see Vanny. That being a plot point genuinely baffles me, because the only time it actually matters is when you see her moonwalk by that one charging station. It's never built on or brought to any semblance of relevance. I say we ditch it to make Point 1 work.
This would have been _amazing._ I've been trying to figure out this game's actual story for awhile now, but this is so simple and sensible and good! Something like this, something that's easy to follow but still incredibly intriguing, would have been lovely.
@@NXTangl I was just thinking that. With this and the points made in the video in mind, a fantastic fangame could be made. And seeing as the free movement does the game no favours, something like sister location's movement could be used instead, which I imagine would take less time consuming than having to design FNAF gameplay around very non-FNAF mechanics. This would also allow for expansion on said mechanics, e.g. there could be sections in vents where you have to choose which direction to go and are in peril.
@@cheemsecks-dee5134 Indeed. Social media, cancel-culture, and intolerant wokeness has ruined so very many things. I'm so....tired. I'm just tired of what the world has become.
I am 34 years old, I have never played a FNAF game. I have literally watched this ~2 hour video (or had it on and listened to it) probably 4 or 5 times. It is SO well done and I am just hanging out and waiting for your next video. Thank you for making such an interesting video, I hope to see more similar work from you soon. :)
Oh wow, thank you so much! I'm honored that you'd watch it so many times 😄 I've been working on the next video for a while now, so I'm hoping to finish it soon... I wish I could release them faster :/
Seeing all the Shattered designs together made me think of something. Shattered Chica just looks derpy, Shattered Monty is depressed, but good god Shattered Roxy has the potential to be the most terrifying thing in the series. Imagine a segment where your flashlight and blaster are gone. Maybe Vanessa takes them away from you, or maybe Gregory gets butterfingers and drops them. Then Shattered Roxy shows up, and you need to sneak past, relying solely on your own stealth abilities. Your main advantage is you can see her, while she can't see you. Then the lights go out. It's the end of the hour. Remove Moon, so it's just you and Roxy, but now the playing field is even, since she has no glowing eyes to give her away. You need to listen out for her to avoid her, while in turn not making too much noise, otherwise she finds you. If you run, she chases you down instantly. Look at the image of Shattered Roxy, and imagine that appearing out of pitch darkness two or three feet in front of you, while you are required to stand still as to not make any noise. There would be a not insignificant chance of your bowels involuntarily voiding themselves as you are rendered utterly at the mercy of this blind, freaky-ass animatronic missing half its ribcage, standing mere inches away from you but still unaware of your presence.
I think chica might have been creepier if she had wires dangling out of her throat. From Gregory ripping it loose. She would then move clutching her throat. And periodically making frustrated mechanical shrieks and white noise. Don't know how her attack would change though. Monty could maybe drag yo off after latching on to your leg maybe.
One of my main gripes with SB is that it swears up and down it's a "horror game" but tries it's damndest to not be scary. One of your pursuers yammering that you have no friends for the 50th time is not chilling it's a kindergartener insult. Even worse is that when Rox gets shattered she runs around crying and yells that her hair is ruined. I'm supposed to be AFRAID. Im not supposed to feel bad or pitiful for this robot trying trying to bite my face off. What tilts me the most is the censoring of the most softest things. Vanny has a knife in one of the teasers..you know? To kill you? Where is it here? A voiceline with Greg saying that Vanessa is "coming to kill me" was changed to "coming to get me". Another cut voiceline mentions Gregory bleeding. Why? Is BLOOD too scary for this HORROR game? A simple kitchen knife WAY too spooky for the kiddies? Even the first fnaf had a bit of body horror in it! The game over screen pretty much shows your mangled, eyeless, dead corpse slumped in a grey room facing the player directly. You died alone in the most gruesome and painful way possible. And this death is "shown" in the kid friendliest way possible. But a knife and some bleeding is too much? The meere mentioning of the word "kill" was scrubbed? For a horror game? I can't help but find this pathetic.
What is funny about the Knive-removal is that it even makes Vanny's jumpscare-animation completely nonsensical. It's supposed to be her playing with Gregory while he passes out, but there is no reason for him to pass out in that situration because there is no weapon she could have stuck into him and I doubt she's as physically threatening as the animatronics. It just feels fake in the end.
@@lpfan4491 Lol, exactly! If she was running around with the knife she would actually be threatening because well...getting stabbed is bad? Without it she's just a lady. How exactly do we die from her when we get caught? All the other enemies are seen biting our heads in the "jumpscares" (except Moon, his sucks) so that's how we die. But what does Van do? Choke us? She's a petite little lady... Like you said, it's very nonsensical. They can show our heads get bitten off by a psycho robot but not a simple knife? They didn't even have to show the actual stabbing. This is tilting me so much lol
I just realised Roxy's eyes make no sense/are inconsistent. At the very start of the game, you can see her in the vent yet she doesnt react to you. After you put Freddy's head back on, Roxy cries in her room yet she cannot see you until you enter
She actually makes an allusion to her knowing you're up there at the beginning if you stick around watching her long enough. She still doesn't do anything though.
I thought this game was bad, childish, underdeveloped, boring, slow, confusing, buggy, and anything but immersive. I had been saying this from the start. However, when I mentioned this, people aggressively disagreed with me, calling me a FNAF hater, when in reality I’m just a good horror game lover. This video just confirms EVERYTHING i’ve been saying about this game from the start. Well done.
This is exactly why I like to at least partially focus on popular titles, because discourse is difficult without the proper work to back it up. Although my Mario Odyssey series is a bit rough in my old writing, that was also the intent with that series. And I want to do something similar with Elden Ring as well, although that's an even tougher pill to swallow. These games are ultimately awful and they could've been so much more, and people need to realize that so we can uphold a better industry. I'm glad you agreed about the game from the start! And thank you for the support!
@@DesignFrameCaseStudies what's wrong with Odyssey? It was short and enjoyable, I know it continues after the main story but I stopped after that. Though I agree with elden ring. I enjoy it but I can see just how much it's missing at least something...well, almost everywhere.
@@DesignFrameCaseStudiesyour critiques seem to be pretty good but calling odyssey and elden ring awful is way too far. They do each have many flaws but they're still fun as hell and you're not going to be making people hate a game they've already enjoyed just by pointing out its flaws to them. Critiques should be for the sake of discussion, not for changing peoples mind on something they are going to enjoy.
@@nootnootscoot7041 I'm not denying that people can enjoy any game, but the primary discussion around mainstream games tends to ignore or undermine the issues, so that's the basis of where I'm coming from with liking to focus on some of these games. Perhaps my wording was bad, but there are many factors to enjoyment, and design is a complex process, so I agree that it opens up discussion and that's ultimately the goal, but also the general audience most likely isn't privy to design, so one great thing about critiques and commentaries and such is to open people to the design world and the intricacies of it (although my upcoming videos go into much more detail than this one, so I'm excited for those!). People have feelings about games that they can't quite put their finger on or reasoning for, as with any media, and so people discover new points or ways of thinking or reasons for decisions or possible design avenues or intents, etc etc. It's all ultimately rooted in opening that discussion, but it's also so much more than that. But anyway, regarding Elden Ring, I say it's awful because it's not structurally sound, but I'm not gonna comment further on it because I haven't constructed the argument in an acceptable form yet, and since it's a mainstream title, it's not something that can easily be discussed otherwise. I'm planning some videos that'll be better than this FNaF one, so hopefully everyone will enjoy the discussion that it potentially brings! But regardless of my thoughts, the point is that I enjoy surfacing (or contributing to the surfacing) of these discussions.
the point you brought up about players getting complacent after the discovery of the camera and fazerblaster made me think of Alien: Isolation and the flamethrower. Halfway thru the game the play gets a flame thrower; this could also make the player complacent. it does not because 1. it has limited ammo 2. the more you use it on the Alien the more the Alien adapts and comes to a point where it is no longer affected by the flamethrower. THis is the same for all strategies the player uses thruout the game. If the player hides too much, the alien will look in hiding spots more often; the more the player uses noisemakers as a distraction for the alien, the more the alien will come to ignore them. This great AI design really keeps the player on their toes in this wonderfully crafted horror game.
At some point when I'm less lazy I would love to make a video essay where i touch exactly this concept. I felt like in so many ways this game is a garbage version of alien isolation that has nothing that made Alien Isolation fascinating.
imagine if they programmed each animantronic like the xenomorph in alien isolation? oh man if i recall right the alien was super smart and able to learn but was never unfair, nd only teleported like twice and ince was to get it to a cut scene. but created such a deep level of fear and dread. and even though u would get a flamethrower to scare it away it would gradually piss it off and make it more agressive
Don't even need to get that fancy, Mr. X in Re2Re is very simple, doesn't break logic when narratively he doesn't make sense to be at a location and it's terrifying for a survivor horror game (which makes me puke to say SB technically is)
Pretty Sure Vanny was supposed to be the "Xenomorph" of the game with the cut "Vanny meter" but then they got rid of it for whatever reason. Also having bots telewarp every few seconds from being seen legit killed me a couple times because I walked backwards and the enemy spawned behind me. disappointed can't even begin to describe what I felt looking back on this game
@@grandaltis I have a theory that the animatronics from security breach are possessed by the police of cyberpunk Both seem to teleport whenever you get caught
That would be much better. But Alien Isolation has complex AI that's difficult for non-AAA studios to pursue. But it's certainly a good example to draw from. And Mr. X as well, which is kinda how Vanny already acts if she were to be in the game, but I'm not sure if that's sufficient AI to use for the huge open areas in the game. Maybe if the big areas are safe, and the smaller ones aren't.
It's sad when a chasing addon png in gmod is more polished and scary than actual NPCs with unique behavior. And that simply used the built in Navmesh feature in Source engine. Shouldn't be so hard to code a good path ai using the Navmesh in Unreal. It's already really good on it's own. Even Unity has a really good one.
The fact that Scott Cawthon wasn't satisfied with ending at 3 because people weren't scared enough just goes to show the level of detail and the high standards he had for his games. That's what made them so good. He would not rest until he felt everything was *perfect* and it showed so clearly in his games. Security Breach is an empty shell masquerading as FNAF. It is only FNAF in name alone.
Most annoying thing about this game is the fact you need to hold E for few seconds before anything. Wanna save at the station? Hold E for 3 second, wanna open door? Hold E
Such a odd problem to have... Like you have to commit to save and do stuff? In a game where your being hunted? Like out of all the problems with the game the hold to interact is not one of them. If anything it is a good way to stop stupid stuff like running to a save station just to not lose. Or having a enemy right up your ass but because you INSTANTLY hit a cut sense button the danger go away! Like the point of the 3 seconds is to make sure you can not cheese the game. It is like saying that hiding in a game should make the enemy lose track of you the moment going into a hiding spot. Even now the enemy was right up your got dam ass just no! Enemy should lose track and not open the locker! Or whatever. Such grate game design... Bendy 2022. It is such a poor and pointless thing to talk about when the hole got dam game is a mess. The one thing that actually is not broken... Like is it not a bit more interesting talking about the POINTLESS collectibles all over the place? Why are there ALL OVER THE PLACE boxes to wined up to get a 'price'. Like what function do they have being randomly placed around the pizza plex? And how or why are they giving out free prices that basically anyone can grab? Ho is paying for this prices all over the place? And why?? And why are there so MANY messages in bags all over the place? WHe.. Ha? W T F. IT makes NO sense. Collectables are just a really bad legacy thing that needs to be done with. True secrets that you can collect in a more non made up way might be ok. But the old coin or fruit collectables have no place in anything but platform first games. Like hippo the magnet was really clever but the rest??? No there are to many of them and can be done in a better way. They should be placed in the open and be guarded by the enemy. Making it a hard but fun challenge to grab with voice lines for each pick up. Not a billion of the fuckers all over the place.
That is a common gripe I've had with many recently made games. Like why and when did this become a thing? Just let me press the fucking button and do it!
@@ROARRY01 according to another dude who wrote the entire book for this reason. It doesn't even build suspense, because you hear the Animatronics talk all the time and whenever one sees you a loud ass sound plays
@@TheDiner50 I will ignore most of the book you wrote and focus on the first one. If you try to argue they didn't want you to cheese the game, then it sure failed- I don't even need to mention the sea of glitches and skips. Another thing is what you said is not getting animatronic up your ass when you run to the save station. If you ignore the fact the game plays loud ass fuck when one spots you, the game still does it, you can reload the game and have animatronic spawn next to you, soft locking you, not to mention this does not build and suspense, because the animatronics talk all the time so you know where they are, and when one spot you, the game plays loud sound before they charge at you.
@@TheDiner50 You might think its an odd problem but for certain people stuff like this feels like a waste of time when its literally something you have to do at every point in the game. While i can understand your argument about cheesing the game, not every interaction should require three seconds just to do, stuff like simply interacting with items or opening gifts wouldn't get hurt from just turning the action into a "tap" rather than a hold. I'm personally very nitpicky about stuff like that too, I hate when I feel like characters sprint too slowly, or when they make me sit through unskippable cutscenes after dying and having to reload, or one of my favorite things to nitpick: when pausing a game and it doesn't take in your commands instantly until about half a second kicks in, or when there's no "restart level" option IN the pause screen, both of those always frustrate me a lot. Because as small as those problems seem to be from first glance, they're things you're gonna be interacting with throughout the entire game, can you still play it? sure, but it'll certainly be what brings a potential 9/10 game into an 8 or even a 7.
Yes! Someone finally mentioned the missed opportunity with Freddy. He clearly cares about his fellow animatronics. Gregory is mutilating them and using their parts for upgrading him. If Freddy found out the truth he would be horrified and honestly fairly justified in turning on Gregory. I’m genuinely shocked they never did anything with that as even the dialogue sounded like foreshadowing. I think the game had a lot of potential and instead of releasing DLC I’d love to see them rework this.
Honestly, the most damning problem with Vanny and Afton is the very fact that their relationship is treated like a mystery in the first place. Anyone who was remotely paying attention in the fandom during the build-up for Security Breach's release knew that Vanny exists because Glitchtrap took partial possession of a young woman during the events of Help Wanted. Glitchtrap was even a hidden image in the final teaser for the game! Everyone knew that Afton was pulling the strings, yet Security Breach still treated their connection and Afton's involvement like a mystery. What they _should_ have done was do away with the mystery and actually put this plot point front and center. It could have shown the more insidious side of Afton's personality as a serial killer hiding behind a friendly facade, this time forced to do it by manipulating someone else to do it for him. Different voice actor aside, listen to how he talked to Vanny during the gameplay trailer. It seemed like he had to do some convincing to get her to do what he wants, rather than having complete control. By making this extremely important plot point more apparent, it could've been used to clearly justify Gregory's distrust of a mentally torn woman and given a motive to figure out a way to remove Vanessa from Afton's control, maybe even have it result in tragedy if removing Afton completely (and permanently) robbed her of her remaining sanity. There were so many ways they could have used this to make an interesting storyline, but instead they chose to just not pursue it at all! The game is too vague even by FNaF standards when it needed a clear story for its longer runtime.
This is an extremely well-said point. I'm generally familiar with the franchise's lore, but didn't think about this at all. I also didn't want to get too deep into the lore (including Help Wanted) and just wanted to focus on the story being told; however, this would have been a fantastic story foundation to build from, and makes the game's whole attempt at a mystery even worse than I thought. Thank you for writing this!
@@DesignFrameCaseStudies I don't know if you're aware of the whole "agony" thing that came from the Fazbear Frights books, but apparently glitchtrap is a virus that appeared from a broken circuit found in the remains of some Fazbear Entertainment restaurant (forgive me for not remembering exactly from where it came, but it was related to Afton) and got into the Help Wanted game I really think this idea could be expanded if they treated glitchtrap more as an entity than an actual living being, it would be a villain that simply wants to corrupt and kill people, while it does resembles Afton it's motivations aren't the same, and having Vanny as the first "follower" could lead to a whole new arc for the FNAF story, maybe glitchtrap could lose relevance and Vanny would become the main villain. But nope, let's just treat glitchtrap as Afton's third reincarnation and reuse him as a villain
@@henritaas9997 ive always had the impression that the animatronics arent actually possessed by any real conciousness, more that their suffering produced a kind of emotional energy in the form of remnant which honestly feels almost confirmed. so i think the idea of glitchtrap as a remnant based entity that was born from aftons death in springtrap would work really well. it sort of makes sense that each time he's destroyed, he gets more disconnected from the original william afton as his remnant essentially gets recycled. the remnant of the children could move on because once william was dead, the cause of the suffering that birthed it was gone. but i think since william mucked around with remnant so much during the time when the sister location location was running normally that the suffering he experienced became the results of his own experiments. so maybe afton cant trully die and not "always come back" until all of the remnant he created is burned away because until it is, his cause of suffering still exists in the world. and now that remnant is scattered all over the place lorewise, in ennard, in the blob, in whatever is left of baby etc which basically makes him voldemort with his horcruxes bs in a way. so his body died in springtrap and created the remnant powering springtrap. then he gets burned in pizzeria sim creating remnant that idk, stuck to some circuit board in an arcade machine nearby or something creating glitchtrap. who is shown in a full costume with no sign of william afton really, unlike springtrap who had his whole body in him. i mean theres the purple coloring but i think its fair to say that glitchtrap is less like afton than springtrap was, still motivated by the same thing but not exactly a copy of afton. doing it this way would have let steel wool keep the whole "i always come back" meme that seems to have stuck itself to fnaf games permenantly but the "I" isnt really william anymore, just this amorphous entity powered by the hatred and pain of being destroyed several times. thats way more interesting than basically just an immortal murderer and yet its functionally the same so you keep old school fans happy while letting the franchise evolve beyond its rigid beginnings.
@@maxsync183 that does make a lot of sense, it would balance the fanservice with steel wool's new storylines. Just hope they don't go too much into the afton resemblance while doing that, it got saturated already
Thank you all so much for watching! You all have given me so much support and it's just been amazing. So many fantastic and insightful comments as well. 😄
There are a couple things I want to say here. First, I've been trying my hardest to either Heart or respond to every comment. And while I've been successful in keeping up most of the time (so far), there are way too many to reliably keep up with. So even if I don't react to your comment, just know that I greatly appreciate it! I seriously love reading and interacting with them all. It's been a blast.
Edit: Shawn from the future here. According to the new Scott interview (on Dawko's channel) (2024), Scott had a story concept and Steel Wool filled in the gaps and ran with it in their own direction. Scott had the idea of leaving Burntrap as an inanimate object hidden away in corners that would be related to the "story" in some undisclosed way, and Steel Wool turned Burntrap into a reanimated "boss." So overall, we can't quite know who's responsible because no one knows what the crap Scott was thinking or what the intention behind Burntrap was and if it was Afton-related. However, even if Scott is to blame, this is ultimately Steel Wool's project and responsibility. I will leave my previous discussion about this below, which still includes useful information.
One unknown that the comments and I have been trying to figure out is the extent of Scott's involvement, especially when it comes to the universally disliked and incomprehensibly strange existence of Burntrap. I made an assumption/prediction in the video that it was led by Steel Wool, and I think that's a fair assessment given it's their game and the story and even the lore is rather incomplete or non-existent, with an obvious reliance on using Afton as a crutch. However, there seems to be official word from Steel Wool (link below, but I'll quote the entire thing here) that specifically says, "[The writing] is really collaborative but Scott has final say in everything and he creates the overall story concept. When we have unique ideas we're comfortable pitching them to him and he really is super receptive which really allows us to have a creative voice."
This is unfortunately not looking great on Scott now, and even if this was Steel Wool's idea, I'm sure Scott would've had to approve it. However, it is worth noting that we don't have details about any of the developmental and approval processes at any point during development. Steel Wool has also strongly suggested, in both Dawko and GameJolt's interviews, that they were the ones who came up with the ideas of Freddy being a good guy caring for a child (essentially the basic concept of the game). Therefore, we just don't know the extent of these story concepts and who created what, but there are a couple things we know for sure. First, Steel Wool created a game virtually without a story, motivations, or character development, or in some cases characters at all, and that's important to keep in mind no matter what story concept was supposed to be there. The writing itself was most likely done by Steel Wool as well, since the writing is inconsistent with what Scott has written in the past for his games. Second, they're both at least partially responsible, which is a bit shocking to me that Scott may be the one who brought Afton back, despite me thinking it'd only make sense if Steel Wool were the ones who brought Afton back as a continuation of the one-off digital essence Glitchtrap story that tied their VR Help Wanted game together. Thank you all for sharing information and I apologize for anything that may not have been the whole truth -- that wasn't my intent.
www.reddit.com/r/fivenightsatfreddys/comments/mrhvt7/answered_questions_on_the_nvidia_stream/
Edit: I appreciate a lot of the great feedback I've been receiving as well! My title worked but my thumbnail was crap, so I fixed it. And some of the extended clip segments may have been too long. I don't often include so many clips, but Security Breach is quite a unique case where the game is essentially defined by its online legacy and brokenness. I'll try to limit the clips in the future, but if a future video (e.g., the DLC) contains another longer segment of clips, I'll consider adding my own post-commentary on top of any clips that don't have any.
Whats funny for how broken it was is that its actually really hard to crash the game which is kinda weird.
So this means Scotty boi himself APPROVED UNDOING EVERYTHING THAT THE PREVIOUS GAMES DID!?!?!?
@@EvilBandeez It kinda seems that way. I don't know why Glitchtrap didn't stay as a standalone thing in Help Wanted. I don't know how they even remotely thought bringing back Afton was a good idea in Security Breach. But I don't know how something like that would've gotten past Scott without his explicit approval. But also, it could've been Steel Wool trying to slap something in for the finale 'cause they didn't have anything else. I really don't know unfortunately.
@@DesignFrameCaseStudies from a lore perspective it makes sense, theres no reason help wanted would be a standalond thing, that game clearly tease vanny.
Also everithing point out that someone bring afton back, game theory said it was elizabeth the last video, im not sure if it was her, but the lore seems to indicate that we stop the new villians trap. And afton just revive for a short time and in a incomplete way because of gregory. So i think the contradictions happens because they show a really incomplete picture in the main history, and gregory identiti is still a mistery in the lore, exept he is not an inocent kid. He is more, most likely a robot.
Scot probably aprove the ideas because they work in the lore, and didnt care about the main story
@@DesignFrameCaseStudies i have a feeling that there is some underlying lore about burntrap that hasn't been explained yet. Whether because it's cut, or they want to elaborate in a future game or dlc, or whatever, but I think there is or was some important and actually interesting plot point and reason to bring him back.
One theory I've seen brought up is:
Burntrap could just be the husk of springtrap, no William soul at all. #1 I haven't read it, but the man in room 1280 seems to imply that the body of Afton himself is long gone from the suit, in a coma having ucn as a nightmare wherever the book takes place. #2, burntrap never talks. Even springtrap made vague, audible groans, and eventually got a voice in AR, and scraptrap talked like a cartoon villain, but burntrap is completely silent outside of a tiny, almost inaudible gasp when he's grabbed by the Blob. #3: it has been proven that burntrap is incomplete. Maybe the part missing is afton himself, and this is just the suit with trace remnants of agony?
Look. I don't think Scott is stupid. There has to have been some underlying reason he approved it that we don't know about. Whether it was cut, or if it will be revealed in the future, I don't know. We just have to wait and see and that's what sucks.
What always confused me about security breach was that no one on the dev team asked the question of, “Why didn’t greg just stay in Freddy’s room the entire night”
That's absolutely hilarious, I love this
The thing is, that would have been a much better usage of the time.
Make Security Breach work like Porkchop's Adventure, but time-based. You can stay in Freddy's room for half an hour, playing his arcade and only having to avoid Vannessa and the bots occasionally coming in, or you can risk going out to get other endings (In this version, we'd skip over the six linear hours and make the full game be based on finding clues to unlock endings).
Because they cut the part of the game where Gregory is there investigating the disappearances of other children. Gregory has cut dialogue asking about the missing kids and this plotline is mentioned directly at the midway point when you have to choose to stay, fight Vanny, or leave. The next explicit mention is in the ending where Gregory leaves and Vanny hunts him down in an alley where he's taken shelter in a box with a newspaper for a blanket mentioning the disappearances.
Partly fueling my belief that that ending storyboard was originally the opening of the game, giving a reason for Gregory running from Vanny/Vanessa, investigating those disappearances while he's there, and even the cut on his arm.
There's one last mention in a collectible, so at some point it was central to the plot (otherwise why mention it in the cutscene midgame?) but was cut for whatever reason. Much like the dialogue and cinematics shown in the trailer that straight up never happen during the game, we know Afton had voicework and they hired an actor to do his lines of dialogue but in the game he's 1000% silent.
So really the answer why he doesn't just stay in the room is because Steel Wool cut out the reason and forgot to write a new one.
Gregory investigating the disappearances makes some sense. I was confused that a possible motive like that only appeared during one of the ending cutscenes. Came out of no where. It would've been so much clearer had that idea been seeded in the beginning.
Roxy being able to see through walls and Monty being able to break through doors could've been possible reasons if they bothered to utilize those abilities in the narrative.
I feel like shattered monty could've been the only animatronic that can follow you into vents, meaning you'd gain access to new areas but also lose a safe spot.
Well moons usually depicted as venting in fanfiction so maybe him as well
Cool idea, if not for the mini Music Men that appear in nearly every vent already, that just kind of exist because yes. Like there is exactly 1 or 2 duffel bag messages that hints at their existence, and they are never mentioned in any capacity beyond that. Gregory doesn't even bother to mention it to Freddy after your first encounter with one.
@@eternallylearning2811I don’t think that’s a good enough reason tbh. “Some person on the internet wrote that he can use vents so he should be able to use vents in canon”
@@shimmershine6902 Well I do think its a good enough reason it's called acknowledging when fandoms have good ideas and it's not just one person that wrote that it's a common thing I've seen in Fanstuff involving moon and let's face it he looks like he would fit in a lot of tight spaces.
@@eternallylearning2811 doesn’t he only do things in the Daycare centre?
The main issue with the plot is very nicely summed up just with that one Markiplier clip
"Why are you hiding from me?"
Mark: Honestly I have no idea
Yeah, it's Okey to not know a character's motive overall, but not knowing their motive for the moment is just bad, especially for video games where you control the character. Your immediate motive should match the character's motive like "do not die", "do not starve", "find safety". In the game your immediate motive is to "find safety " but when one is presented to you(Vanessa) they don't give a reason not to take it.
The simplest "she kidnapped me" at the beginning would have made so much of the game more interesting
@@wastelandlegocheem in the original voice line Gregory says that Vanessa tried to KILL him, but steel wool censored it (unfortunately).
@@sr.palit0 if they realese the cutted part instead of this 10 times more greater and atleast will be far easer to fix also
I wonder if they took the family friend thing too seriously, so this game is not for 1-2 years old.
seriously puss in boot last wish the movie is considered family friendly but it still has crazy scenes
its a movie but still
maybe everything will we if they wont shooted cencors like a minigun
@@sr.palit0 It's like they don't know that this franchise literally has dead children.
The over-excessive inclusions of the sound that frequently happens when the player has been spotted is the equivalent to the whipcrack sound effect from a single episode of Johnny Test
Vine boom sound effect
I once tried to watch a video of people counting the whip cracks while drinking but there was way to much and I knew they would get alcohol poisoning at the end💀
🤣🤣🤣
Just excessive. “Over-excessive” is repetitious.
And that's the point of saying it lol @@littlemoth4956
I think the simplest way to fix Gregory’s baseless motive for running away from Vanessa would be to play into the fact that he is literally just a kid. If I were a 9 year old and I figured out a way to spend the whole night at my favorite fun park, of course I’d want to get away from the security guard. And then that neatly falls into terror when you finally get caught by Vanessa and she becomes Vanny so now Gregory legitimately wants to get out but can’t because the doors locked. Just making Gregory act like a kid would help a lot for his character.
That sounds like a great starting point for the story! It's also weird that Freddy himself never considers your idea that maybe Gregory is lying so he can spend the night there.
@@DesignFrameCaseStudies your forgetting that fnaf games relies in a cryptic lore. Theres evidence of gregory having a hiden reason
@@tadeocaputo2036 This is completely fair. However, the main story shouldn't be what is cryptic or casual players will loose interest. You could also use the 9-year old kid wanting to be in the place story line but have hidden secrets that tell otherwise. So there is a story that makes sense to follow but also neat theory crafting potential.
@@professorgames3261 yeah, but thats a problem whit all fnaf games. No sense why the security guards keep coming for such a low salary. Only later games explain the reason, but even then the answer was indirect.
Sorry for bad english
A lot of ppl, including me, theorized he was literally homeless since he sleeps in a box at some point.
I really liked the idea that he breaks in just for shelter and food, and that’s also why Vanessa can’t seem to locate his parents.
But they never really did anything with it.
There's something hilarious about the idea of beating a game and then dying during the ending credits.
Hilarious to watch, but certainly not to experience myself! No way! lol
It’s like coming home from an overseas war just for your return plane to crash.
Steel Wool actually implemented a kaizo trap in Security Beach, sheesh
Happened to me twice, gave up and just watched the ending on yt
I know right!! I need a montage of a bunch of RUclipsrs/streamers dying in the end credits. I was dying during that section of this video
Honestly, you know you’ve failed to make a horrorgame when the scariest character is mapbot
Or that Freddy 's footsteps are the geniounly scary part of the game.
TAKEAMAP
true.. but tbf, Mapbot is a great jumpscare even among the franchise.
The rest of the game is the part where they lull you into a false sense of security, mapbot is the real overarching threat
Hi Please Take This Map Take A Map
Pizzeria Simulator was the perfect ending for the series. It was logical, a son FINALLY able to destroy his murderous father's remains and legacy, innocent victims finally laid to rest, and a father able to let his daughter know that he loves her & show approval at how, even in death, she strove to rescue other innocent souls, all while damning the soul of a killer who exploited his dream to create something beautiful & magical for children to Hell. I still cry at the true ending's final dialogue.
It should have ended there.
The Afton plotline should have ended there altogether, however the world it's self still had/has room to grow. So new Aftonless stories I think would be/are a good way to go.
Where fuckin balloonsboy Where fuckin mangle fuckin worst
sequel
Not fuckin Nightmare story
Why fuck 2 camera photos
What the hell saying freedy ai robots
Five nights at freddy's fuckin dead 😭
honestly the most painful thing to come out of all of this is Markiplier's gameplay. You can see at points how frustrated he is by everything going on and desperately trying to compliment it but you can see he just hates everything about it. when I see him play the original games or playing shit like the Stickmen series, you can see how much fun he's having. But here, he just isn't happy.
I'm so glad he livestreamed some of it so that he couldn't hide his reactions. Genuine reactions are always more interesting.
At first I was getting annoyed that he wasn't letting himself be immersed or enjoy it...then I realized how frustrating and unpleasant the game itself is. Who can blame him for being aggravated?
Yeah, watching the whole playthrough just became depressing to me, with Mark's spirit being broken and him just despararely trying to get it over with.
Also, I still cant believe it that disabling all kinds of saving for half of a whole game was intentional and considered a good idea.
@@maddyschad6649 I thought we all agreed that not being able to save for hours at a time is bad.
Did we not learn from all the old school games that were impossible to beat??
nice username
Not gonna lie, Markiplier desperately calling for Freddy while running for his life and then IMMEDIATELY getting ignored and left behind so he desperately screamed louder that Freddy's a bitch just SENT me.
Markiplier is ALWAYS the most memorable character of any game he plays
Itr was a pretty bad show of the Games Tracking system for Freddy. Mark's reaction combined with it was Priceless.... STILL Priceless. If they actually made his AI better (Tracking where the Player is caling him, not following the order of Calls from first press to most recent) It wouldn't be as Amazing.
@@Staurcomb The game was rushed because apparently the COMMUNITY was at fault for its rushed feeling, last I heard certain members of the FNAF community were sending death threats or something similar to that nonsense to all of the members of the game's dev team because they were getting impatient, rushed products tend to result in unfinished products so I can't fully blame the community for shitting on the game's unfinished state when members of that community CAUSED that unfinished state to begin with, game development is ART and this quote from Toy Story 2 REALLY should be driven into people's brains more these days "you can't rush art".
As for the foresight... what coding logic could they have used when Mark's SPAMMING the fucking button because they were in a damn panic, there's only so much you can do but when you panic and just mash buttons SOMETHING is going to break sooner or later!
@@cursedhawkins1305 Sorry, the "blame the fandom" excuse doesn't really hold water here. Some of Security Breach's biggest flaws could have only started in the concept phase before a single line of code was written.
Bottomline, the game was a hot mess and always was going to be one no matter how much time Steel Wool got. Time can't fix your game if the core concept is flawed.
"FREDDYYYY, don't wait your turn goddamnit"
A child sending a letter addressed to Foxy and the post office knowing it was for Scott has to be the best part of this video omg 😭
It's so sweet :)
Omg timestamp??
@@undyla-chan1675 Scott mentions it in his interview with Dawko around the end of this video
I'd like to add that Scott does mention there were some other directions on it, presumably written by the parent
@@undyla-chan1675 1:32:16
He also gets back to saying he'll write back to the kid as Foxy at 1:33:30
Honestly, I wouldn’t have minded that the regular designs of the animatronics aren’t scary if they had focused on their destroyed versions more. Chica’s distorted noises, Roxy leaping at noise, and Monty crawling towards you are all pretty scary but they’re only around for a little bit before getting an ending. Monty isn’t even active after destroying him, he just lays there in the Music Man area.
Shattered Monty was actually fixed in the February 2022 update but still doesn't actually show up anywhere other than the arcade
This sounds like animatronics have to be broken and run down to be scary, ala the withered animatronics, and that anything not broken=not scary. Honestly if i had to sum up this video, its "Make fnaf but dark souls level of difficulty curve anybody who says it sucks just has to git gud, no fazblaster, no fazcamera, no help. just you and tons of deaths. Which he already calls out as bad anyways due to the broken AI. plus I'm pretty sure they patched Freddy constantly getting stuck by teleporting to you.
@@heavyweaponsguy6284 blud completely missed the point of the video and went on to put words in the mouth of a random contributor in the comments section
@@khedudcemquazar2278 Where did we go so wrong
@@heavyweaponsguy6284you are banned from the kitchen cause you couldn't even cook toast
Watching Mark grow more and more frustrated and pissed at the game was sad. He genuinely loves this franchise and SB was such a letdown.
There's a 50 minute video of Mark losing patience
For real, I saw as the series of his letsplay slowly fell into broken, buggy frustration from genuine interest at the very beginning; and it's so sad.
Theory time : Steel wool seen how popular were the video of youtuber losing patience on games like 'getting over it' and decided to make SB as frustrating as possible for hate buzz
@@maxentirunosthe wolf in sheeps clothing...
To be fair, he already appeared to be pretty bored and/or disinterested when he even started the game.
I've seen this suggestion thrown around by other people, but I wholeheartedly agree with it: instead of being mind-controlled, Vanny should have been an obsessed fan of William Afton and the original murders and wanted to continue his work at the next generation of Fazbear venues all of her own will. The idolisation of serial killers and their legacies is an unfortunate and disturbing thing that happens in real life, and would be an interesting way to bring Afton back without actually "bringing him back".
This is actually how I imagined the storyline would happen, until the game released. Then we got.... this...
Kinda like how Borderlands handled Handsome Jack
She would have been more interesting as a copycat killer. This would also bring an interesting possible story line, imagine if she'd been a copycat and she found Afton's research on remnant. She'd then be determined to do what he failed to do, become imortal. Suddenly you have Vanny working towards the same goal, but with different methods, trying to not only imitate, but even outdo her idol.
Before this game came out, thats literally how I thought it would go 😅
vanny and vanessa are just elizabeth bots
the fact that the most replayed section is a clip of Markiplier slowly giving into his decent into madness is very amusing
Yeah, I figured it might be lol
ha "Into Madness"
Pretty sure the video of him slowly losing patience is more watched than his actual videos
who's the one that decided to allow the animatronics to blatantly teleport, I just wanna talk with him 🔪
poor Mark
I'm really just concerned for Steel Wool and their addiction to "hold E" prompts. Hope they can recover from it and join the rest of gaming society in tapping E once. Thoughts and prayers 🙏
They need to be sent to rehab, they are too addicted
Unfortunately, accepting the olive branch would require them to let go of the button, making rehabilitation a difficult process 😢
I would settle for an option to reduce/removd the wait. There are modern games that bind E (or any key really) t o another function and I found it annoying to have lore or instructions flash the screen. Flash because you were using that key at that time and you are never getting the info back as most saving mechanics won't allow back tracking anymore.
My hopes goes to the poor affected families
F
The implications that everything after fnaf 3 only happened because Scott was unsatisfied that the general opinion of Springtraps's jumpscare in 3 was disappointing is fucking insane to me
I know right? All he wanted was to make everyone happy!
It’s something I forget about sometimes, I’ve been around since the beginning, so I remember when fnaf 3 and each game onward had a since of finality. It seemed for each of them that it would be the last, and Scott often said or implied that it would be the last, so I got used to it feeling like new games would only come if Scott wanted to make one.
@@alexschneider1667 IMO pizzeria sim is still the finale, just try and tell me otherwise with that grand closure of an ending cutscene!
Literally until pizza sim, as a fan from the first game, I kept going “oh god another one”.
Once it all came out I was actually really impressed. It’s not perfect, but there’s actually a satisfying story by the end, which I never expected.
But yeah steel wool come on guys
@@NoahHalfSquid that’s the end of the irl story, nothing beyond that is cannon, but ucn can stay. It’s just William afton in hell getting tortured for funzies. Sticks to the script, no issues
57:53 I like how Freddy’s footsteps getting louder as you try to find where he’s coming from after you call him builds more fear and tension than most of the actual game.
nah literally like... hearing the THUNK THUNK THUNK THUNK THUNK is more confusing and scary than anything else there
58:39 Freddy don’t have time for your shit.
I remember calling freddy, hearing that heavy running, and I started screaming and panicking because I thought maybe Monty had somehow found me, only to turn and see freddy running up to me. Needless to say freddy running at you is second in fear factor only to mapbot.
Mr. X
@@gamingonamonday6342 I was trying to make Freddy follow me into a room, but when I pressed Q, he teleported and started running, made my soul leave my body for a moment
When I watched someone play it and Freddy said, "Nothing can hide from me now!" I felt uneasy. It's such an obvious and good idea to have him turn against you some time after that...
Oh my goodness it's the most obvious creepy line and they did nothing with it... I'm just shocked.
thisss omg
If I recall correctly, Freddy was originally intended to be a twist villain but they ended up scrapping it.
@@MidnightMuffin That's what it seems like from a couple of the cut voice lines, but who knows what they had planned!
This would have been so good
I really like the idea that the animatronics start out as a team, helping Gregory escape together and contributing in their own ways. Offering advice, using their abilities, showing their friendship, etc. But then Chica lets herself be taken away by Vanessa as a way to stop Gregory from being found. Next time we see Chica, she's a slobbering beast who scarfs down trash and bites the heads off of childrens mannequins. Each time you have to leave an animatronic, there's a very real danger that they'll be a monster rather than a friend the next time we see them.
Not only would that be a creepy touch, not knowing what happened to your friends, or what Vanessa did, if she even did anything to them herself, it would also slowly thin the amount of allies you have. It would also give a reason as to why Freddy never changes. He never gets caught, or is saved before he can be changed.
That is such a genius idea! FNAF’s horror has always come from the mysterious and murderous intent of an obvious enemy, but to instead target your friends and turn them against you… that would have been a great way to tweak the flavor of FNAF’s classic horror and really distinguish itself from the previous entries.
It would also fit perfectly with the theme of child-friendly characters becoming corrupted, except this time they're chasing after the _kids._
Oooh, I love this idea! I feel like it'd also parallel the original story of William Afton killing off children one by one, with Vanny picking them off as the hours progress. I'm not the most knowledgeable about the details of the fnaf lore off the top of my head, but iirc Chica was the first suit to get stuffed, right? Going off of that iconic "I was the first, I have seen everything" line, anyways. I feel like your idea of Chica being taken away by Vanessa first helps to parallel that too.
This makes me mad because I want this and not what we got.
Eating this up like a four course meal PLEASE someone make a fan game like this!!!!
*Gameplay fixes:*
1. There are no security bots at all - only animatronics.
2. Each animatronic has unique AI based on personality and established abilities (eg: only Roxy has infinite visual range, and she has it thanks to her special eyes).
3. There are 5 nights. Each night the animatronics become less talkative, less sane, and more likely to do things like climb walls or smash through barriers to chase Gregory.
4. The player can save at specific save rooms that are completely safe.
5. The Fazerblaster needs to specifically hit the eyes, and only temporarily _blinds_ the animatronic. If a single animatronic gets zapped too many times in one night, they will go get some sunglasses and wear them for the rest of the game.
6. Each destroyed animatronic is dead. Each destroyed animatronic makes the surviving animatronics more aggressive and paranoid for the rest of the game.
7. Vanny is the 'final boss' and controls the animatronics herself.
*Plot Fixes*
1. William Afton is dead for good. So is everyone who died with him.
2. Vanny is carrying on Afton's legacy out of love/obsession. She infected the bots with a virus that slowly drives them mad, but Freddy - the first animatronic made - is based on an older version OS and was unaffected aside from the one malfunction.
3. Vanessa is a completely different person from Vanny and has good intentions. She just has the same first name as Vanny.
4. Gregory is a homeless kid who snuck into the Pizzaplex for fun. He saw Vanny messing with the animatronics while sneaking about - Vanny saw him, too, and wants him gone as a witness. Gregory confuses Vanessa for Vanny, kicking off the plot.
I love this hypothetical game
So if you remove all the random nameless bots, have every destroyed animatronic unable to come back, then how is vanny controlling the robots during the final boss fight? I'm only asking because I really like the rest of the idea
@@awesomegaymer5786
Destroying the animatronics beforehand would obviously serve make the final conflict easier. (Keep in mind that even _without_ the robots, Vanny is still a significant threat by herself) Of course, it's not the animatronics fault for being reprogrammed, so you may want to take the hard road and keep them alive and only deal with Vanny at the end.
Might net you a better ending or some such. 😏
@@Idazmi7 I'm always a fan of good endings for doing a harder route.
Vanessa not being Vanny would be such a cliche red herring, yet would also be too perfect not to do.
Vanessa: "your mom called, asking for you, she's reeeally worried!"
Gregory: "She's lying! I don't- I don't have a mom"
Boom, suspicion, dead mom #sad, Freddy got a reason to doubt Vanessa. Like, even the most rudimentary plot holes is easy to fix
Its like how the story of RE8 could have been avoided by just one line of dialog in the very beginning. If your story depends entirely on people not saying or acting in any logical way to keep the ball rolling, you've got bad writing.
@@judyh3707 right? Good writing isn't that hard, but avoiding the dumbest plot holes ever is just asking "but why?" and having an answer other than "just because".
Scrap (Ba-dum-dish) Afton's stupid resurrection, make Vanny a present threat, maybe have Freddy be the final boss by Vanny corrupting him along with the help of "Sorry, bestie, but Gregory almost killed and actually mutilated your friends and Frankenstein'd you /:" etc. Just anything else than fucking up the pretty decent end to Afton. Or Greg being a homeless kind living in the plex for five days until the final day when he tries to escape but can't. Since, you know it's FIVE nights at Freddy's
It's possible they didn't want to do this in fear of people thinking Gregory's parents are gay with the recent scott controversy
@@Chloedasher that didn't even cross my mind lol. Seems a bit farfetched but then again, it's an American ip and things look a little dodgy overseas right now
@@Chloedasher it still works in that case, gregory isn't lying. he would still be worried about her lying
53:57 destroyed me. The one dude who managed to enjoy the game is genuinely happy to have beaten the game and it did him so dirty
I was listening to this video for audio stimulation at my work. As soon as this part came up I just thought to my self "ohhhh noooo" and after the jumpscare I thought "I can't see his face.. But I just know he's fucking shattered"
bruh "the one dude" is Dawko
I would've fucking passed away man
@fog The one dude was because he was one of the few people who really enjoyed the game (despite all the bugs and all), not because the commenter forgot/didn't know who he was.
his little face 😂😂 so sad
Security Breach could've been so much better if it wasn't just Freddy who was your bud, but if you went around trying to 'cure' the others of the mind control, and each animatronic had a special gimmick that would help with progression and you'd have to summon a specific one to progress.
Vanny should've been the only hostile entity and treated like a serial killer. It'd be a direct mirror to the earlier FNAF entries, except you get to play as the kid running from Afton. You could've also had Vanessa seemingly do everything right too. Giving Gregory items, hints on what to do next, but have her get distracted and lose track of Gregory because has to do keep an eye on the security monitors and do all the management stuff WE had to do in the earlier games.
I hate how a random commenter wrote a better SB plot than an entire team of game designers
there would still be the absence of the story, its still way too advanced, and doesn't connect to afton or the actual fnaf at all, weird turn when scott already said himself he wants UCN to be the last one.
A potential plot line could've been Vanessa helping Gregory and getting harmed/ "killed" by one of the animatronics for it, to justify Gregory's fear and show Freddy that something is wrong
Then in an attempt to survive or continue helping, Vanessa climbs into an old rabbit animatronic (potentially Bonny) but it corrupts her and turns her into Vanny, whether through Afton plot bs or an entirely different antagonist
Not quite, trying to cure them would make it more anti-climatic late game. It needs to be the opposite, where they slowly become corrupted 1 by 1. The cure should be the climax not a casual step.
Even if we failed to cure them it would make the destruction of them meaningful and make multiple endings work.
Do you kill an friend and ally or take extra steps to save them?
@@brynnstic it's not that the entire team of game designers didn't write a good plot, the main issue really was just an unreasonable time frame for development, which resulted in a LOT being scrapped and binned in the end. I'm just hoping they could get Ruin to be better, considering they have had substantial time to improve the game.
It's honestly funny how, once the game got datamined, people realized that a lot of the questions and doubts everyone had WERE supposed to be answered, but the game was seemingly just rushed out the door to such a massive degree that Vanny's entire mechanic was removed [meaning she literally does nothing]
Only some of them though!
if i remember correctly they changed course in development at some point and they didn't delay the games deadline anymore because "they delayed it for long enough"
@@theprinceofawesomenessblame the fans clamouring for a release for that
@@Jacquelinsane lmao no, Fans have no power over steel wools release schedule.
If they caved to internet strangers that's their own problem that they should face the repercussions of.
You don't jump off a cliff because people tell you to, and if you do actually jump, nobodys going to pretend you weren't a total dumbass for doing so
@@Skibbutz the executives definitely listen to the fans.
If you don’t think they listen when they smell money they do.
Honestly I wish sun and moon were more important. I would've preferred if sun was Gregory's protector, rather than Freddy. That would've meant that the protector came with built-in tension, as sun could become moon at any time. Maybe there could've been a mechanic where gregory needs to stay in rooms with lights on, in order to keep Moon away. By using Sun as a protector, it would’ve been a callback to the Marionette's job as a protector.
I think someone should try to remake and reimagine the game, with new concepts, new features, and better stories.
That could combo with another idea I've heard thrown around, where Vanny would shut off the lights in the whole building to create a 'dark' section. Now your only real defence would be permanently against you until you can turn the lights back on again. This would both add another threat and force you to survive with your own skills.
It would also make "lights on! lights on!" much more of a meme.
Yes! having Freddy as an enemy would be cool too. Redesigning the animatronics to be more scary and uncanny looking would help a lot too. Oh yeah... and having it to where it's survival based and not mission based would be better considering survival is what FNaF has always been about. Having to survive five nights instead of one as well would help...
I love this reply thread.
See, that's a good idea, and we can't have that, we need fan service and afton again
Can I mention how the trailers for this game had amazing story potential and actually seemed interesting and SOMEHOW NONE OF IT ENDED UP IN THE FINAL GAME
Very strange and unfortunate :/
Feels like the halo infinite of fnaf.
@@wastelandlegocheem 5*
@@dray1195 both
I know this was comment a month ago, but now that I think about it… did ANYTHING (other than specific areas and maybe a cutscene or two) in the trailers make it into the game??
-The super great, ominous dialogue
-Moon crawling up within the kitchen (Also, we didnt even actually see sun turn to moon in game, it was offscreen)
-Vanny in that one area with the red light (or Vanny at all?)
The thing that’s so depressing about this is just… They failed because they loved the franchise. They kept wanting to add more and more, but it never worked. None of it worked. This is one of my fears as someone who’s a perfectionist, someone who wants to create games, and someone who loves in-depth storytelling.
There's actually a bug where Monty becomes extremely competent in chasing the player without the help of security bots or teleportation and does so relentlessly as he'll even wait for the player outside hiding spots and Freddy himself Xd
Giga monty moment
@@bottle_necc That's honestly pretty impressive
@@Chemical_Agent4340 from what I remember about giga Monty, he will never stop following you, even when inside Freddy, in hiding spots, etc. this was the basic ai that was limited since in this form it was I think impossible. It could’ve been a cool idea, but due to the fact that Monty is faster then you when not sprinting, it’s gonna be pretty stupid. I think they should’ve made the ai less horrible but it would still be bad if they just used this
CoryxKenshin would be punching the air if he got that bug.
@@Chemical_Agent4340 it would be impossible to finish the game. Basically what OP is saying is that Monty is locked onto your location throughout the game no matter what and that essentially means that none of the game's mechanics work on Monty. If you try to hide Monty will just camp outside the hiding spot making it a checkmate that you are just prolonging. If you hide in Freddy, Monty will cancel you out of Freddy and kill you. If you get into a lift, Monty will follow you in or be waiting for you at the incoming floor and kill you. Essentially Monty becomes broken. It wouldnt be like a Mr X type thing in Resident Evil, where Mr X is a big unstoppable monster but who has a few limits you can exploit. Monty is just annoying.
The whole William Afton mind control plot hole could've been fixed if they established Freddy's malfunction and safety mode working as a block against Afton and putting the other animatronics' parts on him open up a security vulnerability on him. Y'know, a Security Breach, if you will...
god we don't even breach security in this game
And the whole Afton coming alive again thing just should be reversed. It's not Afton coming back but Vanessa idolizing Afton, hacking the animatronics and aspiring to become his successor and THEN trying to revive him, outfitting him with new parts while trying to keep as much original as possible as it isn't known wherein his soul lies, explaining the shoddy aesthetics. He could then be an even more corrupted version of Afton.
And it would explain why she's wearing a skin-tight bunny costume and not a springlock suit, because that's the one thing she doesn't want to copy from his life lol.
@@Thiefnukeroh my GOD this would have been INFINITELY better
@@Thiefnukerif I count the original comment and yours, this should be the 5th time or so I've seen someone, in under 30 minutes tops, come up with an infinitely better narrative than what the creators had years to develop.
honestly that would still suck ngl
Freddy abandoning mark on the stairs is still the funniest instance of a bug I've seen out of this game
It was Mark's reaction to it that really sells it. He's louder when he's angry at Freddy than he is when scared of Monty and he instantly switches from the one to the other, which sums him up perfectly.
the funny thing is that it wasnt a bug. freddy used to path to where you called him instead of to gregory himself. and we’ve all seen what a great decision that was
Not a bug. A questionable design decision, but very much not the bug.
I am honestly more surprised that Mark did not know how calling Freddy works, he was the one playing the game, for longer than what he uploaded too.
And I don't remember what episode it was, but Freddy going to the location you called him to and not to the player has been visible in one of the first few parts of his playthrough.
Unless of course, Mark did know but managed to sell a really convincing reaction
@@RancorSnp Knowing that doesn’t make it any less frustrating when Freddy ignores the player entirely to go to the first pinged location.
@@RancorSnp In all likelihood, he either just forgot or wasn't paying attention to it. There's several instances where Mark is stumped by an element/problem of the game despite either the clues to solving it being obvious or the game clearly presenting it to face.
But, it's Mark and we love him all the same for it.
You know what SB's map is really, REALLY good for?? A VR world for FNaF fans to hang out in. It's literally perfect for that, what with all the references, callbacks and Easter eggs hidden all over the damn place, the level of detail is amazing for exploration in VR, it wouldn't surprise me if the map has been loaded into VR Chat for exactly that reason.
Very true!
It's fitting, since the SB team are/were specialized in VR games (see Help Wanted)
This is part of why the Jump mechanic caused so many problems!
I'd play that. Maybe even turn have a mode where one person is Gregory and everyone else are animatronics, and the three animatronics have to hunt down Gregory in so much time or something. Like multiplayer hide-and-seek: no Freddy, the STAFF bots still work the same where they grab Gregory and sound an alarm which alerts everyone else to his location, and then have some sort of end-state. You'd have to tweak some mechanics for proper balance, but I don't know if you'd have to buff Gregory or buff the animatronics to make it fair. You'd probably have to bar off some areas like the backrooms and vents, so Gregory would have to stay out in the open where others could spot him, but they could make it work.
Imagine being able to actually play the minigames with other players like Bonnie's Bowling, Roxy's Rockstar Racing, Monty's Golf, the lazer tag, etc
You know what else the map would be good for?
Real life. imagine an actual freddy mall with all the games and shit. i’d totally spend all my savings there
Imagine if Freddy's allyship with Gregory had been, like, conditional? Like if Gregory had to lie to him for Freddy to believe him, adding some narrative tension to Freddy's inclusion
That would definitely help!
I never thought about it until you pointed it out, but it really would be just so easy to give the animatronics motivations for trying to find Gregory based on their personalities without needing to rely on mind control. Roxy wants to prove that she's the best and can capture a stupid little kid before anyone else; Chica seems naive (example: eating trash/trap pizza because she likes it, without thinking about the consequences) and good-hearted, and would believe Vanessa that it's in Gregory's best interest to capture him and keep him safe; alligator man whose name I forget (Morton? Morty?) is kind of just a violent asshole who would enjoy a game of "hunt the kid." Then, after they're gutted for parts, they would want revenge on the kid, and would feel hurt and betrayed by Freddy, leading them to double down on their efforts. Something like that could lead to a lot of interesting dialogue scenes, and would make dismantling them (especially Chica) more of an emotional gut punch to the player
Alligator dude is monty btw 👍
@@OlyvierOil haha, yeah, I couldn't remember! Knew it started with an M
Thing is none of that would make sense tho- not that SB rn makes any sense either.
It’s been extremely well established (even in SB For once I a voiceline of Freddy!) that these animatronics (still) have security protocol to protect children, just like the other toy animatronics do. They might not be the same “series”, but SBs Freddy, chica, Monty and foxy do have a similar look/ have the same or probably a “better” protocol of “don’t hurt the kids u dumbo” - so “just hunting kids for fun” wouldn’t really make sense even for the busted/ bad/ fucked up story of SB.
I feel like a better approach would’ve literally been having all animatronics be in your side and one by one having them turn on you- especially/ Including Freddy. Once they get harvested for their parts, yea that’d make sense- but before they should help this lost child to leave/ be safe no matter what. Even the stupid mind manipulation would’ve worked like that- have first chica, then roxy, then Monty go nuts and snap at some point (character development first so you get attached and the. Suddenly have to harvest them for parts bc they snapped on you anyways..) and then at the end Freddy goes crazy too..
That’d at least be somewhat scary. SB just wasn’t it lmao
@@Nà.jásh And to think some stranger in the comments of a critique video came up with a better plot than what literally became the draft of what has been an A-tier horror franchise right up until the most recent, incredibly disappointing installment. I feel like there was a lot of missed opportunity in this game that probably could've been pursued early on in the development process but unfortunately that just isn't what we got which makes me really glad that I watched Markiplier's playthrough before considering buying a copy for myself. Maybe if Cawthon stayed on for longer then we could've saw something more akin to your idea or at the very least something genuinely scary and unironically enjoyable (I don't know where in the development process that he sold the rights so don't quote me on assuming he didn't write the whole thing).
@LlEUCU. BEAU× Chica's a good girl! Good hair metal chicken
I had a thought: imagine how intense it would be to enter a secret room and see rows and rows of old childrens toys, only to come to a realization that each one belonged to one of Vanny’s victims. Kind of like what happened in The Promised Neverland. It would put into perspective how long Vanny’s been doing the whole murder thing
I actually really like this idea! It has a certain hard-hitting emotional note to it, if the game builds up to it properly.
It could also be a callback to the escape ending, having 9 and then a 10th spot open for gregory
Т
@@hhjkfvbu5846U
My favorite part of large video essays about a flawed piece of media like is is going into the comments and seeing strangers on the internet suggesting better ideas than what we actually got
You came to the right place then! I'm surprised by how many there are!
this is what i live for
It’s funny how the community can come up with better ideas than a large scale company. Oh well. I guess hindsight is 20/20
Would’ve been cool if the story of Gregory was about him trying to find his brother that got kidnapped and throughout the entire game you venture through the pizzaplex to find out what became of him giving a reason of him being distrustful of everyone who is an adult
@@umamifan To slightly rephrase Jontron, "sky's the limit when you give a shit."
To be perfectly honest, it took me a very long time to realize that Gregory wasn't the bad guy of this story. He shows up outside of opening hours, with no identity and an unconvincing reason as to why, emotionally manipulates a trusting animatronic, and slowly mangles every single one of Freddy's friends while lying to him for his own needs.
Meanwhile, we never see any of the supposed enemies being threats, they're just doing their jobs and being bullied by a kid who wasn't even supposed to be here. All the jumpscares are non bloody and non violent, just you being captured, or maybe even just found.
Very well said! I completely agree.
Well, except for Monty, he just bites your head off.
And then .... GGY comes along
@@WestGarbage6 monty was always said to be more violent than the others maybe him biting gregory is a glitch caused by glitchtrap/william afton's influence, as we know that vanny was indeed corrupting the animatronics.
Then the sequel comes along and he's just evil in one ending
I watched Markiplier's playthrough, and the thing that struck me the most was just how awkward Freddy as a mechanic was. It's such a gamebreaking thing that the game bullshits reasons why you aren't able to use him. They introduce hiding in Freddy as a central mechanic but then none of the actual in game challenges are designed with that mechanic in mind.
I totally agree! It's only there to avoid threats, which is kinda boring in its current iteration.
At this point it seems more like a marketing gimmick
Yeah. I kinda feel that SB should have had Freddy as an antagonist rather than a protagonist. He’s practically takes all the terror out of the game. Can’t get past a ton of security bots? Climb into Freddy! Can’t figure out where Monty or Roxanne are? Just ask Freddy! He will warn you if they’re coming! It’s an abusable mechanic. Maybe you could even have Freddy realizing Gregory tore apart his friends and gave him the upgrade, and Freddy gets angry at Gregory, lashing out with his new upgrades, getting revenge. That would scare me.
@@Grane1234 ť
I played security breach myself and he's such a game break cause if u spam the call button his battery doesn't run out, get spotted hop inside him, it's so easy after the endo part its wild
Watching Markiplier play the final boss was legitimately heartbreaking.
Watching Markiplier shouting frantically for Freddy was even more heartbreaking
@@SillySkullah him yell "FREDDY YOU BITCH!!!" is absolutely hilarious
Watching Mark trying to not trash talk the game because he had such an association with it is sad. It's like seeing a YTber trying to do a sponsor they knew is bad.
@@GentlemanLUFREDDY GOT A BIT TOO MUCH JUICE
@@theotv5522i think mark is just a nice positive person and recognizes that even though he didn’t enjoy all the bugs, it clearly was full of effort from a bunch of people and because he’s an artist as well he understands that.
One big issue with the plot I see is how the animatronics completely ignore that Freddy is helping Gregory. You can hide inside him in front of them and they'll act like someone uploaded Skyrim NPC AI into them and instantly forget about your existence. Hell, there's basically no interaction between any of the animatronics even though they're basically sentient. We had scenes with Vanessa talking to Freddy, why couldn't there be any with the other characters?
Yes, you can say "oh it's the mind control, it's imperfect, blah blah blah" but that's a very cheap and convenient explanation.
Yeah like hiding in places is 50/50 if they already spotted you. But for Freddy it's a guarantee
In one scene where Freddy enters Roxy's room she actaully screams at freddy to leave the room. Sadly though that's kind of the only interaction they get
They don't even acknowledge they were even trying to find the kid. "Huh, must've been the wind" also let's you know that the npc has lost you and you're safe to move again.
Yeah and once again this wasn't even the original vision. There's listings of cut dialogue where the animatronics turn on Freddy and he tries to reason with them by saying "resist her" with the "her" being vanny. And the original vision for the gameplay was that you could only avoid the animatronics by hiding in Freddy if they don't see you do it otherwise you'll be caught but again this isn't translated in gameplay or story and the animatronics walk around oblivious to everything that is happening around them. They don't even realize the fact that Freddy isn't even supposed to be out of his room and so Freddy just walks around with Gregory doing whatever he wants.
you know that is exactly what i really desired from the game back when i was going through that phase again lol, i really wanted to see how they would interact and get along with each other, hear their remarks about their performance in the begining, i feel this wouldve helped out the game too when you eventually have to dismantle them as youd be able to feel more sympathy for them
Picking up Monty's claws, seeing that he lost his legs, knowing he'd be back up and chasing me again sooner or later, and then turning around and seeing that the only way to exit the stage was CRAWLING THROUGH A VENT filled me with dread that I hadn't felt since I played Silent Hill 4. I seriously don't know how they missed such an opportunity.
That's a great point! But it depends on if, at that point, it's already known that the animatronics return once initially defeated. In the video, I mention that the impact of Chica returning was severely underwhelming and lost its potential, because she returned only a minute later with no build-up or anticipation and without using her new sound effects for fear of the unknown. So if Monty was the first animatronic to be defeated (instead of Chica), then it'd probably be best if he returned in a future vent area instead of the immediate vent after. If the player already knows that the animatronics revive at that point, then perhaps the immediate vent after would be best since the focus of the fear of the unknown is different than it is when the player doesn't know if they come back at all. This also comes with the caveat though that you don't want the threat to be too predictable, because then it isn't scary.
A voicebox that we know for sure can produce Chica's and Freddy's voices, aka would justify a voice changing ability for Chica and later on Freddy, Roxy having the ability to spot you through walls (which goes unused) looks to me like stealth was indeed a massive part of the game in some early concept because these feel like features to set up a kind of information warefare scenario. Chica could have pretended to be Freddy to lure you in, Roxy could have forced you out of hiding, Monty's jump or his ability to break through props could have been used to cut off escape routes or force stealth through being hard to escape, the opposite of Roxy. Meanwhile Freddy + Cameras may have been designed as your tools to gvie you extra information to outsmart them.
This could be entirely my own imagination, but I can imagine they were all given some kind of ability because the concept for the stealth mechanics was incredibly ambitious, and therefore too hard to realise which led to the half baked simplistic hastily thrown together gameplay we got.
The whole game was a case of overambition. I think if they had lowered the scope greatly, instead focusing on one or two parts of it, they could have made a fantastic game I think.
The endos could have also been a great tool for forcing what the player can view, making it harder to see the threats around.
apparently they made the whole map before they even had proper game mechanics set in place, which explains why most of the areas feel way too big.
@@ForgedinPrint imo they *really* didn't need to make the entire game free roam- just have a handful of areas that are, then scripted events that lead you from area to area. While the idea was a good one, the map is WAY too big and thus made multiple people unable to play due to loading times or their system not being able to load such an obtuse map. Not to mention that it makes a lot of the game a walking simulator- even when animatronics were active, I found myself not having to run away from them most of the time. I really do believe that map size and amount of objects made the game bug out more than they ever imagined.
Was thinking a similar thing. Roxy could see through walls, making hiding useless, and running and zapping the only option while Monty would be immune to the zap making you hiding the only option. Chica could have used her voice box to pretend she was not only Freddy to lure you in, but also the other animatronics to make you run when you should hide or hide when you should run.
Some kind of fleshed out information warfare, as you describe it, does sound fascinating. I definitely think that should be explored.
one of the most egregious parts of gregory’s characterization is that he isnt likable as a person and you dont want to root for him. he constantly lies to and takes advantage of freddy, destroying freddy’s friends (who are sentient creatures) with no remorse. he seemed to be more of the villain then vanessa. she never felt like a threat and i constantly found myself thinking “yeah find the twerp and send him home, all he’s doing is making her job harder”
Lol, very well said!
and there are NO consequences!!
After this game I can understand why a kid in-universe would want to visit the restaurant though.
Freddy's such a sweetheart.
@@mariokarter13 after this game I also understand why purple guy hunted children for sport
@@lucasramey6427 Not for sport. Before the whole "Remnant" theory, nobody had any singular canon reason for him killing the kids (many fan theories were made, but none of them were proven to be _it.)_
I am still mad about how steel wool made the animatronics so likeable personality-wise, made us feel bad for them with the mind control plot, showing they're not hunting you because they WANT to but because they're forced to! And SHOWING how sentient Freddy really is (The others are probably on the same level of being)
but then instead of developing this mind control plot as Gregory and Freddy try to find a solution (Which could lead to interesting progression as the animatronics get more and more aggressive trying to stop you) they just had Gregory mercilessly tries to kill them all!
It doesn't even feel like a "last resort" sort of killing, Gregory was NOT out of options, it was calculated and he did it all on purpose, and then even lied to Freddy that it was an accident! Imagine how much more interesting it would be to dissect the mind control with individual boss fights to rescue the animatronics, so then at the end Vanny could also be rescued.
I still hate that they had a mind control plot and just decided that "mind controlled people that do bad things unwillingly should die". Because literally all of the mind controlled characters get killed (Vanessa only gets killed in one ending but you get my point). It just made Gregory so unlikeable to me, the animatronics and Vanessa are as much victims as him and he just calculates plans to destroy them and proceeds to manipulate Freddy to not let him find out the fact he did all of that on purpose.
Literally this, that’s (part of) why I dislike Gregory’s character so much
Edit- I also think having a kill/no kill route/option would be pretty neat (just like Undertale lolol). Idk how that would relate to the true ending, but it would be more interesting
Giving them personalities was this games worst mistake. Period. Freddy does not seem like an animatronic, he seems like a Guy. So do all the other animatronics. The whole THING with fnaf is that the robots were these creepy lifeless things that CAME alive!! When you give them personalities it does not feel like you're being hunted by a robot, it feels like a person. Sb feels like you're being chased by people in fursuits!! Even in sister location with baby, her personality is creepy. Her voice is robotic and you wonder why she's speaking, why she's seemingly sentient, until the game finally reveals it. The SB animatronics are sentient, just because. Why not?
@@shut7353 Well, the SL animatronics were likely haunted as well, not just sentient. But I can’t help with agree with you- as fun as their characters are, it doesn’t at all fit to have the Glamrock animatronics be sentient, it’s just more way this game throws a wrench in the FNaF lore
(Edit- SL, not SB. I should have just written it out lol)
@@corndogbark5915 On the other hand, if they aren't haunted and are just Like That, it could be more of a reflection of how AI has progressed in the in-universe amount of years since the other pizzerias happened; technology got more advanced, and so did the animatronics as a result, allowing them more intelligence and letting them have personalities. Which, like, HUGE jump in technological advances, but it I don't think that's more of a stretch than some other events in this series
@@kedoot9886Yeah, I see your point. That’s definitely an easy lore conclusion to draw from what we’ve been given. And that could be an option- FNaF has taken some sci-fi liberties in the past, everyone knows Scott loves his sci-fi. But in the amount of time between SB and FNaF 6, I don’t think such advances could happen, it just isn’t enough time for such leaps in tech. Not everyone might think that, but it seems unrealistic, and that could definitely contribute to the lack of immersion most players feel. In reality, the only people benefitting from this are fanfic writers
I completely agree about the lack of progression being scarier than anything, especially once you hit 6AM mode. The game feels so long so not saving correctly or not progressing when expected can feel just awful at times
I also hate what they did to Vanessa. The promotional posters and trailer suggests that she was going to help Gregory, yet she ends up being a generic angry lady and nothing more
"Generic angry lady" is the funniest summary of her I've heard lol
@@DesignFrameCaseStudies Security Karen?
Becomes white woman jumpscare
the FNAF movie was wonderful for me because we finally got to see a helpful and complex vanessa after being absolutely cheated by security breach. vanessa alone had me the most excited for a FNAF game i had ever been, and yet...
@@jestphoenix I’m glad she at least got to do something in the movie, hopefully she’ll do more in the 2nd film
I feel like an easy backstory would have just been Gregory being a street kid looking for a friend that had gone missing (aka been killed by Vanny). That would be an easy way to explain why he didn't just hide until the doors opened, and would give us a view of the "other side" of the narrative-the children-and would've made Vanny a genuine threat with a personal body count. Instead of Gregory being this random implicitly homeless child that just wants to explore the pizzaplex at any cost. Or a rogue human animatronic. Whatever the current theory is 😭
True! One of the RUclipsrs I followed actually used a similar idea like that in their rewrite and it worked super well.
@@justradiclesandco Oh, what's their RUclips handle
ruclips.net/video/G8UALuHQiSI/видео.html
@@justradiclesandco who?
It was so easy to give a good justification to Greg being in there but they just...didn't.
What's really dumb about the AI is that the "Giga Monty" glitch proves that the AI is, in fact, fully functional and very capable of pathfinding to you, why they chose to teleport the animatronics right next to you instead of, say, in a reasonably close area that still needs travel to get to you from, and instead moved to your last known location, I have no clue.
It's rubber band AI, typical compensation for the AI's ineffectiveness through bullshit.
My guess: the AI was originally supposed to be as intelligent as the one from Alien Isolation (the daycare "stealth tutorial" is a glimp at what it would/should have been)
For whatever reason this didnt work out as planned (the levels being seperated in the final game by elevators may be one reason) and they then decided to fill the entire game with the STAFF bots.
I mean: the animatronics most of the time dont pose ANY threat, because they dont actually search for you and just walk on a set path. Which is weird, cause Roxy for an example can actually smell you, when she gets too close to your hiding spot; but this has practically no effect on the game, due to her not actually roaming around.
@@xXYannuschXx Just have huge vents, or animatronic lifts, or hidden stairs, or anything next to elevators and the levels being separated by elevators are no longer an issue. If the AI is on par of course, that's a big "if"
@@xXYannuschXx They wanted to make Alien: Isolation but ended up with Aliens: Colonial Marines instead...
@@IanThatMetalBassist Lmao
I literally watched a stream of this, saw Gregory lying about getting Chica's voice box and was like "okay so this will have consequences later RIGHT?". Freddy confronting Gregory at the end because he finds out he's been lying makes SO much more sense than whatever the hell happened.
As an outsider looking in, I originally thought that the whole point was there *was* no real threat; the only reason why Gregory felt threatened was because he was a child, and he was interpreting the situation like a child would. Vanessa just wanted to take him back to his parents, but from Gregory’s perspective, she was a stranger that his parents always warned him not to talk to; the robots wanted to help him, but from Gregory’s perspective, they were trying to hunt him down.
…Honestly, this would’ve make a lot more sense than what happened in the actual plot.
That would make sense but then most of the animatronics try to kill him and there's an actual underground bunker where the Big Bad lives... which is really quite unfortunate haha
I always looked at this game like it went thru a complete rewrite due to a incident . Ruin even backs this up as that dlc IS ACTUALLY quite scary. With decent ai. And I question what caused this rewrite. And after thinking. I think steel wool thought the game would have alienated fans of the younger spectrum
I went to a special ed school with a large fnaf fan base of all ages. Hell most of em were younger. And they were even confused.
@@doot7730Three months old, but I think you're spot on, the game was probably changed at the last minute, just not for what you'd expect.
In matpat's video called "Are Theories Killing Games?" he mentions that there was a game he was really excited for, made a BIG theory based on its trailer, and one "insider" who he was well acquainted with told him through email that he got everything right and jokingly suggested he had a mole on the team that leaked the story to him.
When the game released, it was a complete mess, looked unfinished, was full of glitches and broken ai and felt rushed for something that was supposedly being worked on for years. Most importantly, he could feel the smell that everything got switched just so his theories wouldn't be right, and that drove him to want to make the video asking himself if game theory cloutchasing has ruined promising games.
The video ends with Matpat begging creators to please, let fans and theorists be right, and not to change things on a dime if they get it right because that goes against the point of a mystery or releasing the game's story slowly over time.
I'm convinced the insider he's big friends with was Scott, and the game was SB.
@@chrispy5249 Heck we've seen this in Fnaf twice now. Back during Fnaf 4 the story was clearly all just a dream but that plotline is so hated that Scott changed it and brought in remnant and the Afton Family, and then just now Security Breach's true ending was obviously the Burntrap ending, but the hate and backlash caused them to shift gears into the Princess Quest ending.
@@doot7730I think a variety of factors caused Security Breach to be so fundamentally flawed
For starters, Steel Wool Studios only made VR games. They did make a 2.5D platformer as their first game, but other than that, it was all VR. And most of the enemies only had like a path they could go or just straight up b-line and charge to the player. They never made a game with a huge open map, they never made a game with super advanced AI that would “knock over every cotton candy pizza stand if they have to”.
The game was originally going to launch December of 2020, and it was gonna be a much smaller game with a coherent and decent plot. But Steel Wool wanted to add more stuff and make it this huge triple A game even tho they never did that before. They released their first full on gameplay trailer in February 2021, and scheduled an “early 2021” release date. Then they had to delay it again to late 2021 (December). I’m guessing they didn’t want anyone to wait any longer and tried the best they could to release the game in 2021, to not make people more mad.
Since it was their first time, the developers put a heavy focus on the Pizzaplex, the map. They tried to put in every possible cool thing they could think of, they wanted to add more and more stuff.
Then Matpat literally managed to figure out the games entire story out of pure theorizing. His theory was so accurate and correct that the team literally emailed Matpat and asked if he had someone spying on their team and telling Matpat the story. So while focusing way too heavily on making the game huge and triple a, they were also focusing on changing the entire story.
A couple months before release, I think it was September, Steel Wool made this ARG like marketing campaign called securitybreachtv.com
The site would show old Freddy and Friends cartoons that would eventually glitch out and both tease characters in Security Breach as well as the game’s release date, and when the second trailer dropped, the full release date was announced, which was December 16th, 2021.
They were working on the game until the very last minute until release. So what I think happened was they did not have time to implement the new story because Matpat figured out the old one, they were pressuring themselves into releasing the game in 2021 and didn’t want to delay it, cuz if they did, that whole ARG marketing thing would’ve been for nothing except for teasing a couple characters that haven’t been seen before, and probably make people mad. So they didn’t have time to delay the game, fix any huge flaws or anything like that.
Thus, security breach ended up the way it did, but that’s what I believe.
1:25:35 Honestly, Vanny going from her casual skipping to her creepy locked-on running is one of the scariest moments in the game. Unlike the animatronics, Vanny runs faster than them and you can't outrun her unless you cut around corners or hide. Also, the music gets more intense when she starts running. If we got more of that in Security Breach, I think the horror element of the game would be vastly improved
It actually scared the sh!t out of me when I was messing around on a new save so I could 100% the trophies (which I did😎) and when I was just messing around on the lost and found part by just not leaving up the elevator I about $hit myself when I saw her charge at me like that when I stayed in her sight long enough. Then I kept playing around and baiting her running back into the vent just to see her do it because I thought it was actually creepy.
Honestly, I found her run to be incredibly goofy and awkward, lol. It just looks they used an early running animation for one of the animatronics and stuck it onto her.
this clip always makes me laugh lmao
“take one of these - OH GOD YOURE NOT AFFECTED BY ONE OF THOSE. NOOOOOO”
but yeah i agree 100%
her jumpscare is so goofy though
They should’ve had her chasing you with a knife, would’ve been way scarier
The moment at 58:47 where the streamer said "God this is like a horror movie" really spoke to me because it seems like he forgot that SB is SUPPOSED to be "like a horror movie". The game failed to be scary so hard that he forgot it was a horror game.
LOL that's hilarious
SB is a unique horror game in that it fails to be scary on purpose and then becomes scary on accident
I also commented this lol I love Spiff's and Backseat's POV on all this
For me, the protagonist should have been Vanessa. Imagine a story where the security guard gets to save a child for once
That is a good idea. In the other games, you only have to protect yourself. To add the stress of protecting someone else too, makes it a lot harder. And as the player, you know what could happen when the child dies. If you don't stop the murders.
Remember when in the promo art we saw her and everyone thought she was the protagonist but then the game comes out and we play as a kid
to be fair that could end up even worse, imagine an hours long escort mission with SB pathfinding
I thought it was going to have 2 protagonists and each night would switch it up
from the trailer it looks like you would swap between Vanessa and gregory
Freddy is so broken that Backseat Gaming has coined the term "Freddy" as something that breaks a game entirely
And now people misuse the term to refer to any mechanic in a video game that isn't COMPLETELY glitchless.
With the comedian staff bot, I thought that the whole joke was that he didn’t say anything, and he was just a staff bot put on a stage (which was really funny to me, so I thought it was intentional). Imagine my surprise when I found out he DID actually have voiced lines.
I honestly thought the same thing. Imagine my surprise when it was yet another bug lol
Honestly, I feel like Venessa should've been the player character: she's a guard so she doe have a reason to be there overnight, camping in one room could be easily avoided with the threat of being fired for not properly surveying the Pizzaplex, and since she's Vanny it'll be easy as hell to include her some more in a psychological horror sense.
Id say a fun thing would be if they swapped between her and Gregory.
When you swap to Vanessa the animatronics arnt a threat but the blob/mini music man will try to kill them (then again I think if you replaced glitchtrap/blob fight with a Cassidy fight it would make sence for Cassidy to go berserk finding out someone is trying to recreate Afton's work and I can imagine some truly bizarre reactions from Vanessa. Perhaps even build off the failed mind control and say Vanessa doesn't really know she's vanny. And thus dunno why Gregory runs ). These segments should be hourly. And give story exposition while trying to avoid the subtle paranormal activity. At first. It be minor. But the more segment the more angry the blob (or Cassidy if we replace glitchtrap) would get to the point they become proper chase scenes (also if we keep glitchtrap. It give more context to the blob.)
@@doot7730 I think whenever Vanny happens you could swap to Gregory,
Even if the "switching characters at the end of the hour" was somehow too much, Vanessa could've been a tutorial. Imagine:
Being a nightguard, she was minding her buisness when she heard something strange. When she turns around, she sees a shadow (which she can shoot at), so she uses her phone (or watch) connected to the cameras to see its an intruder and proceeds to chase down said intruder by sprinting and running. The intruder managed to squeeze into a tight space, but Vanessa was able to squeeze through by crawling. Vanessa then sneaks up to the person and turns on her flashlight only to see it's a little, terrified kid (could be a chance to introduce the villain). Lights out, then we control Gregory.
@@gachareacter4170 I really do wish they could’ve brought some actual fans on for Security Breach. Then they could’ve had a perspective of the fanbase,known they could’ve taken longer to release the game, and I guess just have better ideas.
Some cut dialogue and sound effects heavily indicate something like this was supposed to be the case earlier in development (though, it’s implied she would've been talking to glitchtrap while you play as her, which I would have removed in favor of the psychological horror route).
That part about "Freddy going evil late game" actually was supposed to happen there's audio in the files for Freddy hunting Gregory like the other 4 and it's genuinely really scary hearing him in such an antagonist light using his time with Gregory to try and manipulate him
That would be really cool if you combined it with an idea I saw in a different comment where you’re slowly getting the other animatronics on your side. Then part of the ending maybe becomes about returning Freddy to his nice mode or whatever.
Got any linkfor those audios?
@@LucarioredLR
I heard them listening to cut content I don't have a link on me though and it was a while ago but I remember these lines too
@@LucarioredLR Check TetraBitGaming
The fact that you can die during the end credits is a special level of incompetent design
54:00 Dawko at first being overjoyed and happy that he made it and his speechless glare when he hears the jumpscare is both so incredibly cruel but also so funny.
It's tough to see such an enthusiastic guy get stomped on like that...
the never-ending footstep noises in that segment where Freddy was trying to get to the player would actually be really ominous without the context of it being an AI that's too stupid to get to you.
It's crazy to me that *any* game with children as an intended audience would have hour and a half long sections between saves. The one hour of screen time rule is a real thing in many households. Also, when you first mentioned the fear of losing progress I was expecting something unreasonable like 15 to 20 minutes of progress, but nope, it was 6 times that much.
It's not even post-game content (which would also be inexcusable), but it's just everything after 6 AM. It's insane.
Games in the 80's didn't even _have_ a save system despite lasting for hours, and kids were perfectly fine with it. No save for an hour and a half is not a big deal.
The real big deal is their idea of preventing saves in the last act. It's one of the most stupid things they could do, since that last act requires gathering the remaining stuff and all your progress is lost if you die.
@@Dante02d12 I wasn't fine with it! I played through the first three or so zones of Sonic 2 a dozen times as a kid but never got to beat it because we had a 1 hour of screen time rule in the house. It was more fine though because there wasn't an expectation to have saves.
@@Dante02d12 The lack of saves used to be both a limitation and one of the only forms of replayability, which the games, if good, used to harbor improvement/mastery. Save systems have evolved since then, so that it's now a balancing act that's especially become necessary as games became longer. Dark Souls is probably the most prominent example of having well-balanced stretches between save points. But yeah, SB has a huge Pizzaplex that makes the poor save system even worse. I don't understand how they ever thought it was a good idea lol.
@@MudakTheMultiplier That's just you though, sorry buddy ^^'. Most people definitely had the time to finish the games back then. I completed all the Sonic games at least three times each. Again, an hour and a half is really not that big of a deal.
... That said, I do wonder why so many modern developers want a "local" save system instead of giving the ability to save whenever we want, lol. I think the latest Resident Evil games have a similar system, and I wonder, is there any benefit to this?
57:44 the most hilarious part in Markiplier's playthrough
I feel sorry for him that he had to go through such horrible experience playing that game
In addition to beating the game backwards, you can beat it sprintless, itemless, freddyless, and likely without moving the camera (neckless,) but NOT glitchless. Going for afton glitchless is impossible because you are guaranteed to clip when dropping into the fight. (Look to AstralSpiff and Backseat Streams for all of these runs.)
Great job Steel Wool. Excellent game design.
@DevianDog Honestly, I wouldn't be surprised
Ah, yes. The one game where an any% glitchless speedrun is actually impossible
Neckless has been completed
Phisnom did a glitchless run, and it took over 12 hours straight
lmfao "neckless", that's awesome
They really should’ve named either Vanny or Vanessa something different because it’s immediately obvious they’re connected from their names alone. Funko spoiling the twist with the figures doesn’t help either lol
The thing is is that they’re not even the same person. It seems like the “Vanessa” that was Vanny was a robotic version of her. They’re technically not the same person, you can see it in one of the endings.
Vannysauce
SO FAONNI
For Dark Souls 3, they avoided spoiling the final boss by naming its Funko figurine "Crimson Knight." That was pretty neat, imo
1:25:35 another good example of this is when mark is doing the DJMM 'fight' and attempts to blind monty, only for him to keep running. "HE HAS SUNGLASSES! HE'S GOT SUNNIES!" is one of the most memorable lines in the playthrough to me
You know you've severely failed as a horror game when the true terror is losing a save point
What I don't get is WHY the game sometimes disables the save point function. My guess is it's to enhance the horror (somehow), but horror games for the PS2 & PS3 had save areas that did not get locked down when things start to heat up.
Like, for example, the original Resident Evil 4 had typewriters scattered all over the place to use as save files, but I do not recall a single time where those typewriters were locked away just for the sake of the horror. FNAF's system is a problem and it's a problem that was fixed years ago.
When the true horror is having to play the game more.
@@frankielovejoy9928 It's just artifical difficulty by disabling core game functions. It's like a Call Of Duty game disabling your weapons if you get a killstreak.
@@frankielovejoy9928the only time this save file restriction has been used to good effect were in the original resident evil games, where the only way to save was to use ink ribbons, a finite resource that forced you to explore as much as you can within a small stretch before having the discomfort of saving, and whether or not that save will be your last. Its a system that from the jump flips what the player is used to, and from there can use this unknown sensation to its own ends. security breach has none of that finesse because the sequence, much like the rest of the game, is thought through at the last minute with no intentionality behind it besides being another cheap way to squeeze a sense of frustration out of the player
i feel that the core problem of the game is scope creep. They kept adding to the base game design concept without polishing the core gameplay and its mechanics. I think Scott's cake analogy is accurate where they were only able to bake the surface but everything inside is runny batter that is barely cohesive with itself. I think if they made the original cake that Scott and steel wool wanted then they could've had a damn good cake and added more on top like frosting, sprinkles, and candles. But now they have to bake a whole new cake to apologize for the original cake. if we got security breach in it's original scope and that game in its original scope was polished in terms of story, gameplay, and bug fixes, then we would have a game that can call itself a fnaf game
I'm not aware of this cake analogy but it sounds very relevant. They did such an excellent job with the assets but at the cost of... well, everything else really. It definitely feels like they didn't plan the game out in preproduction.
Is this cake analogy from another Scott interview or what? I'm curious.
@@DesignFrameCaseStudies It's from one of his Reddit posts on the r/fivenightsatfreddys subreddit. It's titled "Security Breach Release Date"
You're making me hungry..
I also believe that FNAF:HW was very similar to the games before, except being VR, so when security breach was made they had to effectively make it without anything to base it off of, it is *the most* unique game of the entire series.
@@FixedKarma It also didn't help that they only had VR experience and the team consists of Pixar animators and new devs.
I think the saddest part is you can tell they weren't trying to be lazy or just produce a quick cash-grab.
The developers genuinely love Fnaf and tried to make something beautiful, but the problem is that it was too much, too fast with too little time and experience.
It needed at least one more year of development
@@guilhermehank4938 More like 3 with a return to the drawing board. Too many game design issues to call SB any salvageable.
@@No-mq5lw The setting and characters were interesting but MORE needed to be done to them. But gameplay needed a revamp all over.
They needed a month a development and they needed to cut 1/2 of the games scale to something they can manage
@@guilhermehank4938nah it needed to be scrapped and redone entirely, and they needed to hire game designers
The fact dj music man and mini music man hadn't been brought up at all, not even referenced even slightly in this video, proves that they had both the best but also most forgettable sequences. Dj music man's bossfight was so awesome but so short and he was never mentioned again and mini music man was only seen like twice??
I briefly mention DJMM in the bonus section at the end of extra stuff that I didn't want to get too deep into or didn't fit in the video. But yeah, there's mostly lost potential with them.
Literally those parts made me shit my pants
i love how a glitchless run is considered a challenge in this game
backseat streams or something literally beat the game backwards and without turning his head and who knows but one of his few failed challenges was beating the game glitchless because there's a glitch in the end boss cinematic lol
And then Phisnom went almost insane beating this thing glitchless in like, 24 hours? Maybe more, I don't remember
the idea of a villain that cant be killed that always comes back no matter what you do could be terrifying if used correctly. the problem with william afteon is that it never feels intentional it always feels like plot armour and not intentional powers, also the point of a villain that cant be killed is to invoke the feeling of powerlessness, like you are not in control, but with william these ideas are never really used at all, which makes the effect feel muddled and unfocused or just a cop out/retcon which sucks. its not scary, its just that a retcon fanservice.
@ozthebeeman You’re correct. To make William feel scary, you need to use him sparingly. Overuse of the character will get us used to his presence. Hint towards him, build it up, and then surprise us.
@@Plushieduoquests thanks and they said youtube is only full of toxic people who will find any reason to disagree with you
Even the idea of an "unkillable" villain is in itself incredibly stupid and frustrating to me, no matter who or what it is. If it were some divine or demonic entity, then that would make sense. But if it's just some random mortal who for some reason is or becomes immortal and they never go away for good no matter how conclusive the ending is, that's just bad in my not at all humble opinion.
@Kaidhicksii you kinda missed my point.
i agree that the way it was implemented in the games is stupid, especially if it's just a mortal dude.
I said that an entity that can't be killed or a being that always has contingency plans so you can never kill him because he's always 2 steps ahead of is really interesting and can be done really scary if properly set up.
I absolutely think fnaf did not set up William Afton to be this sort of villain, so it always feels like plot armour and not (as you put it) a demonic entity that can't be killed.
he's also just not scary enough to justify being an immortal threat. The guy is a business owner that offed a handful of kids. He's basically just a less perverted Gacy, but he hid kids in robots instead of a crawlspace.
I was so disappointed when Freddy never betrayed me. I had this genuinely awesome sense of fear being around him as I never knew if he was gonna snap. Kellen Goff really gave him this sense of suspicious aura that was so interesting. Then they just never followed up on it!!
Honestly this. Freddy had such threatening voice lines if you hit him with the laser, and just a bit of volume or different delivery and it becomes a huge threat
This made me imagine him as an apologetic doc oc for some reason
Same! That's probably my favourite thing that was originally in the game that later got cut.
Now you know why kids kept coming back to the restaurant.
Because Freddy's such a sweetheart.
@@Auriacularia Gleefully in love with this idea.
Heading Scott talk so passionately about his work breaks my heart. There is no way on earth he was okay with the final product. The first FNaF game demonstrated that Scott understood elements of good gameplay, story, and horror in all aspects. There's a reason it was revolutionary. It's a shame seeing what the series has come to.
I think the Parts and Service jumpscare would have made more sense if it was a simple consequence for the player's actions. You're playing with live wires and touchy electronics, so it would make sense for a snipped wire to deliver a fatal shock, or a random spring to suddenly take off a finger. Likewise, you'd have to actually be digging into Freddy on a deeper level. Maybe touching the wrong wires together could cause Freddy to actually malfunction, an arm braining you in the back of the head or something. You could even fry his electronics entirely if you weren't careful, leaving you at a dead end. Not careful with his battery? It might explode.
Good idea!
@@DesignFrameCaseStudies Heck, Freddy's entire reason for going offline at the beginning could be simply because something went on the fritz on stage, allowing him to dodge any hacking that may or may not have happened. Maybe Gregory finds Freddy in Parts and Service instead of his room, and Vanessa is looking for Freddy too under the pretense of fixing him (keeping in line with someone else's idea of Vanessa actually foing this out of her own free will, as a fangirl of Afton). The game would be about staying out of anyone's sight, with a buggy, half-functional robot at your back. The P&S sections would be about helping him get back to peak efficiency with the parts you had available.
What's weird about the Ai's needing to be teleported. The ai's ARE actually competently made well enough that they can just run toward you when alerted, instead of being teleported.
Both Blind Roxy and Giga Monty do this.
The only time they get stuck is on a gate.
The problem though isn't that they're so stupid they need to be teleported. It's because the map is so obscenely large that if they wandered around randomly then you'd almost never be in danger with how easily you could lose them.
I just can't imagine how if you have teleporting guys how they didn't have a way to deal with it better. Like, teleport them JUST out of sight. Then they come chase you. If it would teleport again, clearly changing positions, throw in a different animatronic. God that'd be brutal.
Other than the fact that the map is abnormally large for such a restricted and linear horror experience, the animatronics themselves roam around too much without boundaries.
Like imagine if each animatronic had their own patrol zones instead of essentially aimlessly trudging along until notified by a security bot. Eventually they get crushed and then ignore those boundaries and follow gregory at a slower pace, basically becoming the endgame portion of the game, which then cultivates into the ultimate encounter with burntrap
@thewhompingwampa2671 EDIT: I wrote this before I finished this video, which I somehow echoed an entire point the video went over. wild.
I almost feel like the animatronics are TOO present. There's no time to wind down and get comfortable. I think what they could have done was make it less full of robots and lights, made it feel like truly CLOSED. Dark, quiet, and as you're looking around at the decorations or locating a keycard you hear metal footsteps nearby. The constant voice lines from characters chasing you makes them more annoying than scary imo
@@thewhompingwampa2671 Freddy had to teleport, as otherwise he would get stuck in the map geometry, or would go towards the EXACT SPOT you called him at and not follow you like how hes supposed to.
I used to work at an escape room attraction, I was there for about six years at the end of high school and through college. I can attest, FNAF 1 saying the servos could lock up if they're off for too long lines up with some of the bafflingly head scratching garbage that happened when we restarted our systems. The most random of errors and malfunctions with the most bootleg of solutions
As an automation programmer/designer I can safely say that yes, machines are a bitch when turned off for too long. Random stuff happening, like they are pissed at you. Solutions and jumpers cables that sometimes make no sense even to me
Ooooo interesting what would happen
I feel like Vanessa was suposed to be the main protagonist based on the marketing, before Gregory's existence was revealed. Imagine if Vanessa and Vanny were separate entities fighting against each other, thus rendering William Afton's resurection unessery.
Exactly!
Yep. That would explain the promotional poster's about "protect" vs "obey." On top of that, we have voice clips that heavily indicate Vanessa was the original playable character (i.e. sounds for her running, jumping, and arguing with Afton).
always expected her to be the protagonist and was honestly genuinely shocked when not only was the not the protag, but she wasn’t playable at all. I think the story and character motivations and relationships could have improved a lot had that been the case. You’re vanessa, and you know there’s a kid around, and you need to find him- you do, and at first he’s scared and skeptical, thinking you’re vanny, but you don’t think/know you are, and then you befriend him and you guys fight off the animatronics together, realizing they are being mind controlled. then eventually afton reaches freddy, then, finally, vannesa, and you play as gregory at the end, having to fend off everyone as this little child, including your former ally’s now turned enemies. or just ditch the mind control plot entirely because, as pointed out in the video, it’s weak and sucks. Just really wanted to play as Vanessa.
That would have been much better. One of the coolest things the game could have done is if the game switched perspectives from Vanessa to Gregory. Like maybe you spend the first part of the gems hunting for Gregory to save him, you are the good guy. But he keeps running away and you don't know why.
But when you finally catch up to him, your alter ego comes out. That's when it's revealed you are the bad guy, that we've been playing as the bad guy all along! That's why Gregory was so afraid. Now we shift to controlling Gregory as we escape Vanessa and the rest of the same is him trying to escape/undo the mind control.
It would have been one of those awesome twists only a video game could pull off, the reveal that we were the bad guy all along. And obviously, making Vanessa a playable character would further flesh out the characters, make Vanny more present in the games, and even add to the mystery of what is happening. Like nothing makes you more motivated to figure out what's going one than when a character YOU were controlling is suddenly in trouble.
@@Obi-Wan_Kenobi I don't think we could ever have that type of game because the franchise is so stubborn and insistent on being cryptic with it's lore. We could've gotten so many cool games out of this franchise if they weren't so restrictive honestly.
Honestly I think markiplier was spot on when he said the game felt like it had other plans in mind but we’re switched or scrapped given that some moments and sequences (such as the red-light-green-light section with endos) were very polished and super fun to play as well as scary. But other Orta are just a cluttered mess that feel quickly put together. I would’ve preferred them to split each “main section” into a “survive til 6am” type of gameplay where you’re on a clock to complete an objective and survive while lights are off giving some real fear. Imagine the daycare scene without distractions, or at least nerfed ones, with a timer of surviving. Or how about the trash compactor having multiple animatronics in that area for that mission making it animatronics an actual threat since it’s a small zone. Their mistake was making it a open world game. Love the concept but it should’ve stocked to smaller sections filled with animatronics for fear factor rather than lazily placed patrol bots. That’s just my opinion tho
I always thought it was odd how Freddy said that Gregory was “broken” and took him to the first aid, but then there was nothing else about that? Like.. what was the use for the story? Unless they only used it to force the player down to first aid, where they meet Vanessa, which seems like quite lazy writing imo.
Also great video! You’re very underrated
Yeah I'm a bit torn on that. On one hand, I could see it being a weird thing that pays off in the "lore". But it never pays off in the actual story, and I feel like it should've contributed to the story in some way. The first aid stuff kinda hints that Gregory is a robot (which is the most popular theory right now), but it's not really used in a satisfying way. And even then, I'm unsure if it really holds up to scrutiny, 'cause how does Freddy bringing Gregory to first aid really help him, whether he's human or robot? Freddy must've detected SOMEthing, which also begs the question of how he just automatically follows that security routine but not any of the others? That probably would've been an additional funny detail to bring up in the video lol.
Thank you for the kind words :)
There's a simple answer: the line was rewritten to be more kid friendly. People digging through the files found the original wording was "bleeding" not "broken" which explains Gregory having a bandage on his cheek. Heck, they should have kept the line and implied Vanessa was the one who hurt him if we're supposed to believe she's up to no good.
Huh, I'm a bit surprised since bandaging cuts/bleeding is a normal concept for kids. It sounds to me like they thought "broken" fit the situation more, perhaps for the Gregory-is-a-robot theory? I'm thinking there are probably better alternatives to "bleeding" than "broken" that they could've chosen to indicate something similar to "bleeding." Like "hurt."
@@DesignFrameCaseStudiestbh i really hope they don't actually go for gregbot it's just such a dumb theory
@@DesignFrameCaseStudies True but remember, this was a robot saying it. Later, when Freddy is having mechanical issues, Gregory says Freddy is "hurt" so clearly each is using terms they're more familiar with.
The entire game, I’m expecting Freddy to turn on us, we were trained from previous games not to trust the animatronics, and every time Freddy gets an upgrade, it’s even more terrifying that he might do so, I wish they at least added another ending where Freddy did turn on us or something of that nature:/
Yeah I wish they did something with it :/
It was actually a scrapped concept that Freddy would get shattered by the other animatronics and would be infected with whatever virus infected the others and would have to avoid Freddy. I would recommend checking out Thatsnot myrealname’s video where she goes more in depth with it
don’t forget that baby doing that was a mastery of design with the who you gonna trust thing in SL
Freddy betraying you was a scrapped concept. There were even some leftover voicelines of Freddy that are genuinely haunting. Just search "Shattered Freddy".
i think you don't understand the lore.
I can't believe a channel with 12k subs has typed subtitles on a 100 minute video, huge props
Thank you! Much of it came from the script I already had written, but yeah anything that wasn't my voice I had to type up. I didn't do the interview clips myself for that reason, but thankfully that's done now as well.
the dark periods if they were good could give you a feeling similar to rain world's rain. in rain world, you could be exploring but then notice it getting slightly darker. after the screen shake and rumble starts, it causes a feeling of panic to run to the nearest shelter before its too late.
Great comparison! Rain World is such a great game.
I get the feeling that the game had to be 'child-friendly' so there could never be a genuine narrative threat from Vanny without compromising that aspect. Hard to market a kid-friendly game with child murderers - which perhaps never really stopped the original games, but their 'narrative' was more indirect up until Sister Location and Pizzeria Simulator.
Because FNaF was never directed at children and never should be. Children can like what they want, but just make a good game. But even kids like a good narrative, so there's no excuse!
@@DesignFrameCaseStudies Its Sony, they have an internal rating system in place and even told the devs of an 18+ game, that one of characters cant be missing an arm (no, I dont mean lose and arm, but simply missing one due a prior injury), for the sole reason of the game using cartoonish graphics and therefore "being for kids". And dont forget that Sony at one point actually had the idea to not release ANY 18+ game on their consoles...
@@DesignFrameCaseStudies The whole point of what drew children in to begin with was that it was child friendly mascot animatronics turned dark, a warping of innocence, and something too mature for that audience, which is of course exactly why they loved to consume it. I remember being 14 in 2014, interested in FNaF and creepypasta because they had adult themes that make me feel like i was included in something more mature, and of course morbid curiosity is addicting. As soon as the kids grew up and the new generation got stuck with pandering defanged horrors to appease an audience it never intended to go after to begin with, it started taking a turn for the worse. all my subjective opinion of course.
@@DesignFrameCaseStudies but it is and has been for quite some time now. Look at the toys, and even better , the games themselves. It’s all colourful, bright, inoffensive.
I know it’s supposed to be like that but it is more and more becoming like that.
This is an ancient idea I had from Help Wanted.
Imagine if this was a free roam game where you're a detective trying to solve these missing kids cases. You sneak into the pizza plex at night, and you now have to wander it without being caught by security and clamp down on any clues to these missing kids.
So to bring in the classic power management, the pizzaplex is on night power. You can route power to different areas to get in and out of them, or power on some systems to distract the roaming robots, but if you run them too long or too much you trip the generator and shut the whole building into darkness. This forces you to run in the dark with the even more aggressive robots to find the breakers and turn them back on.
Then to bring in the best part of Help Wanted, a lot of your investigation requires you to find and open up the animatronics and you have to carefully pluck pieces out like recorders or data banks for the investigation, but if you mess up the animatronic wakes up and takes you out. This also would mean a bunch of the story would require you FINDING ways to shut an animatronic down to get into it, whether by luring it into parts and services, knocking it offline, or destroying it.
Finally, we can even tie in Vanny/Vanessa by making her actually working to stop you as a security guard. Then as you go through the story, you slowly find that she's basically obsessed with the original FNAF murders, and is essentially worshiping the dead Afton.
Of course we lose friendly fred, but really? Do we need a friendly freddy in a horror game like this?
I think there's a lot of potential with friendly animatronics, such as if the whole crew is friendly before stuff goes wrong, etc. etc. But your idea of being a detective for solving missing kids cases does sound like a great concept!
Springtrap definitely should've stayed dead. He already died 3 times, and honestly it kind of makes sense for me why he needed to die three times to actually die. The first death is him possessing the Spring Bonnie suit, literally experiencing what he put his victims through, and also turning him from a living person to a remnant possessing an animatronic. When Fazbear's fright is burned down, in my opinion it's to show us why he is the main villain, the perseverance he has to keep himself alive, possibly through the power of agony. And his final death in Pizzeria Simulator serves as closure for Henry and also every other soul that was trapped in an animatronic at that time.
Afton's ending should've been Cassidy's endless torment in a neverending limbo. If they really needed to bring Afton back, then use Glitchtrap and give him a different motivation. Glitchtrap was set up as a brand new overarching villain, and he was not used once in Security Breach, other than as an explanation to how the animatronics get controlled presumably.
Glitchtrap could've been an opposite to Afton. Since Afton is an insider threatening Fazbear from the inside with personal grudges. Have Glitchtrap have to try and invade the brand new Fazbear technology and slowly take control of the company. Glitchtrap could've worked so well, but they just had to use good ol' Afton
What really annoys me is that logically, Glitchtrap should literally just be Vanny. There is literally no reason for it not to be the case, that is what is being implied in HW's original release and their personalities and mannerisms seem to line up. But then in updates to HW and now in Security Breach, they instead retconned in this incredibly confusing nonsense that er...it's not even clear what is going on. Is Glitchtrap brainwashing vanessa and it only sometimes works? Does this now soulless body(Since it is sealed in the digital space, having swapped places with glitchtrap) retain its own sense of self and that is why control sometimes slips? Is it Vanessa's twin who is fully possessed? Why am I not even sure if its's possession or mindcontrol? It's pure bs!
Then there is the issue that people are not even sure if Burntrap is actually William coming back to somehow being a better hackerman than Glitchtrap or if it somehow IS glitchtrap, but the rebuilt body somehow gave it the ability to corrupt programming even better.
imo I didn’t really like the digital mind virus plot to begin with. Afton should have died for good in Pizza Sim/then stuck in his personal hell, and Vanny should have just been a copycat killer who wanted to replicate Afton’s crimes
ir should be also noted, that his first death was only revealed after you already had to deal with him as springtrap and he is shown to have survived his second death in the same newspaper, that states, that fazbear frights had burned down (though you have to turn up the contrast to see him). Both of them had his survival set up.
in fact springtrap never died
It’s honestly also incredibly annoying when Security Breach was being marketed as a soft reboot to separate itself from the characters and plot lines of previous games, only to drag back their literally done-to-death villain
God, honestly I think playing as a news reporter trying to figure out this place’s secret would’ve been better than playing as a kid since there’s no way when I was Gregory’s age I could do any of that
Security Breach had so much conceptual potential that its flatness makes me really sad.
I would *love* it if the game capitalized on the uneasy tension of killing all of Freddy's friends and installing their body parts into him. That would be a *very* good reason for Freddy to try to kill you at the end, no mind control required.
I think the Vanessa/Vanny reveal would have gone so much better, even with her minimal story presence, if the game knew how to hint at her story instead of explain outright.
Imagine if they'd set it up well:
1. The last thing Freddy sees before he gets his error in the opening cutscene is someone in a bunny costume going to the control panel. Possibly a reason for his error is a conflict in programming; he can't leave the stage, but he needs to protect Faz Co.'s property. Safe mode protecting him from the network could be his programming's conflict resolution protocol-you have to be manually checked on, no network tampering for you.
2. Later, when Gregory introduces his fear of being caught by Vanessa, he gives a legitimate reason behind it; "I saw her getting rid of [kid's name's] raincoat! She totally kidnaps kids! Don't you read the news?!"
3. Freddy's programming allowing him to avoid Vanessa could be based off of this. "According to Code XYZ of the Fazbear industries policy, lost items are only to be returned to the lost and found. Protocol indicates Vanessa should be terminated from staff." < Insert dread in players returning to the franchise at an animatronic saying someone should be "terminated."
4. First thing in your inventory is a newspaper you CAN read, but aren't prompted to. It gives you the relevant details hidden behind that one bad ending, that children are going missing. The kid's name Gregory mentions in point 2 is the latest on the list.
All the above leads to the player being curious as to what Vanny is up to, and establish Vanessa as an untrustworthy threat, regardless of whatever she says/does. Continuing.
5. The awkward transition from Vanessa scolding Gregory to Vanny's "Are you having fun yet?" could be easily remedied with a scream and Vanessa falling offscreen (the player thinks Vanny got her, but it was her falling over and succumbing to the madness). Now the player knows Vanny's a threat, wonders what happened to Vanessa, and the mystery starts taking shape. Is she forced to work for Vanny? Is she being framed? (Also a note, the name "Vanny" should be a name Gregory gives her once he discovers the connection, rather than an established title for mind-controlled-bunny-lady)
6. Vanessa appears again later, speaking as if nothing is wrong, furthering the intrigue. You leave the area she's in behind to go do Mazercize or the Roxy Raceway, etc, and when you come back, Vanny prowls the halls instead. Repeat that theme whenever there's a situation you plan to have Vanny show up; Vanessa first, Vanny after.
7. You eventually find Vanessa's room. Environmental storytelling. Scribbles on the walls of rabbits or orders, a diary entry that descends into madness, costume remnants, trinkets from lost kids. Examining each bit could prompt a voice line from Gregory that doesn't explicitly state everything, but lets the player have fun puzzling it together.
8. After this reveal, Vanessa doesn't show up anymore, only Vanny. Mystery set, danger known, but now you're lacking the indication that she's going to be there later, so it's scarier when she appears and leans into her descent into the mind control plotline.
An afterthought: I don't know why Freddy can't see Vanny. That being a plot point genuinely baffles me, because the only time it actually matters is when you see her moonwalk by that one charging station. It's never built on or brought to any semblance of relevance. I say we ditch it to make Point 1 work.
Very nice idea
This would’ve been perfect! Atp they should remake the game since it’s a disaster gameplay and story wise
This would have been _amazing._ I've been trying to figure out this game's actual story for awhile now, but this is so simple and sensible and good! Something like this, something that's easy to follow but still incredibly intriguing, would have been lovely.
Someone needs to make a fangame with all these ideas...
@@NXTangl I was just thinking that. With this and the points made in the video in mind, a fantastic fangame could be made.
And seeing as the free movement does the game no favours, something like sister location's movement could be used instead, which I imagine would take less time consuming than having to design FNAF gameplay around very non-FNAF mechanics. This would also allow for expansion on said mechanics, e.g. there could be sections in vents where you have to choose which direction to go and are in peril.
Even just hearing a short clip of that haunting speech at the end of Pizzeria Simulator gives me freaking CHILLS, every time. It is OUTSTANDING.
It was a great ending :)
Then let's make it meaningless by bringing back Afton.
@AlienDuelist94 yep. Scott being forced to walk away from this franchise was a mistake.
@@cheemsecks-dee5134 Indeed. Social media, cancel-culture, and intolerant wokeness has ruined so very many things. I'm so....tired. I'm just tired of what the world has become.
@@babyblue_22 Wow lmfao, you just said a whole word salad and none of it was relevant to why Security Breach sucked.
I am 34 years old, I have never played a FNAF game. I have literally watched this ~2 hour video (or had it on and listened to it) probably 4 or 5 times. It is SO well done and I am just hanging out and waiting for your next video. Thank you for making such an interesting video, I hope to see more similar work from you soon. :)
Oh wow, thank you so much! I'm honored that you'd watch it so many times 😄 I've been working on the next video for a while now, so I'm hoping to finish it soon... I wish I could release them faster :/
Same, wonderfully made, I’ve always been afraid of FNAF tbh but can’t resist a good video essay
Seeing all the Shattered designs together made me think of something. Shattered Chica just looks derpy, Shattered Monty is depressed, but good god Shattered Roxy has the potential to be the most terrifying thing in the series.
Imagine a segment where your flashlight and blaster are gone. Maybe Vanessa takes them away from you, or maybe Gregory gets butterfingers and drops them. Then Shattered Roxy shows up, and you need to sneak past, relying solely on your own stealth abilities. Your main advantage is you can see her, while she can't see you.
Then the lights go out. It's the end of the hour. Remove Moon, so it's just you and Roxy, but now the playing field is even, since she has no glowing eyes to give her away. You need to listen out for her to avoid her, while in turn not making too much noise, otherwise she finds you. If you run, she chases you down instantly. Look at the image of Shattered Roxy, and imagine that appearing out of pitch darkness two or three feet in front of you, while you are required to stand still as to not make any noise. There would be a not insignificant chance of your bowels involuntarily voiding themselves as you are rendered utterly at the mercy of this blind, freaky-ass animatronic missing half its ribcage, standing mere inches away from you but still unaware of your presence.
So have her function like Funtime Foxy in SL?
@@FrostFire425 yeah lol, this already was a thing
I think chica might have been creepier if she had wires dangling out of her throat. From Gregory ripping it loose. She would then move clutching her throat. And periodically making frustrated mechanical shrieks and white noise. Don't know how her attack would change though. Monty could maybe drag yo off after latching on to your leg maybe.
One of my main gripes with SB is that it swears up and down it's a "horror game" but tries it's damndest to not be scary.
One of your pursuers yammering that you have no friends for the 50th time is not chilling it's a kindergartener insult. Even worse is that when Rox gets shattered she runs around crying and yells that her hair is ruined. I'm supposed to be AFRAID. Im not supposed to feel bad or pitiful for this robot trying trying to bite my face off.
What tilts me the most is the censoring of the most softest things. Vanny has a knife in one of the teasers..you know? To kill you? Where is it here? A voiceline with Greg saying that Vanessa is "coming to kill me" was changed to "coming to get me". Another cut voiceline mentions Gregory bleeding. Why? Is BLOOD too scary for this HORROR game? A simple kitchen knife WAY too spooky for the kiddies?
Even the first fnaf had a bit of body horror in it! The game over screen pretty much shows your mangled, eyeless, dead corpse slumped in a grey room facing the player directly. You died alone in the most gruesome and painful way possible. And this death is "shown" in the kid friendliest way possible.
But a knife and some bleeding is too much? The meere mentioning of the word "kill" was scrubbed? For a horror game?
I can't help but find this pathetic.
What is funny about the Knive-removal is that it even makes Vanny's jumpscare-animation completely nonsensical. It's supposed to be her playing with Gregory while he passes out, but there is no reason for him to pass out in that situration because there is no weapon she could have stuck into him and I doubt she's as physically threatening as the animatronics. It just feels fake in the end.
@@lpfan4491
Lol, exactly! If she was running around with the knife she would actually be threatening because well...getting stabbed is bad?
Without it she's just a lady. How exactly do we die from her when we get caught? All the other enemies are seen biting our heads in the "jumpscares" (except Moon, his sucks) so that's how we die. But what does Van do? Choke us? She's a petite little lady... Like you said, it's very nonsensical. They can show our heads get bitten off by a psycho robot but not a simple knife? They didn't even have to show the actual stabbing.
This is tilting me so much lol
You probably thought that a cough was a "global pandemic" and you're trying to govern what actual horror is?
@@jiger2396
What the hell are you talking about bro lol
@@jiger2396
Go outside and talk to an actual human being, buddy. You're making things up in your head and it's worrying.
I just realised Roxy's eyes make no sense/are inconsistent. At the very start of the game, you can see her in the vent yet she doesnt react to you. After you put Freddy's head back on, Roxy cries in her room yet she cannot see you until you enter
She actually makes an allusion to her knowing you're up there at the beginning if you stick around watching her long enough. She still doesn't do anything though.
i loved the interview with Scott as you cna hear the love in his voice for the series and the satisfaction he found in concluding the series
I thought this game was bad, childish, underdeveloped, boring, slow, confusing, buggy, and anything but immersive. I had been saying this from the start. However, when I mentioned this, people aggressively disagreed with me, calling me a FNAF hater, when in reality I’m just a good horror game lover. This video just confirms EVERYTHING i’ve been saying about this game from the start. Well done.
This is exactly why I like to at least partially focus on popular titles, because discourse is difficult without the proper work to back it up. Although my Mario Odyssey series is a bit rough in my old writing, that was also the intent with that series. And I want to do something similar with Elden Ring as well, although that's an even tougher pill to swallow. These games are ultimately awful and they could've been so much more, and people need to realize that so we can uphold a better industry. I'm glad you agreed about the game from the start! And thank you for the support!
@@DesignFrameCaseStudies what's wrong with Odyssey? It was short and enjoyable, I know it continues after the main story but I stopped after that.
Though I agree with elden ring. I enjoy it but I can see just how much it's missing at least something...well, almost everywhere.
@@DesignFrameCaseStudiesyour critiques seem to be pretty good but calling odyssey and elden ring awful is way too far. They do each have many flaws but they're still fun as hell and you're not going to be making people hate a game they've already enjoyed just by pointing out its flaws to them. Critiques should be for the sake of discussion, not for changing peoples mind on something they are going to enjoy.
@@nootnootscoot7041 I'm not denying that people can enjoy any game, but the primary discussion around mainstream games tends to ignore or undermine the issues, so that's the basis of where I'm coming from with liking to focus on some of these games. Perhaps my wording was bad, but there are many factors to enjoyment, and design is a complex process, so I agree that it opens up discussion and that's ultimately the goal, but also the general audience most likely isn't privy to design, so one great thing about critiques and commentaries and such is to open people to the design world and the intricacies of it (although my upcoming videos go into much more detail than this one, so I'm excited for those!). People have feelings about games that they can't quite put their finger on or reasoning for, as with any media, and so people discover new points or ways of thinking or reasons for decisions or possible design avenues or intents, etc etc. It's all ultimately rooted in opening that discussion, but it's also so much more than that.
But anyway, regarding Elden Ring, I say it's awful because it's not structurally sound, but I'm not gonna comment further on it because I haven't constructed the argument in an acceptable form yet, and since it's a mainstream title, it's not something that can easily be discussed otherwise. I'm planning some videos that'll be better than this FNaF one, so hopefully everyone will enjoy the discussion that it potentially brings! But regardless of my thoughts, the point is that I enjoy surfacing (or contributing to the surfacing) of these discussions.
@@DesignFrameCaseStudies just don't tell ULTRAKILL fans that their game needs an ammo pickup system
the point you brought up about players getting complacent after the discovery of the camera and fazerblaster made me think of Alien: Isolation and the flamethrower. Halfway thru the game the play gets a flame thrower; this could also make the player complacent. it does not because 1. it has limited ammo 2. the more you use it on the Alien the more the Alien adapts and comes to a point where it is no longer affected by the flamethrower. THis is the same for all strategies the player uses thruout the game. If the player hides too much, the alien will look in hiding spots more often; the more the player uses noisemakers as a distraction for the alien, the more the alien will come to ignore them. This great AI design really keeps the player on their toes in this wonderfully crafted horror game.
That's a fantastic example! Good call!
Ooh, a cool example!
At some point when I'm less lazy I would love to make a video essay where i touch exactly this concept. I felt like in so many ways this game is a garbage version of alien isolation that has nothing that made Alien Isolation fascinating.
@Antoine Boucher that would be so cool! Imagine each animatronic with their own specific ai patterns and shit. So much potential
imagine if they programmed each animantronic like the xenomorph in alien isolation? oh man
if i recall right the alien was super smart and able to learn but was never unfair, nd only teleported like twice and ince was to get it to a cut scene. but created such a deep level of fear and dread. and even though u would get a flamethrower to scare it away it would gradually piss it off and make it more agressive
Don't even need to get that fancy, Mr. X in Re2Re is very simple, doesn't break logic when narratively he doesn't make sense to be at a location and it's terrifying for a survivor horror game (which makes me puke to say SB technically is)
Pretty Sure Vanny was supposed to be the "Xenomorph" of the game with the cut "Vanny meter" but then they got rid of it for whatever reason. Also having bots telewarp every few seconds from being seen legit killed me a couple times because I walked backwards and the enemy spawned behind me.
disappointed can't even begin to describe what I felt looking back on this game
@@grandaltis I have a theory that the animatronics from security breach are possessed by the police of cyberpunk
Both seem to teleport whenever you get caught
That would be much better. But Alien Isolation has complex AI that's difficult for non-AAA studios to pursue. But it's certainly a good example to draw from. And Mr. X as well, which is kinda how Vanny already acts if she were to be in the game, but I'm not sure if that's sufficient AI to use for the huge open areas in the game. Maybe if the big areas are safe, and the smaller ones aren't.
It's sad when a chasing addon png in gmod is more polished and scary than actual NPCs with unique behavior. And that simply used the built in Navmesh feature in Source engine.
Shouldn't be so hard to code a good path ai using the Navmesh in Unreal. It's already really good on it's own.
Even Unity has a really good one.
The fact that Scott Cawthon wasn't satisfied with ending at 3 because people weren't scared enough just goes to show the level of detail and the high standards he had for his games. That's what made them so good. He would not rest until he felt everything was *perfect* and it showed so clearly in his games. Security Breach is an empty shell masquerading as FNAF. It is only FNAF in name alone.
Scott just doesn't care anymore, unfortunately.
Not scared enough and not from a player perspective. He wasn't satisfied with the jumpscare.
@@kingofcrap4414 You know he just retired from working on fnaf right? That doesn't mean he doesn't care, the series had a perfect ending already
He literally could've just sent out an update for the game that improved the """jumpscares""".
@@ArtificialDjDAGX i mean not really
fnaf 3 was already a heavily flawed game, so i doubt simpy making the not scary thing scarier would help
Most annoying thing about this game is the fact you need to hold E for few seconds before anything. Wanna save at the station? Hold E for 3 second, wanna open door? Hold E
Such a odd problem to have... Like you have to commit to save and do stuff? In a game where your being hunted? Like out of all the problems with the game the hold to interact is not one of them. If anything it is a good way to stop stupid stuff like running to a save station just to not lose. Or having a enemy right up your ass but because you INSTANTLY hit a cut sense button the danger go away! Like the point of the 3 seconds is to make sure you can not cheese the game.
It is like saying that hiding in a game should make the enemy lose track of you the moment going into a hiding spot. Even now the enemy was right up your got dam ass just no! Enemy should lose track and not open the locker! Or whatever. Such grate game design... Bendy 2022.
It is such a poor and pointless thing to talk about when the hole got dam game is a mess. The one thing that actually is not broken... Like is it not a bit more interesting talking about the POINTLESS collectibles all over the place? Why are there ALL OVER THE PLACE boxes to wined up to get a 'price'.
Like what function do they have being randomly placed around the pizza plex? And how or why are they giving out free prices that basically anyone can grab? Ho is paying for this prices all over the place? And why?? And why are there so MANY messages in bags all over the place? WHe.. Ha? W T F. IT makes NO sense.
Collectables are just a really bad legacy thing that needs to be done with. True secrets that you can collect in a more non made up way might be ok. But the old coin or fruit collectables have no place in anything but platform first games. Like hippo the magnet was really clever but the rest??? No there are to many of them and can be done in a better way. They should be placed in the open and be guarded by the enemy. Making it a hard but fun challenge to grab with voice lines for each pick up. Not a billion of the fuckers all over the place.
That is a common gripe I've had with many recently made games. Like why and when did this become a thing? Just let me press the fucking button and do it!
@@ROARRY01 according to another dude who wrote the entire book for this reason. It doesn't even build suspense, because you hear the Animatronics talk all the time and whenever one sees you a loud ass sound plays
@@TheDiner50 I will ignore most of the book you wrote and focus on the first one. If you try to argue they didn't want you to cheese the game, then it sure failed- I don't even need to mention the sea of glitches and skips. Another thing is what you said is not getting animatronic up your ass when you run to the save station. If you ignore the fact the game plays loud ass fuck when one spots you, the game still does it, you can reload the game and have animatronic spawn next to you, soft locking you, not to mention this does not build and suspense, because the animatronics talk all the time so you know where they are, and when one spot you, the game plays loud sound before they charge at you.
@@TheDiner50 You might think its an odd problem but for certain people stuff like this feels like a waste of time when its literally something you have to do at every point in the game.
While i can understand your argument about cheesing the game, not every interaction should require three seconds just to do, stuff like simply interacting with items or opening gifts wouldn't get hurt from just turning the action into a "tap" rather than a hold.
I'm personally very nitpicky about stuff like that too, I hate when I feel like characters sprint too slowly, or when they make me sit through unskippable cutscenes after dying and having to reload, or one of my favorite things to nitpick: when pausing a game and it doesn't take in your commands instantly until about half a second kicks in, or when there's no "restart level" option IN the pause screen, both of those always frustrate me a lot.
Because as small as those problems seem to be from first glance, they're things you're gonna be interacting with throughout the entire game, can you still play it? sure, but it'll certainly be what brings a potential 9/10 game into an 8 or even a 7.
Yes! Someone finally mentioned the missed opportunity with Freddy. He clearly cares about his fellow animatronics. Gregory is mutilating them and using their parts for upgrading him. If Freddy found out the truth he would be horrified and honestly fairly justified in turning on Gregory. I’m genuinely shocked they never did anything with that as even the dialogue sounded like foreshadowing. I think the game had a lot of potential and instead of releasing DLC I’d love to see them rework this.
Honestly, the most damning problem with Vanny and Afton is the very fact that their relationship is treated like a mystery in the first place. Anyone who was remotely paying attention in the fandom during the build-up for Security Breach's release knew that Vanny exists because Glitchtrap took partial possession of a young woman during the events of Help Wanted. Glitchtrap was even a hidden image in the final teaser for the game! Everyone knew that Afton was pulling the strings, yet Security Breach still treated their connection and Afton's involvement like a mystery.
What they _should_ have done was do away with the mystery and actually put this plot point front and center. It could have shown the more insidious side of Afton's personality as a serial killer hiding behind a friendly facade, this time forced to do it by manipulating someone else to do it for him. Different voice actor aside, listen to how he talked to Vanny during the gameplay trailer. It seemed like he had to do some convincing to get her to do what he wants, rather than having complete control. By making this extremely important plot point more apparent, it could've been used to clearly justify Gregory's distrust of a mentally torn woman and given a motive to figure out a way to remove Vanessa from Afton's control, maybe even have it result in tragedy if removing Afton completely (and permanently) robbed her of her remaining sanity.
There were so many ways they could have used this to make an interesting storyline, but instead they chose to just not pursue it at all! The game is too vague even by FNaF standards when it needed a clear story for its longer runtime.
This is an extremely well-said point. I'm generally familiar with the franchise's lore, but didn't think about this at all. I also didn't want to get too deep into the lore (including Help Wanted) and just wanted to focus on the story being told; however, this would have been a fantastic story foundation to build from, and makes the game's whole attempt at a mystery even worse than I thought. Thank you for writing this!
@@DesignFrameCaseStudies I don't know if you're aware of the whole "agony" thing that came from the Fazbear Frights books, but apparently glitchtrap is a virus that appeared from a broken circuit found in the remains of some Fazbear Entertainment restaurant (forgive me for not remembering exactly from where it came, but it was related to Afton) and got into the Help Wanted game
I really think this idea could be expanded if they treated glitchtrap more as an entity than an actual living being, it would be a villain that simply wants to corrupt and kill people, while it does resembles Afton it's motivations aren't the same, and having Vanny as the first "follower" could lead to a whole new arc for the FNAF story, maybe glitchtrap could lose relevance and Vanny would become the main villain. But nope, let's just treat glitchtrap as Afton's third reincarnation and reuse him as a villain
@@henritaas9997 ive always had the impression that the animatronics arent actually possessed by any real conciousness, more that their suffering produced a kind of emotional energy in the form of remnant which honestly feels almost confirmed. so i think the idea of glitchtrap as a remnant based entity that was born from aftons death in springtrap would work really well. it sort of makes sense that each time he's destroyed, he gets more disconnected from the original william afton as his remnant essentially gets recycled. the remnant of the children could move on because once william was dead, the cause of the suffering that birthed it was gone.
but i think since william mucked around with remnant so much during the time when the sister location location was running normally that the suffering he experienced became the results of his own experiments. so maybe afton cant trully die and not "always come back" until all of the remnant he created is burned away because until it is, his cause of suffering still exists in the world. and now that remnant is scattered all over the place lorewise, in ennard, in the blob, in whatever is left of baby etc which basically makes him voldemort with his horcruxes bs in a way.
so his body died in springtrap and created the remnant powering springtrap. then he gets burned in pizzeria sim creating remnant that idk, stuck to some circuit board in an arcade machine nearby or something creating glitchtrap. who is shown in a full costume with no sign of william afton really, unlike springtrap who had his whole body in him. i mean theres the purple coloring but i think its fair to say that glitchtrap is less like afton than springtrap was, still motivated by the same thing but not exactly a copy of afton.
doing it this way would have let steel wool keep the whole "i always come back" meme that seems to have stuck itself to fnaf games permenantly but the "I" isnt really william anymore, just this amorphous entity powered by the hatred and pain of being destroyed several times. thats way more interesting than basically just an immortal murderer and yet its functionally the same so you keep old school fans happy while letting the franchise evolve beyond its rigid beginnings.
@@maxsync183 that does make a lot of sense, it would balance the fanservice with steel wool's new storylines. Just hope they don't go too much into the afton resemblance while doing that, it got saturated already