-- Quick Correction -- As many have correctly pointed out, I've made a mistake at 15:55 on one of the mechanics of Foxy. I thought that Foxy was aggravated by both too infrequent _and_ too frequent use of the cameras, but *this is not true.* He only cares about infrequent checks. This doesn't really change much, just ignore the dynamic of "makes the player avoid checking too frequently for brief periods" in the video, as it's factually incorrect. (Ignore 15:55 to 16:09) Thank you all for the enthusiastic response, I appreciate all the help trying to keep this video error-free :) Also: if you're wondering more about this rumour, you can watch the video I saw _(that I misremembered when writing the script for this video, hence this mistake in the first place)_ that covers the theory: ruclips.net/video/ujg0Y5IziiY/видео.html (at 7:13). I would also just generally encourage giving this video a watch too, as while it would highly compromise your absence of information pillar, it's really interesting.
Also, at 3:56 the scream isn't actually a child's scream; it's a grown woman's scream from the 1981 film 'Inseminoid'. Edit: Here's a video with it; the scream is at roughly 3:38 ruclips.net/video/9ze4o2m7lA0/видео.html
The scariest thing about FNAF 1 is that the game feels like a nightmare, like it operates on dream logic where you can’t move but know for a fact about the inevitable looming threat
There’s 4 undead machines that specifically want you dead and your only line of defense is two doors and two lights. This scenario seems impossible to survive for 10 minutes. Let alone six whole hours for 7 nights
The first one has the most claustrophobic and helpless atmosphere imo. The lore is also _very_ vague yet has a strong sense of "something terrible happened here", so even if you've played the other games and know the entire story, it just adds to your helplessness because there's nothing you can do about it. In the first game, the animatronics can't be talked to, tricked or reasoned with. Your _only_ strategy is to hide.
I couldn’t agree more about how the lore added to the horror when fnaf 1 came out. So many little details hints that creep you out and give you more fear of the unknown
@@franciscofreeland-gonzalez1991 agreed, I liked it when the story branched out a bit, but I think it was better when the only supernatural parts were the possessed animatronics.
the part i miss from fnaf 1 is it *feels* like a vintage resteraunt, and it's strange that the other games strayed from that when it was the crux of their inspiration and horror
@@BlackMantisRed i think fnaf 1 was the one that handled the uncanny valley best, i don't think anybody would ever call a fnaf 1 animatronic life like, but at the same time it's hard to call them DEAD either. but as the games took on a more sci-fi role, the ais got more talkative and human and that removed a primal chunk of the fear
This video is awesome. My only thing to add is that Foxy is not upset by constant camera usage, just infrequent camera usage. You can prove this by opening custom night and putting only foxy on 20. When you keep the monitor up, you will notice that foxy never moves an inch.
@@Collazoo If the camera is down when Foxy tries to move, he works like other animatronics If camera is active, he fails no matter what room you are watching. If you are spamming the camera button, then yes he moves faster as you are unlikely to perfectly time the camera activation with Foxy's movement opportunities
If I'm going to be honest, one of the things that makes FNAF 1 so great to me is how real everything feels. Especially on the custom night, the pictures used for the characters just.. look like real pictures, from the 80's. Really nice stuff.
This is actually something that I was really sad we lost in Security Breach. The introduction of these cartoonish-looking humans took away from that "plausibly realistic" feel that FNAF always had. Yeah, the games were never hyper-realistic, or had cutting edge graphics, but when you looked at it, you didn't think, "oh, i'm playing a video game" but rather "oh, i'm looking at this world right now." Sure, we had some... questionable design choices, especially relating to humans before in the series (ahem, scraptrap, and to an extend the corpse inside springtrap, but you barely see that) but it was never shown enough to distract from that central feel.
@@mystictortoise5404Perfectly said man, as a kid the early FNAFs felt super real. The textures of the animatronics as well as the visuals of the children’s arcade always seemed very real, probably bc Scott never needed to build 3D models of these things, all of them were just static imagery except for the jumpscares. Security Breach to me felt like it was catered more to the kids since FNAF is soo mainstream now. The art style really turned me off, I wish it went more of a 17+ direction ya kno? At least thats how I felt the early games were, very realistically serious
@@jaboy8603It doesn't even have to be 17+, just not kindergarten driven and a merch horse. You can do *so* much with so little graphically shown. Implied horror is always the worst.
I've got a nitpick Foxy works the other way around, he gets out of his cove faster if you DON'T check the cameras checking them often keeps him in place
@@samfire3067thats the thing you only need to check the camera....but a while ago it was proven that you dont ever need to look at foxys cam EVER just frequent turning on the cameras all it takes
Yup, you'll die pretty quick if you don't check on him. Still, it's amazing that FNaF1 has misconceptions like that being passed around almost a decade later. Makes you wonder how many people have actually even played the game...
There was always something magical about the first game that was never captured again in the sequels. Something about it feels so different from every other entry in the series, it has so many unique and creepy things in it that none of the other games really tried to feature, and everytime I marathon the series I always feel like the second game onwards is just an entirely different series. FNaF 1 just hits different in an enigmatic way. Like on a recent playthrough, I started to hear subtle and inconsistent knocking sounds in the ambience, something I never remembered hearing before, and it freaked the hell out of me. Even knowing how the game works down to the movement timings and abilities of each and every animatronic, it still never fails to unnerve me more than any of the other games.
That Scott made 4 games in under 2 years was the problem. If each game had the time and attention to detail the first one had dedicated to them they would be absolute bangers. I still love the first 4, though. But the OG was lightning in a bottle.
you are definitely right, not including fnaf 4 because that was terrifying. the first game had this aspect to it - the whole idea & the situation you where in during the game was eerie to me. not to mention the environment, the ambience & the state of the animatronics was scary too. fnaf 4 was the only game out of the entire series to replicate this, even just a little. mind you, sister location was also pretty scary, despite following an actual storyline with events that actually played out that time. fnaf 2 was far too .. clean for me? if that makes sense? the animatronics where so spiffy (lol) and the environment felt kinda safe, minus the doors being gone. fnaf 3 was kinda boring, security breach was literally the embodiment of happiness and joy. fnaf 4 & SL where the only ones staying true to the franchise, which I love.
Besides the blank eye sockets that give a possessed appearance, it’s a nice detail how editing out the scream to a longer duration reveals one of the first signs that the animatronics are possessed by the five missing children. Little details like that are something to appreciate with Scott’s storytelling. Sometimes it’s in the environment, other times it’s certain dialogue or Easter eggs.
@@TheFearsomeRat The animatronics work on a timer, Foxy's is roughly 5 seconds. When that timer drains, it checks if the cameras are up or down. If it is up, it will reset the timer and continue counting down. If the cameras are down, it will run a random chance to move foxy or not, then reset the timer. It only cares if the monitor is up or down, and not what camera you're looking at.
@@corellioncrusaderproductio4679 I am re-watching the Tech Rules video currently to brush up on that, but I never said you had to be staring down the Cove.
The first game also had a "liminal" vibe to it that none of the sequels really captured. It feels like a genuine pizza place that is usually very active and alive in the day, with party rooms full of kids, people commuting through the hallways, and lively music throughout it all. But now in the late hours where everything is dark and silent, it all feels...wrong. Like your not supposed to be here. And so when any noise is heard or any movement is detected, it then feels like a disturbance, or at least something you shouldn't be witnessing.
Correction: 3:54: the scream is NOT a child's scream, it's from a movie Inseminoid. I believe the scene is when the one woman gets latched onto by some sort of alien, though I have never seen the film, I am just relaying information I heard in another video a while back. Thought the pitch is edited to be more like a child. And you are correct about the overdrive filter as well. To be honest, I don't like fault anyone who didn't know about this, as it's obscure random shit that I learned from a random video.
I am pretty sure this scream happens in the movie "Inseminoid" when the woman is ripped from the inside by the baby alien breaking out form her stomach/womb ;P
@@Austen54 To be fair steel wool did make help wanted before security breach and that game was amazing. It probably helps a good chunk of the modes were based on the already existing games in the series..
For me, the scariest part is how simple the game is. You click your mouse to close the door and change cameras, you move your camera side to side for movement and down to toggle the camera. The premise itself is simple, your a night guard at a pizza place. The animatronics roam at night trying to break in and attack you. Your shift lasts from 12-6AM. The lore at this point is very simple. Someone killed some kids in this pizza place, they stuffed there bodies in the animatronics. There souls now inhabit the animatronics and they look for revenge. There are so many horror games that have convoluted storyline’s and themes that detract from the game itself. The simplistic nature of the premise and game mechanics mixed in with the simplistic lore (at this time as it gets quite convoluted) makes it so frightening as you anticipate more. You think there will be more explanation to avoid death, more explanation to what happened to the kids. Why you took the job? Why is it only a week? Why is phone guy so evasive and dosent want to disclose more details? Why do the spirits want to eat you? Why do you stay here risking the inevitable reality that you will get caught? Why do things change in this place? FNAF is like an onion, and fnaf 1 is the first layer of said onion. It teases you with the basic story and premise whilst not giving you an explanation as to why these things happen and how they came to be. There is a natural unease in a situation that is already got an innate tension to it due to the reality of being a night guard watching cameras. The unknown reality beyond the doors perfectly captured by the darkness present. The silence, which in day is tranquil but is unnerving in the night. I think the simplicity mixed with the innate tension of the situation is what makes fnaf 1 so scary because you feel like you must know more but for a week you really know nothing and the sense of powerlessness creates the fear that this game brings.
Excellent points. The original Five Nights at Freddy’s was beautiful because it was simple. And that’s not to say that other, more complex games in the series haven’t been *good*, but I think we can all appreciate that the very first game was the way that it was.
Reasons why Fnaf 1 is the scariest and best indie horror game. 1. No walking 2. No fetch quests 3. Dark and creepy atmosphere 4. No bright colors 5. Unsettling title screen 6. Not focused on money and merchandise
I really like how, just to show how timeless the game's sense of panic is, you played a clip from Markiplier way back when the game released, then a clip from Alpharad Gold from this year.
FNAF 1: Pure terror, perfect atmosphere, very straight forward lore and pretty challenging. FNAF Security Breach: childish horror, annoying bugs, no fun and not a challenge at all.
Fun fact, there is no mechanic of foxy getting more aggressive if you check cameras more. Tech rules made a video on how this game actually functions as a game. If you set foxy to max and constantly flip the camera up and down he won't move. He also doesnt care what canera you check on, just that you check the cameras at all. Freddy does care that you look at his
I think a better way to think about creating fear is on two different pillars: fear of the unknown, and fear of the inevitable. Semantics aside, this is a wonderfully put-together video and I hope you make more video essays breaking down games.
The things that so brilliant about the first phone call aside from the fact it's just a phenomenal way to do world building, is the fact that the abruptness of the actual "turorial" makes you panic. The phone guy is just like "by the way you don forget to bla bla bla" and by the time he hangsout you're left on your own... Such a great way to introduce a player to a game
FNAF1 has the best atmosphere of the series imo,the pizzaria feels so empty and the sounds enhance the mood so much and the animatronics look alot more robotic and uncanny than the rest of the series.
What i love about fnaf 1 is the unsetteling feeling, i like you everything feel's so off, it is like you are looking at mirror and you see your own reflection but for some reason, you feel as if you don't know who that person in the reflection is. You can't run fron them, you are trapped, you can't fight back nor you can give them a helping hand. The atmosphere feel's eerie, you are almost aware that something went horribly wrong in this place but you can't really put your finger into it. However, i love how the game sometimes flashes you the clues, how you can hear breathing, walking, and just the stare's of the animatronicks feel so creepy, you are being watched constantly. It almost feel's as if you want to scream and run, fight and claw but you can't do anything, except to survive.
One thing I can’t ever do is play FNAF vr, I bought the game and played it a bit, but it’s so horrifying to feel as an animatronic can be next to you the whole time
I'm replaying FNaF 1 as I'm typing this comment and it's still the best in the franchise. The atmosphere is so unsettling. All the sounds and the design of the restaurant are scary. The animatronics are in the uncanny valley and are off-putting. It's so expertly crafted. I love it.
I think it's a bummer that the first game is one of the few FNaF games that is so intuitive and thaughts you everything in a few sentences, and then leaves you in the fear of being almost helpless. Most fnaf games depend on you reading descriptions of every enemy and memorize it instead. Of course it still can make very fun gameplay and I love many games that do this.
This game to this day goes down in history for the single worst anxiety, dread and fear I've felt watching something online. The uncanny animatronics, old abandoned building, late night shift, claustrophobic location, unable to move with little means to defend yourself, and lastly the incredible sound design were all an unreal mix for genuine pure nightmare fuel. I can't remember a single time in my life where I've felt this terrified of something. Animatronics are still to this day terrifying to me, as a kid they scared me, as a teen they scared me, and now even as an adult I can't stand them. But Fnaf is the only piece of media where I can stomach them. But despite this almost crippling fear (trust me, it took more than a week before sleeping was anywhere even remotely easy), it was still such a good concept, it kept poking away at my curiosity despite me being so afraid. And after a while I kept pushing myself to watch more and more, and eventually began to like it. It's the only time in my life where I turned my fear into something I now genuinely enjoy, and have been enjoying for the past years. Seeing this franchise grow to where it currently is, soon to see on the big screen!!
Was trying to do a No Death run for my first go at the game. Made it to Night 4, never got jumpscared, and just knowing Freddy was active made me shut it down.
While many people find FNAF 1 to be their scariest, I often find both FNAF 3 and 4 to be the scariest for me. My greatest fear is purgatories, especially in pitch black darkness abandoned purgatories. Places where no one except you inhabits it, while the world has moved on or have forgotten that the place even exists. That to me is scary. So seeing FNAF 3 now take place this year in October, it's a freaky abandoned place to work as a security guard, having to fend off the nightmare versions and springtrap. But something about the atmosphere of an abandoned halloween version of attractions doesn't feel right to me most of the time. The uncanny atmosphere, plus the abandoned tech and awful noises, including probably something that has been left on but never repaired, just goes to show how eerie and frightening it is to go there in person. In the game, well, it depends on each person, but for me, definitely FNAF 3 takes the cake for a scary place I would not want to be in. (FNAF 1 and 2 unfortunately are pretty tame compared to the later entries). As for FNAF 4, well, I've had nightmares as a child that took place in my bedroom between May 2000 up until December 2010. So seeing FNAF 4 take place in a bedroom with nightmarish versions of the animatronics, I can't tell you how many times I get jumpscared of something in the closet, the ones down the hall, and even the flashlight mini-game. To me FNAF 4 is one of my favorites and something I get scared from to this very day. MEMEBear's video of it has made the scene now 4x frightening compared to the game. So there's that.
One thing I like about your video is the words you used during explaining things such as the phone call using the word *Superfluous* to describe unnecessary information such as playing dead
Hey there buddy, it's an awesome essay you made there but at 15:55 you say that foxy get more aggressive if you check cameras too much and that is untrue. It's a popular rumor many players take as facts but foxy doesn't get more aggressive if you check cameras too much. Anyways, great video, great essay, loved the video and have a nice day ;)
I really enjoyed this video as a whole, but my favorite part was your explanation of the MDA model of game design. That was FASCINATING and I mentally started attributing the 3 features to other games I know- video games, card games, childhood pretend games. Its a universal model.
From my point of view, what is making the game scary is the ambience. However when you know the games mechanics and strategies, you know exactly when you will be attacked (freddy out of power excluded). So there is not the stressing feeling of being jumpscared at any moment anymore.
fnaf quite literally created my phobia of animatronics. it gave me severe panic attacks when i was like 7, but i stil binged markipliers gameplays like??? but i have been obsessed with the fnaf franchise ever since then and idky why when its the only thing tht truly scares me.
For me the biggest scare factor of FNAF 1 is that damn scream. I can take the animations, I can somewhat handle the atmosphere… but that scream is such hell to my ears I can’t even watch a video of FNAF1 with the sound on due to paranoia about it. The sequel jumpscare screams don’t have that effect on me for some reason.
As a person that HAS played FNAF this is accurate. The fact that you have to use key sounds and timing can be stressful enough, but having to do it multiple times can wear and tear on the mind. I'll still say one and two are the top stressful ones It's a shame that he's gone and retired but we will never forget Scott
the title said everyone but i've never felt stressed or panicked about it, and never got jumpscared of the bots... i mean i did saw chucky at 3 years old and never got uncomfortable about blood or jumpscares
I've watched a million FNAF analysis videos and yet I'm so glad I chose to watch this millionth-and-first because your music choice is absolutely KILLER. I don't see people use jazzy music in the background of YT videos like this and it's inspiring.
Last summer, I remember thinking "I have been watching people play this game for years, yet I never tried it myself. I guess I will give it a shot...surely it won't be that scary or creepy after I've watched several other people do it...." Once I got into the game on my first night, a wave of sudden uneasiness came over me and I could feel my chest tighten. Playing the game yourself is a completely different ball game, as only you alone can stop your demise while being trapped in your small office.
If you actually know what to do, which is just to quickly flick the lights on and off, and pop the camera, and cycle that every two seconds, you'll never die.
Imo this is the best and scariest game because what scared me when I was 12 was the fact that it reminded me of Chuck E Cheese and the game itself felt haunted. The random “ITS ME” and other noises didn’t feel programmed, it felt like my device was hacked or something. Once there were sequels the designs felt more intentionally scary and less uncanny. Robots with red eyes and claws will never be scary but when we get information that the original suits drip with blood and mucus and we don’t know if there’s a kid’s corpse inside them WHILE they look like the Chuck E Cheese band? Yeah that gave me nightmares in middle school
I think what makes the games terrifying is the the fact you can’t move that’s what makes everyone feel more uncomfortable and nervous before even getting into the game
Fnaf1 has really good design but there is one flaw i can think of. Its hard. If you cant pass a night and you keep trying and trying it just stops being scary. Im sure youve seen that in many letsplays especially marks and if i dont remember wrong even in jacks lp he stopped being scared and he didnt even play all the nights
The thing about FNAF 1's phone calls is the fact that instead of just showing text saying what to do, it's presented as an audio form dialogue which fits into the atmosphere of the game. The game's visuals and ambience give out a vintage feel.
These games, and generally just the appearance/knowledge that the animatronics are malevolent, has scared the crap out of me since the first game. The first game came out when I was in 8th grade, and I paid close attention to the games as they developed. I only ever played the first one though I seem to remember that there's no benefit in looking at any camera except for 1c, just to check on foxy. Besides that, just check your lights from time to time and you're golden (no pun intended). You have all the info you need to win all 6 nights
Fnaf 1 is generally scary no matter how many times you play it, it’s the fun type of scary where if you get a scare you laugh and jump at the same time 🤩🤩
video is a masterpiece but I wish you'd talk faster, I felt like it took a bit too unnecessarily long (although keep making pauses in-between points and sentences). I feel like I've learnt a lot about game design from this video
Hey Jaime! I love your video, but as someone who studies scare performance, I found some information to be misleading in your essay. First thing is, Fear is universally subjective. More about how it manipulates its audience rather than "restricts". While restriction can be a factor in creating fear, there are instances where providing information (implying the opposite of restriction) can cause fear as well. The reason we believe that FNaF is "universally frightening" is that we see RUclipsrs and Streamers performing and accentuating their emotions, making it seem as if this is a common reaction to the experience. I agree that Five Nights at Freddy's is a very effective horror piece, but we need to remember that horror doesn't have a formula. Nor is it pure chaos. While some aspects have worked in the past (sudden loud noises in silence or darkness), when analyzing scare performance of a piece like this, we need to look at how various fear tactics are being utilized and how they are working in tandem with other tactics. How all that is *manipulating* the player rather than something that is less 'hands on'. What exactly creates fear is not an easy question to answer. It's never going to be as simple as "it is the absence of information and ability of action". To find the answer, you would have to peak into people's lives, experiences, personalities to discover exactly what is going to work. But even if you were to do that, you will find the obvious: everyone is different from each other and not one thing is going to work between *everyone*. I like how you change your phrasing to say how the *game* creates fear. Because that is exactly what you want to be looking for in this kind of an analysis rather than the broadness of how *all* fear is created, which is a discussion that is being had pretty much since (if not before) the early 20th century mainly by horror theorists (and with the growing population of scare performance theorists). As for a prior reference for Scruffy's 'nightmare' model, his has striking resemblance to theories by two theorists far before him. John Morreal's 'Control and Distance' and Matt Hill's 'epistemological hesitation". Morreal's theory is in reference to how the audience can interact with the art piece (Control) and what separates them from the art piece (like a monitor or the virtual avatar that the horror is being directed to as suggested by Madelon Hoedt, also this would be 'Distance'). Hill's theory is in reference to how the audience questions information that is given to them. FNaF actually gives the player a lot more information than what it doesn't. Meaning that stuff that you can't see, you hear. I feel like this video essay could do with a lot more analysis into the audio of the game as it is, in my opinion, one of the significant attributes behind how the game is so effect. I hope my comment doesn't come off as too negative! I really did enjoy hearing your thoughts and I am eager to see how your thoughts adapt as you study more in scare performance. I don't know how much you enjoyed creating this essay, but if you really enjoyed dipping your toe into studying fear crafting, I have some books that I would highly recommend to check out if you are interested! I also happen to be making an analysis on Five Night's at Freddy's scare performance so, my full thoughts on the game will be available before the summer is out (hopefully, turns out making videos is kinda hard lol).
I tried playing it online on a website page, it was terrifying because of the sounds, intensity, the battery percentage rapidly decreasing, Foxy and Chica. I actually stopped. I already knew it was going to be scary but it'll still surprise you. Now, I feel like trying it again but this time with the official game not a laggy webpage port of it. It'll probably be several months from now if I get a chance.
I had seen people saying FNAF4 it's the scariest one, and they only point it's basically the overexagerated designs, but FNAF1 it's to me by far the scariest, it accomplished the tension and anxiety an actual horror game should have
-- Quick Correction --
As many have correctly pointed out, I've made a mistake at 15:55 on one of the mechanics of Foxy. I thought that Foxy was aggravated by both too infrequent _and_ too frequent use of the cameras, but *this is not true.* He only cares about infrequent checks.
This doesn't really change much, just ignore the dynamic of "makes the player avoid checking too frequently for brief periods" in the video, as it's factually incorrect. (Ignore 15:55 to 16:09)
Thank you all for the enthusiastic response, I appreciate all the help trying to keep this video error-free :)
Also: if you're wondering more about this rumour, you can watch the video I saw _(that I misremembered when writing the script for this video, hence this mistake in the first place)_ that covers the theory: ruclips.net/video/ujg0Y5IziiY/видео.html (at 7:13). I would also just generally encourage giving this video a watch too, as while it would highly compromise your absence of information pillar, it's really interesting.
Also, at 3:56 the scream isn't actually a child's scream; it's a grown woman's scream from the 1981 film 'Inseminoid'.
Edit: Here's a video with it; the scream is at roughly 3:38
ruclips.net/video/9ze4o2m7lA0/видео.html
Foxy runs by frames primarily, at 2 fps you can clear any night doing nothing even with foxy at 20
@@withadreamofyou only foxy or..?
@@SadMatte nope, all nights in fnaf 1, Chica and Bonnie won't jumpscare till you flip your cam, same with Freddy, even on 420 mode
I JUST RIPPED ASS AND ITS SO STICKY
The scariest thing about FNAF 1 is that the game feels like a nightmare, like it operates on dream logic where you can’t move but know for a fact about the inevitable looming threat
There’s 4 undead machines that specifically want you dead and your only line of defense is two doors and two lights. This scenario seems impossible to survive for 10 minutes. Let alone six whole hours for 7 nights
Well hello there fellow susanoo player.
Kind of true
The first one has the most claustrophobic and helpless atmosphere imo.
The lore is also _very_ vague yet has a strong sense of "something terrible happened here", so even if you've played the other games and know the entire story, it just adds to your helplessness because there's nothing you can do about it. In the first game, the animatronics can't be talked to, tricked or reasoned with. Your _only_ strategy is to hide.
I couldn’t agree more about how the lore added to the horror when fnaf 1 came out. So many little details hints that creep you out and give you more fear of the unknown
And even hiding doesn't really work because of the power system... you are just delaying the inevitable
@@franciscofreeland-gonzalez1991 agreed, I liked it when the story branched out a bit, but I think it was better when the only supernatural parts were the possessed animatronics.
I personally felt that pizza sim had far less ability to stop them, which made it feel more helpless, as it is decided by RNG.
Helpless atmosphere goes to fnaf 4 imo
The scariest part of the video is when you said 'Paper, Scissors, Rock' instead of 'Rock, Paper, Scissors'
💀
I say scissors paper rock
Hell
@@limeboat5530 “I’m a horrible person”
There I fixed your comment
@@limeboat5530 ok the fuck?
the part i miss from fnaf 1 is it *feels* like a vintage resteraunt, and it's strange that the other games strayed from that when it was the crux of their inspiration and horror
Same, this is something that prefer when it comes to aesthetic. It goes the same with the fan games
The animatronics acted like zombies in the first game but now they act like people. It’s such a shame
@@BlackMantisRed i think fnaf 1 was the one that handled the uncanny valley best, i don't think anybody would ever call a fnaf 1 animatronic life like, but at the same time it's hard to call them DEAD either. but as the games took on a more sci-fi role, the ais got more talkative and human and that removed a primal chunk of the fear
As a old fnaf fan, I still think that fnaf 4 is scary (since I'm not a huge fan of the darkness and being alone without your family around)
Yay 666 likes :D
This video is awesome. My only thing to add is that Foxy is not upset by constant camera usage, just infrequent camera usage. You can prove this by opening custom night and putting only foxy on 20. When you keep the monitor up, you will notice that foxy never moves an inch.
The idea of that is strangely funny to me. Just you and Foxy staring at each other for six to seven hours
he meant repeated fast usage
@@Collazoo If the camera is down when Foxy tries to move, he works like other animatronics
If camera is active, he fails no matter what room you are watching.
If you are spamming the camera button, then yes he moves faster as you are unlikely to perfectly time the camera activation with Foxy's movement opportunities
@@verdanteridium thats as far as you can get from the truth
@@semnejlepsi8983 ruclips.net/video/ujg0Y5IziiY/видео.html
Sure
If I'm going to be honest, one of the things that makes FNAF 1 so great to me is how real everything feels. Especially on the custom night, the pictures used for the characters just.. look like real pictures, from the 80's. Really nice stuff.
the feel of a game is always underrated
This is actually something that I was really sad we lost in Security Breach. The introduction of these cartoonish-looking humans took away from that "plausibly realistic" feel that FNAF always had. Yeah, the games were never hyper-realistic, or had cutting edge graphics, but when you looked at it, you didn't think, "oh, i'm playing a video game" but rather "oh, i'm looking at this world right now."
Sure, we had some... questionable design choices, especially relating to humans before in the series (ahem, scraptrap, and to an extend the corpse inside springtrap, but you barely see that) but it was never shown enough to distract from that central feel.
@@mystictortoise5404Perfectly said man, as a kid the early FNAFs felt super real. The textures of the animatronics as well as the visuals of the children’s arcade always seemed very real, probably bc Scott never needed to build 3D models of these things, all of them were just static imagery except for the jumpscares. Security Breach to me felt like it was catered more to the kids since FNAF is soo mainstream now. The art style really turned me off, I wish it went more of a 17+ direction ya kno? At least thats how I felt the early games were, very realistically serious
@@jaboy8603It doesn't even have to be 17+, just not kindergarten driven and a merch horse. You can do *so* much with so little graphically shown. Implied horror is always the worst.
I've got a nitpick
Foxy works the other way around, he gets out of his cove faster if you DON'T check the cameras
checking them often keeps him in place
Just like a child when You keep a eye on then They don't do much noise, but The moment You don't see then They run like Hell.
@@samfire3067thats the thing you only need to check the camera....but a while ago it was proven that you dont ever need to look at foxys cam EVER just frequent turning on the cameras all it takes
@@caellanmurphy4751yeah but he’s gonna leave eventually so it’s better to see when he does, so either way it’s best to keep the cam on foxy
@@animeanime7849 Actually, it's better to watch Freddy, watching Freddy on cams stops him from moving as long as you're looking at him.
Yup, you'll die pretty quick if you don't check on him. Still, it's amazing that FNaF1 has misconceptions like that being passed around almost a decade later. Makes you wonder how many people have actually even played the game...
There was always something magical about the first game that was never captured again in the sequels. Something about it feels so different from every other entry in the series, it has so many unique and creepy things in it that none of the other games really tried to feature, and everytime I marathon the series I always feel like the second game onwards is just an entirely different series. FNaF 1 just hits different in an enigmatic way. Like on a recent playthrough, I started to hear subtle and inconsistent knocking sounds in the ambience, something I never remembered hearing before, and it freaked the hell out of me. Even knowing how the game works down to the movement timings and abilities of each and every animatronic, it still never fails to unnerve me more than any of the other games.
often times the first is the best because it has the most heart put into it
That Scott made 4 games in under 2 years was the problem. If each game had the time and attention to detail the first one had dedicated to them they would be absolute bangers. I still love the first 4, though. But the OG was lightning in a bottle.
I think FNAF 4 was the closest thing to the first game. The fact that we were playing as a little kid in his house was horrifying to me.
you are definitely right, not including fnaf 4 because that was terrifying. the first game had this aspect to it - the whole idea & the situation you where in during the game was eerie to me. not to mention the environment, the ambience & the state of the animatronics was scary too. fnaf 4 was the only game out of the entire series to replicate this, even just a little. mind you, sister location was also pretty scary, despite following an actual storyline with events that actually played out that time. fnaf 2 was far too .. clean for me? if that makes sense? the animatronics where so spiffy (lol) and the environment felt kinda safe, minus the doors being gone. fnaf 3 was kinda boring, security breach was literally the embodiment of happiness and joy. fnaf 4 & SL where the only ones staying true to the franchise, which I love.
Besides the blank eye sockets that give a possessed appearance, it’s a nice detail how editing out the scream to a longer duration reveals one of the first signs that the animatronics are possessed by the five missing children. Little details like that are something to appreciate with Scott’s storytelling. Sometimes it’s in the environment, other times it’s certain dialogue or Easter eggs.
15:55 That's a myth. Foxy doesn't become active if you check the cameras too much.
Last I heard it was the oppisite, and that the cameras slow him down.
@@TheFearsomeRat The animatronics work on a timer, Foxy's is roughly 5 seconds. When that timer drains, it checks if the cameras are up or down. If it is up, it will reset the timer and continue counting down. If the cameras are down, it will run a random chance to move foxy or not, then reset the timer. It only cares if the monitor is up or down, and not what camera you're looking at.
@@corellioncrusaderproductio4679 I am re-watching the Tech Rules video currently to brush up on that, but I never said you had to be staring down the Cove.
The first game also had a "liminal" vibe to it that none of the sequels really captured. It feels like a genuine pizza place that is usually very active and alive in the day, with party rooms full of kids, people commuting through the hallways, and lively music throughout it all. But now in the late hours where everything is dark and silent, it all feels...wrong. Like your not supposed to be here. And so when any noise is heard or any movement is detected, it then feels like a disturbance, or at least something you shouldn't be witnessing.
Correction:
3:54: the scream is NOT a child's scream, it's from a movie Inseminoid. I believe the scene is when the one woman gets latched onto by some sort of alien, though I have never seen the film, I am just relaying information I heard in another video a while back. Thought the pitch is edited to be more like a child. And you are correct about the overdrive filter as well. To be honest, I don't like fault anyone who didn't know about this, as it's obscure random shit that I learned from a random video.
I saw that clip of the movie. Yeah, it sounds similar. It's just adjusted to make the fnaf scream a child/ horrific scream
I am pretty sure this scream happens in the movie "Inseminoid" when the woman is ripped from the inside by the baby alien breaking out form her stomach/womb ;P
@@piotrtoborek2442 I am pretty sure that;s the scene.
the pitch is unedited, its just a woman's high pitched scream
@@zepheriyah It is? I thought it was pitched up. Well, thank you for the correction. I'd rather not be spreading misinformation lmfao!
FNAF 1 really is a masterclass in atmosphere. It's a shame how bland some of the newer games feel.
Security Breach is completely missing that charm. It feels like a different game series.
@@Memu_I don't understand what Scott sees in steelwool, they obviously don't understand the fnaf formula
Everything after FNAF 6 is pretty much a spin-off about the people and places affected by the actions of the Aftons.
@@Austen54 To be fair steel wool did make help wanted before security breach and that game was amazing. It probably helps a good chunk of the modes were based on the already existing games in the series..
For me, the scariest part is how simple the game is. You click your mouse to close the door and change cameras, you move your camera side to side for movement and down to toggle the camera.
The premise itself is simple, your a night guard at a pizza place. The animatronics roam at night trying to break in and attack you. Your shift lasts from 12-6AM.
The lore at this point is very simple. Someone killed some kids in this pizza place, they stuffed there bodies in the animatronics. There souls now inhabit the animatronics and they look for revenge.
There are so many horror games that have convoluted storyline’s and themes that detract from the game itself. The simplistic nature of the premise and game mechanics mixed in with the simplistic lore (at this time as it gets quite convoluted) makes it so frightening as you anticipate more. You think there will be more explanation to avoid death, more explanation to what happened to the kids. Why you took the job? Why is it only a week? Why is phone guy so evasive and dosent want to disclose more details? Why do the spirits want to eat you? Why do you stay here risking the inevitable reality that you will get caught? Why do things change in this place?
FNAF is like an onion, and fnaf 1 is the first layer of said onion. It teases you with the basic story and premise whilst not giving you an explanation as to why these things happen and how they came to be. There is a natural unease in a situation that is already got an innate tension to it due to the reality of being a night guard watching cameras. The unknown reality beyond the doors perfectly captured by the darkness present. The silence, which in day is tranquil but is unnerving in the night. I think the simplicity mixed with the innate tension of the situation is what makes fnaf 1 so scary because you feel like you must know more but for a week you really know nothing and the sense of powerlessness creates the fear that this game brings.
Excellent points. The original Five Nights at Freddy’s was beautiful because it was simple. And that’s not to say that other, more complex games in the series haven’t been *good*, but I think we can all appreciate that the very first game was the way that it was.
Reasons why Fnaf 1 is the scariest and best indie horror game.
1. No walking
2. No fetch quests
3. Dark and creepy atmosphere
4. No bright colors
5. Unsettling title screen
6. Not focused on money and merchandise
7. No goofy lore
@@jadeyjars now I know damn well you're joking right now..
@@SumThatSooli nah
And then compare that to security breach...
Nothing wrong with money and merchandise tho
I really like how, just to show how timeless the game's sense of panic is, you played a clip from Markiplier way back when the game released, then a clip from Alpharad Gold from this year.
FNAF 1: Pure terror, perfect atmosphere, very straight forward lore and pretty challenging.
FNAF Security Breach: childish horror, annoying bugs, no fun and not a challenge at all.
What about FNAF security breach ruin.
@@Details616 same as Security but with less bugs.
@@mrego886 yeah, I really missed FNAF's charm. But help wanted 2 Is coming so That'll be interesting
@@Details616 I hope so.
Fun fact, there is no mechanic of foxy getting more aggressive if you check cameras more. Tech rules made a video on how this game actually functions as a game. If you set foxy to max and constantly flip the camera up and down he won't move. He also doesnt care what canera you check on, just that you check the cameras at all. Freddy does care that you look at his
11:22 Just wanna take a moment to appreciate the subtle detail of the magnifying glass enlarging the background footage
You already know hes a real one when he uses Alpharad Gold as a example
Smash
@@thegrimgamer8323 Smash Bros?
that's a hit
I think a better way to think about creating fear is on two different pillars: fear of the unknown, and fear of the inevitable. Semantics aside, this is a wonderfully put-together video and I hope you make more video essays breaking down games.
The things that so brilliant about the first phone call aside from the fact it's just a phenomenal way to do world building, is the fact that the abruptness of the actual "turorial" makes you panic.
The phone guy is just like "by the way you don forget to bla bla bla" and by the time he hangsout you're left on your own...
Such a great way to introduce a player to a game
FNAF1 has the best atmosphere of the series imo,the pizzaria feels so empty and the sounds enhance the mood so much and the animatronics look alot more robotic and uncanny than the rest of the series.
FNAF 2 and onwards was way more task micromanagement than scary ambience
The first game was perfect
can't get over how well this video is structured and edited, the quality is through the roof, can't wait to see more from you!
My first thought when I saw the title was that Alpharad Gold video. So funny to see it here
I'd choose being trapped in a room with these goofy animatronics over the psycho that says "paper scissor rock"
call him a doggo the way this video ballin'
What i love about fnaf 1 is the unsetteling feeling, i like you everything feel's so off, it is like you are looking at mirror and you see your own reflection but for some reason, you feel as if you don't know who that person in the reflection is. You can't run fron them, you are trapped, you can't fight back nor you can give them a helping hand. The atmosphere feel's eerie, you are almost aware that something went horribly wrong in this place but you can't really put your finger into it. However, i love how the game sometimes flashes you the clues, how you can hear breathing, walking, and just the stare's of the animatronicks feel so creepy, you are being watched constantly. It almost feel's as if you want to scream and run, fight and claw but you can't do anything, except to survive.
One thing I can’t ever do is play FNAF vr, I bought the game and played it a bit, but it’s so horrifying to feel as an animatronic can be next to you the whole time
I'm replaying FNaF 1 as I'm typing this comment and it's still the best in the franchise. The atmosphere is so unsettling. All the sounds and the design of the restaurant are scary. The animatronics are in the uncanny valley and are off-putting. It's so expertly crafted. I love it.
I think it's a bummer that the first game is one of the few FNaF games that is so intuitive and thaughts you everything in a few sentences, and then leaves you in the fear of being almost helpless. Most fnaf games depend on you reading descriptions of every enemy and memorize it instead.
Of course it still can make very fun gameplay and I love many games that do this.
This game to this day goes down in history for the single worst anxiety, dread and fear I've felt watching something online. The uncanny animatronics, old abandoned building, late night shift, claustrophobic location, unable to move with little means to defend yourself, and lastly the incredible sound design were all an unreal mix for genuine pure nightmare fuel. I can't remember a single time in my life where I've felt this terrified of something. Animatronics are still to this day terrifying to me, as a kid they scared me, as a teen they scared me, and now even as an adult I can't stand them. But Fnaf is the only piece of media where I can stomach them.
But despite this almost crippling fear (trust me, it took more than a week before sleeping was anywhere even remotely easy), it was still such a good concept, it kept poking away at my curiosity despite me being so afraid. And after a while I kept pushing myself to watch more and more, and eventually began to like it. It's the only time in my life where I turned my fear into something I now genuinely enjoy, and have been enjoying for the past years. Seeing this franchise grow to where it currently is, soon to see on the big screen!!
Was trying to do a No Death run for my first go at the game. Made it to Night 4, never got jumpscared, and just knowing Freddy was active made me shut it down.
The fact that this game is getting its own movie is insane. Just goes to show how well the original FNAF still holds up.
The scariest thing about this video is… that you have only 2k subs . Amazing work my guy !
didnt expect to see Alpharad Gold here, great video btw
While many people find FNAF 1 to be their scariest, I often find both FNAF 3 and 4 to be the scariest for me. My greatest fear is purgatories, especially in pitch black darkness abandoned purgatories. Places where no one except you inhabits it, while the world has moved on or have forgotten that the place even exists. That to me is scary. So seeing FNAF 3 now take place this year in October, it's a freaky abandoned place to work as a security guard, having to fend off the nightmare versions and springtrap. But something about the atmosphere of an abandoned halloween version of attractions doesn't feel right to me most of the time. The uncanny atmosphere, plus the abandoned tech and awful noises, including probably something that has been left on but never repaired, just goes to show how eerie and frightening it is to go there in person. In the game, well, it depends on each person, but for me, definitely FNAF 3 takes the cake for a scary place I would not want to be in. (FNAF 1 and 2 unfortunately are pretty tame compared to the later entries).
As for FNAF 4, well, I've had nightmares as a child that took place in my bedroom between May 2000 up until December 2010. So seeing FNAF 4 take place in a bedroom with nightmarish versions of the animatronics, I can't tell you how many times I get jumpscared of something in the closet, the ones down the hall, and even the flashlight mini-game. To me FNAF 4 is one of my favorites and something I get scared from to this very day. MEMEBear's video of it has made the scene now 4x frightening compared to the game. So there's that.
2:47 true gigachad right there, attaching the badge directly to his skin.
One thing I like about your video is the words you used during explaining things such as the phone call using the word *Superfluous* to describe unnecessary information such as playing dead
On god. the first fnaf brought back those long repressed fears of animatronicsnsince when i was younger
Hey there buddy, it's an awesome essay you made there but at 15:55 you say that foxy get more aggressive if you check cameras too much and that is untrue. It's a popular rumor many players take as facts but foxy doesn't get more aggressive if you check cameras too much. Anyways, great video, great essay, loved the video and have a nice day ;)
I really enjoyed this video as a whole, but my favorite part was your explanation of the MDA model of game design. That was FASCINATING and I mentally started attributing the 3 features to other games I know- video games, card games, childhood pretend games. Its a universal model.
From my point of view, what is making the game scary is the ambience. However when you know the games mechanics and strategies, you know exactly when you will be attacked (freddy out of power excluded). So there is not the stressing feeling of being jumpscared at any moment anymore.
fnaf quite literally created my phobia of animatronics. it gave me severe panic attacks when i was like 7, but i stil binged markipliers gameplays like??? but i have been obsessed with the fnaf franchise ever since then and idky why when its the only thing tht truly scares me.
I'd love to add that a fangame called PolarDread does this exact same thing of making the player panic no matter how many times they play.
For me the biggest scare factor of FNAF 1 is that damn scream. I can take the animations, I can somewhat handle the atmosphere… but that scream is such hell to my ears I can’t even watch a video of FNAF1 with the sound on due to paranoia about it. The sequel jumpscare screams don’t have that effect on me for some reason.
As a person that HAS played FNAF this is accurate. The fact that you have to use key sounds and timing can be stressful enough, but having to do it multiple times can wear and tear on the mind.
I'll still say one and two are the top stressful ones
It's a shame that he's gone and retired but we will never forget Scott
the title said everyone but i've never felt stressed or panicked about it, and never got jumpscared of the bots... i mean i did saw chucky at 3 years old and never got uncomfortable about blood or jumpscares
i cant believe you used an alpharad gold clips (from like last month)
I've watched a million FNAF analysis videos and yet I'm so glad I chose to watch this millionth-and-first because your music choice is absolutely KILLER. I don't see people use jazzy music in the background of YT videos like this and it's inspiring.
I watched this, looked at the view count and I was extremeley surprised. Goddamn your underrated bro
That jump-scare scream ain’t no child. If you know you know.
enjoyed the video until you called rock/paper/scissors scissors/paper/rock. unforgiveable.
3:50 This isn't actually an "over-driven child's scream". It's actually a soundclip from an old movie of a woman giving birth to an alien.
Last summer, I remember thinking "I have been watching people play this game for years, yet I never tried it myself. I guess I will give it a shot...surely it won't be that scary or creepy after I've watched several other people do it...." Once I got into the game on my first night, a wave of sudden uneasiness came over me and I could feel my chest tighten. Playing the game yourself is a completely different ball game, as only you alone can stop your demise while being trapped in your small office.
Every game from Fnaf 1 to Fnaf 4 freaked me out so badly when I was young
11:24
I love the magnifying effect on the magnifying glass
Was just about to make this same comment, that was a nice touch.
If you actually know what to do, which is just to quickly flick the lights on and off, and pop the camera, and cycle that every two seconds, you'll never die.
Imo this is the best and scariest game because what scared me when I was 12 was the fact that it reminded me of Chuck E Cheese and the game itself felt haunted. The random “ITS ME” and other noises didn’t feel programmed, it felt like my device was hacked or something. Once there were sequels the designs felt more intentionally scary and less uncanny. Robots with red eyes and claws will never be scary but when we get information that the original suits drip with blood and mucus and we don’t know if there’s a kid’s corpse inside them WHILE they look like the Chuck E Cheese band? Yeah that gave me nightmares in middle school
This is the first time in my life I’ve heard paper scissors rock in that order
I think what makes the games terrifying is the the fact you can’t move that’s what makes everyone feel more uncomfortable and nervous before even getting into the game
FNAF 2 is the only one that doesn’t scare me.. FNAF 3 is most definitely the scariest
Nice video man!!, Your channel has a bright future
Amazing how an 8 years old game is better than the games nowadays
tbh no, its not
@@troll_486I meant most games reason so is that nowadays horror games are just WAYY too long and get extremely repetitive or too short to even matter
hence why I said its not amazing, its just simple, there are almost no fun games lately
@@operatorblartz3337 FNAF fits the entire repetitive and short description you just gave out
@@solidslfy2879 I meant the horror factor and no fnaf isn't too short
I finally decided to play fnaf after years of wanting to play and I was a lot more scared than I genuinely thought I would be
Fnaf1 has really good design but there is one flaw i can think of. Its hard. If you cant pass a night and you keep trying and trying it just stops being scary. Im sure youve seen that in many letsplays especially marks and if i dont remember wrong even in jacks lp he stopped being scared and he didnt even play all the nights
The thing about FNAF 1's phone calls is the fact that instead of just showing text saying what to do, it's presented as an audio form dialogue which fits into the atmosphere of the game. The game's visuals and ambience give out a vintage feel.
Very good video, but checking the camera very often does not make foxy more aggressive
man i love video essays
These games, and generally just the appearance/knowledge that the animatronics are malevolent, has scared the crap out of me since the first game. The first game came out when I was in 8th grade, and I paid close attention to the games as they developed.
I only ever played the first one though
I seem to remember that there's no benefit in looking at any camera except for 1c, just to check on foxy. Besides that, just check your lights from time to time and you're golden (no pun intended). You have all the info you need to win all 6 nights
Sad that fnaf 2 pick up the good things of fnaf 1 and trow away from the window and put the infamous box to hold a buttom in ONE camera
Fnaf 1 is generally scary no matter how many times you play it, it’s the fun type of scary where if you get a scare you laugh and jump at the same time 🤩🤩
“Have you ever played a horror game and realized… your panicking” is what he just said 💀
underrated
This was really awesome! I loved Scruffy's video and I found yours just as great as his as well as very inspiring :)
I wish the algorthim didn't hate me lol
video is a masterpiece but I wish you'd talk faster, I felt like it took a bit too unnecessarily long (although keep making pauses in-between points and sentences). I feel like I've learnt a lot about game design from this video
Hey Jaime! I love your video, but as someone who studies scare performance, I found some information to be misleading in your essay. First thing is, Fear is universally subjective. More about how it manipulates its audience rather than "restricts". While restriction can be a factor in creating fear, there are instances where providing information (implying the opposite of restriction) can cause fear as well. The reason we believe that FNaF is "universally frightening" is that we see RUclipsrs and Streamers performing and accentuating their emotions, making it seem as if this is a common reaction to the experience. I agree that Five Nights at Freddy's is a very effective horror piece, but we need to remember that horror doesn't have a formula. Nor is it pure chaos. While some aspects have worked in the past (sudden loud noises in silence or darkness), when analyzing scare performance of a piece like this, we need to look at how various fear tactics are being utilized and how they are working in tandem with other tactics. How all that is *manipulating* the player rather than something that is less 'hands on'.
What exactly creates fear is not an easy question to answer. It's never going to be as simple as "it is the absence of information and ability of action". To find the answer, you would have to peak into people's lives, experiences, personalities to discover exactly what is going to work. But even if you were to do that, you will find the obvious: everyone is different from each other and not one thing is going to work between *everyone*. I like how you change your phrasing to say how the *game* creates fear. Because that is exactly what you want to be looking for in this kind of an analysis rather than the broadness of how *all* fear is created, which is a discussion that is being had pretty much since (if not before) the early 20th century mainly by horror theorists (and with the growing population of scare performance theorists).
As for a prior reference for Scruffy's 'nightmare' model, his has striking resemblance to theories by two theorists far before him. John Morreal's 'Control and Distance' and Matt Hill's 'epistemological hesitation". Morreal's theory is in reference to how the audience can interact with the art piece (Control) and what separates them from the art piece (like a monitor or the virtual avatar that the horror is being directed to as suggested by Madelon Hoedt, also this would be 'Distance'). Hill's theory is in reference to how the audience questions information that is given to them. FNaF actually gives the player a lot more information than what it doesn't. Meaning that stuff that you can't see, you hear. I feel like this video essay could do with a lot more analysis into the audio of the game as it is, in my opinion, one of the significant attributes behind how the game is so effect.
I hope my comment doesn't come off as too negative! I really did enjoy hearing your thoughts and I am eager to see how your thoughts adapt as you study more in scare performance. I don't know how much you enjoyed creating this essay, but if you really enjoyed dipping your toe into studying fear crafting, I have some books that I would highly recommend to check out if you are interested! I also happen to be making an analysis on Five Night's at Freddy's scare performance so, my full thoughts on the game will be available before the summer is out (hopefully, turns out making videos is kinda hard lol).
Can’t believe you said paper scissors rock and not rock paper scissors 😂
i difinatly not very scared anymore but when i replayed the game recently i legit got a little spooked it was very surprising
The first fnaf game never scared me tbh its more of a time management game than a horror game the fourth one was scary visually
I tried playing it online on a website page, it was terrifying because of the sounds, intensity, the battery percentage rapidly decreasing, Foxy and Chica. I actually stopped. I already knew it was going to be scary but it'll still surprise you. Now, I feel like trying it again but this time with the official game not a laggy webpage port of it. It'll probably be several months from now if I get a chance.
This is exactly what I did!! I found it really easy playing the official version eventually but tbf I researched each night on the wiki first
Love how a video about why a game is so scary is also accompanied by upbeat Jazz music
good job on your success man, no one noticed my essay vid that took me 5 months to make, which sucks, but still.
The alpharad gold jumpscare at the start was so scary 😂
NGL i clicked on this video thinking it was a scruffy vid, so i was so confused when he pointed out scruffy's model
Let’s talk about the fact that he said paper, scissors, rock instead of rock paper scissors
im jealous of how great this video is and how FNaF is so horrifying .😭😭😭
got to your channel with the MGSV video, love your analysis of mechanics like "upkey", thanks for the videos :)
Fnaf 1 was trying to be a Horror game,fnaf 2 tried to be the sequel to a horror game,and then the others
tried to be FNAF games.
most disturbing part of the video 4:44
Never played FNAF myself, but it’s one of my favs.
The real horror is that this man says, "PAPERS, SCISSORS, ROCK" instead of "rock paper scissors"
I had seen people saying FNAF4 it's the scariest one, and they only point it's basically the overexagerated designs, but FNAF1 it's to me by far the scariest, it accomplished the tension and anxiety an actual horror game should have
Idk man just the atmosphere of being alone in your room as a kid gives me the creeps
@@nicklund667 not to mention having to peek out the room to darkness and listen for BREATHING???
Awesome video dude! I love the quality. You haver a really good commentary and speaking voice as well :D
ferdy bear
Freddy friends bear
That was super freaking awesome! I really enjoyed watching this video.
never heard rock paper scissors called paper scissors rock before