Game Reviews: Five Nights at Freddy's 3
Well, it seemed inevitable that it'd come to this. Something to be said for what you make your first step of, hm?
Five Nights at Freddy's 3 is the latest installment in the popular, indie horror game series about the world's worst Chuck E Cheese wannabe. However, there are several new wrinkles in that summary than its past two incarnations: the restaurant has been closed for 30 years now and the area so tainted by distrust and urban legend that no one has even built on the land until recently, where what remains has been converted into a horror-themed amusement park attraction. Now, who says video games aren't realistic?
The first night of the game serves merely as a tutorial - it is quite impossible to fail as you can literally do nothing and you will proceed unimpeded - as you learn the game's central mechanics. On the far right is the camera panel, conveniently wall-mounted, which serves its purpose showing the entirety of the building. This time, the building is designed to be deliberately linear, as it's supposed to be an attraction and your role as "security guard" is really just to be a part of the show. From the camera panel, you can also seal off one air vent at a time, which becomes very important as tactics go for reasons I'll discuss in a moment. On the far left is a maintenance tablet. Because the tech and wiring in this attraction are the real McCoy, they are not reliable and the audio, video, and ventilation systems will crash more frequently than Windows Vista. The crashes prevent use of certain systems, such as the ability to play sound clips in each room from time to time, to see, or to, y'know, breathe. That last one in particular is a big deal because if the vents go offline you begin to see some seriously bizarre stuff, like, oh, the enraged, haunting spirits of angry animatronic animals. No big deal, right?
When night two gets underway, the real challenge comes into play: the game's one and only true animatronic named Springtrap. This large, angry off-yellow corpselike rabbit starts on the opposite side of the building and uses any means necessary to hunt you down and send you to an early retirement because, if this series has taught us anything at all, animatronics are the embodiment of all evil. By using the audio cues from the cameras, it's possible to distract Springtrap and send him away from you, coupled with the ability to seal one vent at a time helps mitigate the immediate threat he poses to the player. This completely changes the makeup of how the flow of the game happens: your fight is one-on-one and the only thing that can end your game is Springtrap. This also makes the game easier than its past incarnations since the player has less to fear from random chance (like in the first game) or simply being overwhelmed by sheer numbers (like in the second).
This also lead to a particular exploit that, once I discovered it, trivialized the game experience. As soon as each night kicked off, I would seal the vent connected to the room on Camera 9. I'd then deliberately call Springtrap to Cam 9 from his starting position at Cam 10. Then I'd simply drop the camera tab, restart the system that I had not rebooted in the last two cycles, then returned to the cameras and played an audio cue at Cam 8 or Cam 9, depending on if my enemy had left his spot in Cam 9 yet. This gives me a comfortable two-room buffer in every direction to stop Springtrap from ever lining up a fatal position with me and ensured I'd never have anything go offline. I dubbed this little dance we'd perform each night the 8-9 Shuffle. Assuming I was vigilant for the Phantom Animatronics who occasionally pop up and shut off the vent systems, I was untouchable.
In terms of its presentation, FNAF3 is up and away the best game of the series. Springtrap is genuinely terrifying and unnerving despite being easier to handle than the brightly-colored Toy Animatronics from the second game or the original, lumbering characters from the first. Making it a horror attraction gave the series creator, Scott Cawthon, free reign to make the place far more atmospheric than past installments, by using the broken husks of the characters of jumpscares past as decorations around the establishment. Even though Springtrap mostly moves Weeping Angel-style from camera to camera, the game now features full movement and animation cycles, such as seeing the ghostly figure of a lumbering, towering Freddy Fazbear slowly limping down the hallway window in front of your room, or seeing Springtrap's unsettling, dead eyes peer out from around the corner when your luck runs out. The sound design in particular is fiercely improved from the others, which I feel is for the best as the fatal Springtrap jumpscare is actually the most subdued and least-ear splitting of any of the series' acclaimed jumpscares. The ambient noises keep tensions high despite a more controlled environment, and keeping in mind one man handled all these things himself really shows how Mr. Cawthon really took fan feedback to heart in its base implementations.
And - I am trying so hard to avoid spoilers - for those who were captivated by the game's dark and macabre storyline will be pleased to learn the Atari-like minigames from FNAF2 return in much more fleshed-out incarnations. The story gets some real closure in this installment, but there's actually multiple, slightly-differing endings depending on just how observant you are in your time here in the halls of Fazbear's Fright. Enough said, really.
Did I like Five Nights at Not-Freddy's 3? I absolutely did. I loved the dark atmosphere and the more direct gameplay experience, even if I did find it easier to crack than the aggressive defense I had to mount in installments past. I loved it a lot and for the extremely-reasonable $7.99 asking price on Steam, there's no reason fans of the series should not already own a copy and be seeking the answers for themselves. People with weak hearts or who are just bad with jumpscares in general may want to remain a safe distance away, just in case. We here at Fazbear Entertainment wouldn't want anything unfortunate to happen to any of you, now would we?










