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The basic premise of “Five Nights at Freddy's 2” is that you, the player, are working for Freddy Fazbear’s Pizza as the night guard. What makes this defense process horrifying isn’t the jump scares themselves, although they certainly make hearts speed up, that’s for sure. However, if I were to add a negative to this, it would be the strange occurrences that the animatronics don’t play by the game’s rules. Unsettling and nerve racking is a good way to describe how the game likes to mess with people’s minds.
There have been quite a lot of theories floating around of what actually happened from the past game. However, as great as the lore is, I can’t discuss too much about it, or as much as the sequel goes with it. I’m always one to admire a game for the amount of charm it has, whether it comes from cute cut scenes, getting a game over, or the sheer amount of craziness thrown at the player.
For “Five Night at Freddy’s 2,” the shrill shriek turns into a shout that sounds like someone is trying to prank-scare you. In this day of age, it’s rare to see such a clever series of games to shake and freak people out. Earlier today Microsoft and EA Sports announced that people who pre-order Xbox One get FIFA 14 free and that the Xbox versions would also see exclusive "Legends" in Ultimate Team gold packs - famous players of the past whose stats in-game would capture the peak of their form.
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Follow the games you're interested in and we'll send you an email the instant we publish new articles about them. Tom worked at Eurogamer from early 2000 to late 2014, including seven years as Editor-in-Chief. Freddy Fazbear’s Pizza redesigned their four characters into kid-friendlier robots and they, along with the old ones, are still convinced that the security guard needs to be fitted into a robotic suit.
Because of the doors, the only thing keeping you alive in the last game are absent, and the Freddy head is your only lifeline.
By the game’s rules, I mean you could do everything right to stay alive and the old Bonnie the Bunny would go “Ha, nope,” and kill you anyway. As opposed to the rare moans one would hear on later nights, there are several audio clues thrown through out that will give hints of what threat is lurking near you.

We have The Bite of 1987 with one of the animatronics biting off someone’s frontal lobe, the murder of five children caused by a man in a Freddy suit, the mysterious reason why the animatronics are attacking, and more hidden in the lore’s shadows. Spoilers abound; all I can say is that the dark secrets and surprises will leave people shocked and speechless. This sound is used for all the animatronics, and there aren’t any variants unlike the first game. Going back to the screams, they aren’t as terrifying here; they come off as compared to the screams that sound like children. With the original setting the ground, “Five Nights at Freddy’s 2” explores more ways to terrify players with putting them on ease. They will be released gradually - potentially in a similar way to Team of the Week in-form players, although that's just my speculation. Cheese’s animatronics always gave off an unsettling feeling, and with Freddy and his “merry” band of friends trying to stuff people into suits, I don’t think I can look at robots the same way again without thinking imminent death looming nearby.
Cawthon worked hard and fast enough to release a sequel to a game released just three months prior. They think you are one of the robots without a suit on and they will put you back into one except that will kill any human and you are a fleshy body that doesn’t belong in a Freddy suit.
Should the animatronics get into the office, either through the vents or the big open door in front, you have moments to put on the head and fool them into thinking you’re one of them. I just feel the first “Five Nights at Freddy’s” was a bit more lenient with keeping you alive. There's a greater feeling of dread lingering around rather than someone jumping out of the shadows and going “Abooga!” As the lone security guard at night, you feel isolated in the office and almost powerless against the monstrosities trying to kill you.
Animatronics can be heard shuffling through the vents and (some) laughing echoes throughout the facility.
Even the special character from the first game (I shall not spoil here, it’s a “special” surprise) is less scary and special, because it does nothing really different from the other animatronics. I feel that the more people are exposed to a shock, the more sanitized they become to getting shocked. I’m a little disheartened that some of the charm and fear faded a bit, but I feel that there’s still more to this series and Scott Cawthon is only getting started. Use of this site constitutes acceptance of our Terms of Service and Privacy Policy.The material on this site may not be reproduced, distributed, transmitted, cached, or otherwise used, except with prior written permission from the author or our Editor in Chief. Now that is an impressive feat most can’t claim easily, a lot of companies struggle to release a game annually with increasing quality.

Because the animatronics are put on free roam mode (they aren’t turned off during the night), you have to protect yourself from the attacks. You know the threat is coming, but you don’t know exactly when or even if they reach you in time to kill you.Uncertainty is key here.
However, these screams could be tied to the lore, so this is a bit of a nit pick than anything.
Some of the animations also look cheaper, as they look like only the head is moving in instead of the whole body approaching. I hope that wherever he is taking us will be one heck of an adventure fighting of robot bears, foxes, bunnies, and chickens that won’t be forgotten anytime soon.
So does the sequel stand tall next to “Five Nights at Freddy’s?” Just like Foxy as he rushes into the office to say hello, I’d be one of many to quickly say yes.
The stuffing of your dead body isn’t shown but leaves your mind guessing how that process went as the game over screen shows a suit with your eyeballs sticking far out and your teeth laying in the suit’s mouth. The "game over" screen is changed, as well; the player looks through the Freddy mask with the Old Freddy looking in. However, as I said before, the psychological horror remains intact due to all the micro management.
The music box needs winding up, but a new redesign of Bonnie the Bunny is staring you down. That isn’t as clever and entertaining as having one’s eyes sticking out both comically and horrifically. Foxy is waiting outside the front door, but you only have a sliver of light left to ward him off and the other animatronics. The new Balloon Boy just came into your office, and he won’t go away, which invites Foxy to feast upon your skull (he jumps at you with an open mouth, which I can only assume that’s what he does).
There is a lot more to worry about this time around, and it only builds the tension higher.
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