While viewing a camera feed, you can send out a small clip of the child’s voice, Springtrap drawn to that area so long as he’s in hearing range of it. You aren’t just passively watching him either, as in a surprise twist, the voice of the ever-annoying Balloon Boy from the previous game is now your most reliable life-saving tool. You have some camera feeds for these as well in addition to the option to lock off one of the five vent pathways at a time, thus cutting off his shortcuts so long as you pick the one he’s trying to take. Luckily, those piercing eyes will often expose him if they’re visible in the light, and while Springtrap has to take room connections in a believable manner to make his way towards the office, he can also slip out of sight by crawling into the air vents. You can only view one feed at a time and Springtrap is often completely still, only really moving when he’s sneaking into your office or pouncing forward to kill you with a horrific shriek. The building features 10 major rooms all with their own camera feeds, some of which are rather dark and Springtrap can easily hide in the corner or blend in if you aren’t looking at a feed carefully. Luckily for you, Springtrap is your only real concern, but there are some elements that stand in your way of just keeping an eye on him the whole time. This is of course Springtrap, and for the four remaining nights of the work week you’ll do what you can to survive as the animatronic lurks the halls and tries to make his way towards your office. You’re given a primer on how things work even though there’s no true threat lurking in these eerie dark halls yet, but on night two, the owners have managed to find one old animatronic and activate it in the attraction. The new attraction is built with bits and pieces of the old pizzeria and made to resemble a real working restaurant, but during your first night working from 12 to 6, there’s nothing to be worried about. It can be immensely satisfying to trick or trap him because of this, his extra layer of personality despite being a robot making your actions feel more substantial than just shutting out a mindless machine.Īs for why the player finds themselves up against Springtrap, it turns out that Five Nights at Freddy’s 3 takes place 30 years after Freddy Fazbear’s Pizza is closed for the multiple violent incidents involving its animatronics, and by this point in time the restaurant had developed such a level of infamy that a new horror attraction known as Fazbear’s Frights is built to capitalize on the terrible history of the food franchise. His goal is to make his way to the office you’re working in and kill you, but since he’s the only threat in the building this time around, it’s a far more intimate struggle, the player directly competing with this AI to keep him at bay and make it to the end of the night. Its eyeballs featuring detailed irises and the half lowered eyelids evoke the kind of demented stare found in Stanley Kubrick movies, and at times it can seem like he’s toying with the player or aware that he’s being countered by the player’s actions as the night watchman, Springtrap looking right back at the player through the cameras. This weathered green rabbit animatronic is perhaps the creepiest design featured in the series yet, its ragged and worn felt body making it look outright rancid and its stare feeling more like something with true intelligent thought is looking right at you. Rather than dealing with far too many animatronics that you can barely pay attention to as too many tasks demand attention, Five Nights at Freddy’s 3 dials it back to one single animatronic: Springtrap. As seen with Five Nights at Freddy’s 2 this hasn’t always lead to success, but in the case of Five Nights at Freddy’s 3, the failures of its predecessor benefit it immensely. While Scott Cawthon definitely has a handle on atmospheric horror and uncanny character design, perhaps the eeriest thing about the Five Nights at Freddy’s series is how each sequel seems to so closely address the criticisms of the previous game.
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