Cheebsy
??????? 〆(・∀・@)   Antarctica
 
 
No. (2)
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Cowabunga, dildowaffles!

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Recensieshowcase
The Rant:
Gang, what a wild ride Freddy Fungus has been these last few years. What isn't as wild to me is the RIDICULOUS amount of bugs this game has. That, however, isn't why I'm poorly rating this game. I can ignore boundary breaks and occasional confusing broken bits, since every game since the 80's has had them, but there was so much potential here! The first hour is so well polished, but the lack of proper guidance after that only made the game confusing for me. For example, did you know Chica's voicebox ALSO allows you to break through specific fences, that AREN'T MARKED LIKE MONTY'S? Neither did I, because I was slamming my head into the two fences leading into Roxy Raceway for 20 minutes as Gregory with no result. I had to look up how to get past it, and the game doesn't make it clear to those who decommission Chica first that there's a ChicaTM only fence you can also break through. Her power was listed as "Stun_Animatronics.exe", not "MontyClaw2.exe"! Plus, there's only roughly 5 ChicaTM fences in the game, so it only exists as a barrier to 2-3 collectibles and something for players to get lost over.

What makes me even sadder, though, is how they handled actual Freddy. Not about his personality or how he's designed, but how they handled him in gameplay. The first time Freddy runs out of battery, you are designed to be in him when it happens. It then simply boots you out and shoves him off to the nearest Recharge Station. A simple way to handle him losing power, and he's your friend so he let you out before running off. Makes sense, right? Yeah, I thought so too! So, w h y, pray tell, does Freddy pull you out and jumpscare you the SECOND time you run out of power while waddling around in him? I completely understand the need for the battery system, but Steel Wool Studios didn't even keep one of the first things that we were taught consistent. Sure, it gets a scare out of us, but Freddy is supposed to be our one ally in this game. It just doesn't make sense for him to eat us for walking around an extra SECOND past the roughly 75 we're normally allowed without battery upgrades. What makes this offense worse though, is that there are several hidden dialogues Freddy can have with Gregory if you walk to certain spots in him. So, I'm already discouraged from using Freddy because of power consumption with sparse recharge stations. Fine. But you design him to kill me after a SINGLE second too long up in his guts, and I'm not going to walk in him everywhere I go.

The two examples of hidden dialogue I'm aware of are in Parts & Services, where Freddy has an existential crisis seeing the endoskeletons. This was a hilarious bit of interaction between Freddy and Gregory, and I just wish I heard it outside of a YouTube video of someone else who happened upon it. Sure, you could argue that bringing Freddy back there was kind of the reward, but this is exactly my issue. You have to be IN Freddy to hear it (Granted, you might not have to be for this specific example since I didn't test it, but you do for the next so I presume it functions similarly). This is rough enough on its own, but the second example grinds my gears. If you are inside of Freddy when walking past Bonnie's curtains in Bonnie Bowl, he offers a small blurb about how he doesn't come up here anymore, and how he misses Bonnie. This was an awesome, heartwarming thing to hear about someone we're supposed to get attached to, again, if I didn't find it in a YouTube video.

*You do, in fact, need to be in Freddy to hear this!*

Why is that a problem, you may be asking yourself? Because they designed a fun little thing called the FazWatchTM that allows Freddy to talk to Gregory without being nearby! So, Steel Wool, you expected me to walk through a specific area of Bonnie Bowl, inside Freddy, who has a 75 second death timer that discourages me from wearing him more than it should, even though he could just say that to me through the watch? Pardon my French, but that's ♥♥♥♥♥♥♥ ridiculous.

"But Cheebsy, we wanted Freddy to be there to tell you-"

Let me stop you right there. Ignoring the FazWatchTM communication entirely, we aren't shown a single memorable example of him talking to us about things when we're specifically walking him around. And that's the key here, memorable. If you really wanted us to tote Freddy around, don't punish us when he runs out of battery. You didn't the first time! And if you're too stuck on some free scares to give on that, then at LEAST provide a memorable few times when we're joyriding Freddy that they have conversation. Perfect example of things they could talk about: Why Gregory is in the PizzaPlexTM to begin with, for starters! Tease or foreshadow the disappearances sooner than in ONE OF THE GAMES ENDINGS. If you wanted the Vanny Ending to hit us harder, show the two bonding some more. Honestly, it would solve a lot of the problems this game has with investment.

Speaking of investment, how about you tell us a bit more about Vanessa? It sure would make the Savior ending a little more interesting if we were allotted a SECOND to care about her! Turn Gregory being afraid of being caught to being determined to save the Vanessa behind the bunny! It would spice up every single ending, and maybe make the comics a little less hard to sit through.


The Good Parts:
This game had some BEAUTIFUL scares. (Rest removed Due to Length, See Comments!)

Footnotes:
Please, God, fully voice the comic endings! (Rest removed Due to Length, See Comments!)

Bugs I've Found (From Memory):
First patch taking up an extra 75 gigabytes before 'refunding' the space (Patched?, Fixed by Second Patch). Freddy being unable to carry Gregory (Unpatched, Multi-occurence, Fixed on Restart). Injured Freddy walk-cycle breaking in the hallway before pointing Gregory off the main stage (Unpatched, Multi-occurence (See Markiplier's SB playthrough for partial), Fixed on Personal 4th Restart). Being unable to enter certain Recharging Stations throughout the game (Unpatched, Multi-occurence, Fixed on Restart). 14 Miscellaneous OOB (Out of Bounds) locations I could e a s i l y access, 5 of which are used in speedruns and achievement hunting. Freddy opening doors and sliding doors for Gregory without proper security clearance ("Patched" for the most part, but still possible). 25+ crashes that wasted at least 10 hours of the 47 I have in this game due to memory leakage when loading large areas like the PizzaPlex that caused the game to freeze and couldn't be reported as crashes, even on Low settings (Unpatched, Multi-occurence, Not Fixed by Restart). Blind Roxy shuffle where she moved as fast as a crawl during her Blind Chase Sequence (Unpatched, Multi-occurence (See Markiplier's SB playthrough), Fixed on Restart). Monty's lunge causing him to become a God and phase through the ground floor walls in the West Arcade (Unpatched, Multi-occurence, Possibly Fixed by Restart). Opening the Fazwatch also causing you to crash, wasting a few more hours of my time (Unpatched, Multi-occurence, Not Fixed by Restart). Loading Dock dialogue, entry, and interactions entirely broken when visiting after completing El Chips (Unpatched, Multi-occurence, Not Fixed by Restart). 'Glitched' save points not becoming unglitched after leaving certain sections of the game (Unpatched, Multi-occurence, Fixed by Restart). These are just the ones I can remember off the top of my head. ♥♥♥♥♥♥♥♥.


TL;DR:
This game has excellent parts, but the sum of its whole isn't worth anything more than watching someone else deal with its ♥♥♥♥♥♥♥♥. Removed sections of review due to length, see the rest in the comments.
Recente activiteit
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Opmerkingen
megu 27 sep 2020 om 17:09 
+rep kinda really poggers
Toe 11 jun 2020 om 14:24 
-rep asked him if he'd unhook me, he threw a rat at me as a response def reporting
hotgirl1 18 jul 2018 om 23:58 
+rep 4%'d while death hooked dude what the ♥♥♥♥
Courier Cat 17 jul 2018 om 21:23 
-rep big gay
Venus Doom 27 jun 2018 om 4:31 
+rep amazing survivor main
N0V4C4T 16 dec 2017 om 19:29 
+rep