If any bog standard shooter game was as consistently poor with balance, servers, polish, community behaviour, developer responses and just the overall speed at which the game improves then it would likely be a contender for the worst multiplayer game of all time.
Luckily for DBD, it came equipped with a genuinely engaging style of PvP that is only really soured by the above issues, with matches coming down to a coinflip on whether it’ll be incredible or miserable (unfortunately often landing on the latter). It’s hard to look past how fun and interesting chases and macro play can be in this game, with a general concept that is consistently trying to be replicated but never seems to be able to capture people the same way.
It’s also incredibly expansive and customisable, with new uses for powers or perks constantly being discovered. Stuff like this, alongside the insanely cool mashup of horror franchise IPs, are why this game sticks out to so many people and why I will likely always come back to it despite it certainly not being a good game.
Okay, gotta say: Ingenius. Zombie media x Zombie media, but, while I would say Tank x LEON is probably not the best work yet…
Primis Tank Dempsey x Chris Redfield:9/10
Both are already morally dubious, overly-focused on monster-killing badasses, but, honestly, them making each other worse is probably the best part?
Like, this is Chris Redfield meeting someone whose experiences ultimately confirm his biases. And, for Dempsey, it’s basically finally meeting someone who takes zombie or mutant threats seriously.
This is NOT a good thing for anyone, and I love it.
They essentially confirm each other’s worst beliefs, and that FOR SURE means some insane toxic codependent yaoi.
Chris gets Dempsey to basically abandom Primis at the first sign of trouble, and Dempsey probably pushes Chris to be more extreme about his actions in STARS.
A cappuccino Honduras Milk Doppio (1790ft) from Flocafe at Budapest airport
Coffee: 5/5
Staff: 3/5
Atmosphere: 5/5
I asked for a flat white, but I was served what is called a Flocafe Cappuccino doppio. I was skeptical, but after 3 sips I concluded that this is the best airport coffee I’ve ever had. It’s perfect!
Alright last one of these for a bit I promise. This franchise took over my soul temporarily but this game dealt enough damage to me that I’m willing to take a break.
I might like the standard Fnaf formula and think there’s a lot more that can be done with it, but it’s completely reasonable to decide to switch things up after releasing 3 rather similar games within a year. Unfortunately, Fnaf 4 does not create an interesting experience out of its deviation from the formula, and has become the first in the series that I didn’t want to beat (dropping it after night 5).
Repetitive actions and strategies were a notable complaint for previous entries, and Fnaf 4 builds this repetition into its core gameplay. You spend the entire 6 minutes of each night just checking hallways and occasionally the bedroom itself on a loop. This is not the max mode strategy, I’d be less bothered if it was, it is the way you play the standard nights from what is basically the very start of the game. They couldn’t even fit a phone call in to keep you company due to the setting, so the tutorial is relegated to ugly text boxes at the start of night 1. These are the longest the nights have felt in these games so far, and it’s 3 minutes shorter than Fnaf 1. The plushtrap minigame is a slight remedy to the tedium of the gameplay, and is an alright little challenge on its own, but it ultimately falls short when it comes to helping you out or feeling like a worthwhile addition due to not being able to replay it upon failure.
This game is also an accessibility nightmare, almost comically so. I’m not asking for the horror game to be devoid of loud sounds, but I do ask that it has competent audio mixing and that I can hear the important sounds cues properly at a volume that won’t blast my eardrums when I lose. This is especially bothersome when breathing sounds play their quietest parts at first and you just don’t notice anything, getting you killed. They took away the cameras, the resource management, the unique settings and the uncanny dread of previous titles just to leave the player with virtually nothing in return. You barely even get to see your enemies and when you do it’s not hard to notice that they’re some of Scott’s sloppiest work so far, trying too hard to be scary and mostly just being riddled with goofy proportions and bad withering instead.
If I am to give it any credit, the atmosphere of Fnaf 4 is rather effective. The dark hallways and how the player needs to actively approach the danger, the more personal location of the game, and inclusion of ambient noises that are often both completely ordinary but still somewhat unsettling makes this game a little scary. While the story is not particularly gripping to me this time around, it still contains some nice ideas and moments like the apology given to the crying child at the end of the game. These are things that could’ve buttered me up to this game a little if it wasn’t for one glaring problem.
This game does not work. I faced many notable issue while playing, most clearly being bugs and some that may possibly be intended but were so unfair that I can’t believe that it’s part of the game. I encountered many lag issues when it came to checking hallways, ranging from small delays on my flashlight to freezing my game entirely and forcing me to restart. I encountered multiple visual glitches like the blinking effect happening when nobody is ready to attack, or my screen going completely black when shutting the closet. Worst of all though, the thing that ultimately killed my drive to attempt night 6 onwards, was Nightmare Fredbear. His laughs can be “fake”, I learned this early on, but there were multiple times where he would laugh, I would check every spot possible including the hallways, and I’d still die. There were times where I’d hear no movement for a while, check everything the same way, and I’d still die. There were even times where I’d shut the door quickly enough, no later than most other instances, and I’d still die. I cannot possibly be nice to it when it couldn’t even let me play its boring gameplay loop out properly.
I’m a little late to the anniversary which is a shame but I was trying to finish nightmare mode before I talked about it. My feelings on this game are rather complicated for the time that I typically dedicate to these reviews, so my rating might change and I might end up making a more detailed post later down the line.
The gameplay this time around is a bit more interesting, while also not really falling victim to optimisation, due a high focus on camera use and dedicating most of your time and attention to a singular, boss-like entity. He can move both forwards and backwards around the whole map, into vents on a secondary map, and in many cases will hide himself in the darkness of a room. When a reset is needed or a phantom catches you by surprise, the game can go from smooth sailing to panicked searching for Springtrap in the span of seconds. Having to adapt to the current situation instead of always relying on one largely unfailing strategy can be fun. There’s also many cool details like him following the voices of children and staring you down through the same window meant to be used by guests of the attraction.
It is not without its faults though. First of all, the game has a bit too many RNG factors that can push into the territory of simply being frustrating and unfair. Springtrap can just not listen to your audio sometimes and can pick up ridiculous movement speed out of nowhere, and in other extremes will keep going in and out of the same sealed vent which is pretty immersion breaking and lame. The phantoms are also not as well designed as they could be, creating obnoxious trial and error due to barely being explained by the game (I still don’t know if I’m too late for clicking off of Chica or she gets dealt with a different way) and having the very stupid feature of being able to activate through camera static. You can lose nights to something you can’t see, and unless you actively change your playstyle a bit to account for it, this will catch you out eventually. It’s also somewhat unclear where Springtrap can be moved to/from, seemingly never actually leaving the door at your office and having some especially wonky lures around cams 2-6.
Similarly, while the dirty atmosphere and run-down look/feel of the building and its equipment do appeal to me, the execution needed work. I don’t mind having to look a bit closer to find him but all the obstructions combined with also having to be ready for phantom appearances simultaneously is just too much sometimes. While he has some nice camera renders, he also looks somewhat out of place in many of them. Lighting definitely could’ve used some more work, and it’s not the only aspect of the game that feels rushed. The phantoms, while cool in concept, are pretty lazy reskins of existing models that don’t do enough to leave an impact. The increase in character animation, while also cool, can look a bit too silly at times too. The jumpscares, while they’re not all quite as bad as people claim (nor is it majorly important), still could’ve used some more energy.
Point is, this game is full of good ideas that are held back by wonky implementations. However, there are definitely some aspects of Fnaf 3 that I cannot fault, and that make me look upon it positively overall. The story present in this game, short and simple as it may be, provides a very impactful addition and resolution to the lore that was previously established. The springlock scene mixed with all the context from the phone calls, the happiest day minigame and the presentation of both endings is great. I love that the true ending is simply titled as ‘the end’ instead of 'good ending’ or anything else that’s positive. It’s a small detail that stays true to the tragedy of the series. They also pump out even more hits for the soundtrack. The only critiques I can give to Fnaf 3’s story are that the first 4 nights kinda just have the same minigame which was a little disappointing, and that it’s a bit too hard to access the true ending without outside info. Otherwise I love it, even if I can’t extend that adoration to the game it’s attached to. It’s solid overall.
Self-hosted web app for browsing, playing, and editing music file metadata. Features a three-panel UI to navigate your library, listen to tracks, and write tag changes directly back to audio files. Built with Next.js, React, Prisma + SQLite, and node-taglib-sharp.
Most metadata editors are either desktop-only, command-line tools, or bloated apps with steep learning curves. If your music lives on…
Honor’s Magic V6 is the first foldable with an IP69 rating
For the third year running, Honor has announced what it says is the world’s thinnest book-style folding phone. For the second year, it’s combined that with the biggest battery in any foldable too. This year, for its third and final trick, the company went ahead and made sure it was the first foldable with an IP69 rating too.
The Honor Magic V6 was announced at MWC in Barcelona today, though…
As good as it was, there was clearly a lot of room to improve on Scott’s original classic, which would naturally leave you expecting a lot from a 2nd entry. In some ways, it does deliver. The animatronic cast is expanded with some of the strongest designs in the entire series being present, and the story is both explored with more depth and brought forward to the player directly through minigames. Newly introduced characters and ideas like the purple guy and the diner are all interesting and strong additions to the existing groundwork. Some of the new OST is pretty good too, mainly the music box, certificate song and base ambience.
The issues come from, well, everything else. The presentation and atmosphere of the game are a noticeable downgrade. Yes the office is kinda cool and the pizzeria feels more open and real, but there’s a lack of polish present in a lot of the game’s visuals and it is certainly not that scary. The new camera flashlight causes most of the animatronic renders to be either too baked in darkness to be as effectively frightening as they could, or be ruined completely by lighting up the room with the power of the sun. Cameras like the balloon boy one are visually incomplete, and the 4 party rooms feel a bit too repetitive in both their layout and the angle in which they’re viewed. Certain animatronic renders are similarly sloppy, like Withered Bonnie who seems to actively change colour and look very out of place when in the hallway, or Mangle who is just an awkward PNG that the light doesn’t work properly on in every camera.
The gameplay is also extremely messy, poorly thought out and frustrating to engage with. For a heavily expanded cast, you deal with way too many of the animatronics the same way. The resource management was notably watered down into what is now just the “time until foxy kills you” meter. The slow and tedious music box mechanic actively clashes with the fast paced and chaotic nature of the office. The camera movement and position of vent lights is rough to get used to and the flash controls are actively grating on the hands. It just feels bad to play, and on top of everything the speed at which the cast gets introduced and all the garbage you have to worry about at once means you don’t even get the proper chance to observe the animatronics and the few movement states they actually have. It leaves the entire game, animatronics included, feeling a lot more artificial and videogamey than an actual survival situation. By night 3 or 4, you’re using basically just the music box camera and have started optimising the “fun” out of the game like it’s the max mode already. Hell even the phone guy performance isn’t as good this time, with some samey feeling dialogue between nights. Then, due to a mix between the urgency of the gameplay and the highly obnoxious hallway ambience, you don’t really get to hear half of what he says anyway. Super disappointing.
Do not listen to your morbid curiosities when tired and forcing yourself to stay awake, because this is where it will lead you. Controls like the jump and the drone feel janky and obnoxious to interact with. Character design is simply ugly and the overall look of the game is bland. When not directly in your face, “puzzle” solutions are tucked away in some corner of a room that’s too dull to actually want to explore. The enemy isn’t built up well nor is it scary, but it does contain the only part of the game that I thought was remotely interesting which was it scoping you out from a few feet away before the chase happens. However, the chase sequence involved with it was mere seconds long, not interactive or smooth and mostly just annoying due to the control issues stated before. Short, boring, feels bad to play, poorly optimised, provides little to no promising elements to garner intrigue in the other instalments.
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