Reviews from

in the past


I know you're here, Dracula, you big fucking nerd. Where's my goddamn child support?

sister location really feels like an odd one this time it basically took the entire premise of fnaf as a whole crushed it and yeeted it right through the window at the funtime auditorium for kids and adults to enjoy

this time around youre an engineer for an amusement park ? actually I'm really unsure if this is an amusement park to be honest maybe it's just a theatre ok whatever and you're gonna go through some menial tasks here and there to ensure that the animatronics are ready for a new day at this thing

I was honestly surprised to acknowledge the fact that this is actually MORE story heavy than I would've accounted for and the amount of voice acting and cutscenes were jarring at first but I guess they really did a good job both with the storytelling aspect and the voice acting making for a really gripping and immersive experience throughout ALTHOUGH if I'm being really honest the game was damaged by the 5 nights structure this time . right when it was getting good the game ends at probably under an hour (not counting the endless retries in those shit minigames) making the experience go too fast to even digest what the fuck happened and thats a shame because I really got deep into the atmosphere with this one

also the game has some pretty tongue in cheek humor that I was definitely not expecting making for some fun punchlines here and there my fav part is the angsty teen narrator ffs

gameplay wise oooooh boy so gone is the "force the animatronics OUT of your room" formula and instead this time you're the one whos gonna move in each beasts den trying to be sneaky sneaky about it and this part is kinda interesting cause each animatronic has its own gimmick like ballora is motion sensitive and funtime foxy gets triggered by the flashlight (the thing used to shine a light not the sec toy where you put your dick in) and these are probably the best segments because you're gonna be immersed into the darkness listening to audio cues trying not to fuck that shit up or else buagauaaaahguaaa jumpscare you're dead

unfortunately the parts I actually have a issue with are the minigames which can range from …interesting to absolutely fucking bad annoying and infuriating and I'm not even joking here some of them are really bad and most of my playtime was actually spent retrying minigames now I do understand that they couldn't make them too easy or else you wouldn't get too many jumpscares but the problem is that they don't even register as scary after 10 retries they're just annoying as fuck and a signal that you fucked that shit up . at first they were amusing but the more you progressed the more they got absolutely unbearable the bonnie puppet ? the face mask one ? the pad entering numbers ? bitch why the fuck would you make me purposely annoyed when I'm trying to get scared I can either be boiling of rage or shitting my pants and you chose the worst answer for the dilemma

there's definitely less animatronics than other installments but in this one you will be confronting face to face with each one many times so that you can counter their scares one on one and get accustomed to how they work and zap those fuckers

the designs are also interesting and I think ballora is really a nice addition to the cast and yknow it's pretty funny how the faces of these jerks open in 4 pieces does that make sense like they don't open their jaws they open their entire face I have no idea if this makes sense please pleek bear with me

anyway as I was saying being a more story focused entry you're gonna get lore on these characters and also insights on baby's story motives and 1 on 1 talk with her as she helps you out of the auditorium during your night shifts what a nice fella hahahahahah

SPOILER the fuck not if you get to the real ending you're gonna run right into the scooping room just for her to scoop your innards out so that they can wear your skin and run away from the auditorium biggest twist ever I audibly gasped when that happened its fucking insane I was not expecting that like I was really trusting this bitch animatronic who used the power of empathy these AI are getting to clever I fear ariana grande AI and jiafei watch yalls backs anyway that ones a pretty incredible ending but if you want another ending or a joke ending shall I say you can do an extra minigame and you're gonna get into a room resembling the one from fnaf1 and you're gonna do the exact same type of gameplay check security cameras and close vents and thats pretty SICK honestly I loved it

now umh in general this is a fun entry more fun for the story beats and the immersive narrative less fun for the actual gameplay really a missed opportunity to make the character move in purposeful ways chile anyway so


It's okay. I was expecting this one to be my favorite out of the bunch and even though it's definitely the scariest one, that did not end up being the case. The general structure of the game is vastly different compared to ones before, as it has completely different activities for every night, has a ton of scripted sequences and is very dialogue-heavy. The activities themselves, even though they're not really as good as the general gameplay loop of any of the older games, are mostly okay. I do hate night 4 with a burning passion. The worst thing about it might just be how it handles checkpoints. To my knowledge, it only saves at the beginning of every night and cutscenes/dialogue aren't skippable, so it quickly becomes very annoying when retrying a specific activity multiple times. To its credit, the aforementioned scripted sequences are honestly pretty creepy and the game generally has a very uncomfortable atmosphere.

Fucking phenomenal.
A absolute masterclass in atmosphere, story, and acting.
This is an underrated masterpiece and is my favorite fnaf game by far.
Now yes, I may have some sentimental feelings toward this game because I played this game so much in my childhood, and I thought it was the coolest shit ever. It was my first fnaf game, and god I’m so glad it was.
Now okay, there are problems, and I’m not going to ignore that. I understand that the gameplay is less than stimulating, and is nothing like the traditional fnaf formula, but in my opinion sister location is not a game. It is an experience. The gameplay is nothing but an interactive element to it, and yes, it can be annoying at times, but you have to admit that it still crafts a perfect chilling atmosphere. This is a scary game, the voice acting is chilling, the color palette, and the limited vision is all really great stuff. But not only that, the game is also funny as HELL. Scott has a genuinely great sense of humor, and this film balances its tone perfectly.
The lore behind sister location is frightening stuff, and it is genius. The scooper ending is absolute perfection. Its tension goes so fucking hard and Ennard in the background is the scariest thing in the world. When the scooper finally scoops you, it is the biggest jump scare in the world, and is shocking. All the endings are fantastic, but this and the spring trap ending are the best.
Also the piano in the background in the spring trap ending is actually fantastic. Genuinely brilliant.
I could rant about how this is a masterpiece in every way, but I feel I’ve written enough. I understand why people hate this game (the gameplay isn’t the best ik) but everything else is a masterclass.


I love the atmosphere in this one! Too bad I realized I had better things to do when I got to night 4

Jesus Christ I almost shit myself. Better than the others in the series by a long way.

Eu AMO os Funtime animatronics, todos bastantes icônicos e bem caracterizados, o resto é que fode kkkkk.
O jogo é bom, tem partes realmente tensas e com certezas um dos melhores FNaf's

crazy how this is considered the peak of the series when it fucking blows

I don't know... uhhhhhh
Funtime Foxy is hot I guess, gotta love a trans icon that's for sure.

Where Five Nights at Freddy’s 4 was experimental, Sister Location takes the change of setting over the limit and it’s simply too much. I dislike Sister Location and don’t want to revisit it any time soon

Like FNAF 3, cool lore, shit gameplay.

The change in the formula saved the franchise. The Lore really picks up here which is always interesting. Night 4 sucks and is stupidly difficult for literally no reason. The custom night is pretty good as well. Definitly a step in the right direction for the franchise

I love that this game tries something new and tries different mechanics, some work but some others (springlock suit) don't.

A much more story-focused game than other entries so those who like the lore of FNAF will love this game. Difficulty wise its one of the easier games, but not without its annoyances. Night 4 is single-handedly one of the most infuriating parts of this series. Despite being a noob to this series, this game wasn't too bad. for the most part.

After four fairly static entries, Sister Location marks the first real evolution for the franchise. Gone is the simple, single room survival scenario where the only thing that changes across each night is how tough it gets. Now each stage follows a linear series of objectives that offer a variety of unique scenarios and challenges. Cawthon also gave the property an added dose of personality with a more story-driven approach that includes cutscenes, a greater amount of voicework, and a large emphasis on satirical humor.

As interesting as this all is, the title is really held back by the brand's 5 level structure. The experience is over so quickly that it feels more like a compelling proof of concept than a full-fledged game. Mix that in with FNaF's always questionable difficulty balancing and the somewhat awkward controls of the console ports, and you're not getting the most fulfilling horror adventure.

SL does try to extend the life you can get out of it by including secret methods of unlocking alternative endings with extra gameplay segments. The reward for which is more "lore." However, even hardcore fans and completionists might find it hard to justify the task of uncovering everything given how the actual true ending is acquired simply by playing normally and that the overarching plot, which has always suffered from its creator's lack of a consistent narrative vision, makes absolutely no sense. Your animatronic enemies have gone from being malfunctioning machines, to mascots possessed by the vengeful spirits of dead children, and are now self-aware AI robots here. Plus, I'm not sure I could accurately tell you when in the timeline this takes place even if I still cared at this point.

Despite its faults though, the future of Five Nights at Freddy's has never looked brighter. The creative, varied tasks hint at more diverse offerings going forward. The small scale just means that it feels like a paid teaser rather than the next truly substantial installment it should have been, and the less randomized, unchanging nature of encounters makes it so this doesn't have the same replay value as its predecessors. What's here is certainly intriguing, but it seems its intention is to get you excited for what's coming next instead of completely satisfying you in the moment.

6/10

weird, conflicting, and ultimately kinda unfruitful (but not uninteresting!) mistep for me. i do See The Vision fwiw...the procedural and mechanical horror of the previous games loops exchanged for a tighter more varied experience that can deliver thru Intentionality and Control what cant be with random number generators that ask u to Respond To Their Chaos. aesthetically this is also perhaps my favorite entry besides 4,,,i know the pivot to far fetched sci fi tech alienated some fans but it all looks fucking awesome imo, my fave jumpscare animations in the series (anything with the faceplates rules) and an astonishingly good array of environmental and enemy designs. it feels like an opulent, Lavish production for being made by only one dude. i find myself wishing this was more of a Walking Simulator type thing, where i was allowed to just Exist in the tunnels...its a cool and spooky place to exist, and Existing In A Place is just ab the core of video games for me! far more then traditional Systems or Mechanics

unfortunately the actual play experience is the worst of both worlds...neither mechanically intricate nor unobtrusive enough to let me get completely lost in the vibes. as it stands it doesnt feel like a New Direction For The Series so much as No direction. in a sense it makes me appreciate the others more...a super linear series of minigames and scripted scares should have been far easier to pull off then an interestingly balanced and genuinely spooky set of interlocking mechanics, yet Weirdo Jesus Freak scott cawthon is astonishingly more adept at the latter! im told this gets even more proved in this games custom night, which i frankly Did Not Have The Patience To Unlock so that will be a blind spot for now! it seems cool tho !

would be remiss to not mention that this game is the Entire Reason to my understanding that fnaf lore exists as it currently does...creating and recontextualizing events past present and future, redefining it from a spooky story about a serial killer that may have been Dreamed Up By A Child to a story with actual characters, a specific set of power players with interlocking (familial) relationships. the afton family is a good dramatic bedrock for the series and mostly a positive development i think...certainly some rly striking stuff in here esp with the ennard ending. and the striking stuff happening in the Immediate Present is a nice development too ! theres real stuff to get invested in here, guts to be Punched, and family members make for something inherently emotionally stirring without having to devote too much time to characterization. ofc the hasty rewriting and recontextualizing by both cawthon and various theorists to account for these developments which were Clearly Not Envisioned From The Start creates quite a bit of roughness in the transition. im also not super super sold on Mad Scientist William Afton, robs him of a bit of the mystique he had when he was merely an urban legend child killer. but overall its a good reorientation that was probably necessary for Any catharsis to be achieved by the story of this series, kind of a magic trick in and of itself. perhaps its too much to expect that the reorientation of the actual play experience would pull off a similar miracle...ah well

I need to be very clear from the outset that this is a review of the Playstation 4 version of the game, which I picked up while on sale recently out of morbid curiosity. Being the fifth installment in a series of PC point-and-click horror games, I had to know first hand how they adapted the controls to console. The answer: not well! BOO!

The left analog controls the mouse, with L2/R2 providing a secondary slowed down mode to make more precise selections. I am going to tell you right off the bat that this game is impossible to beat without jumping into the menu and altering every single movement option on a per-night basis. The first three nights are more or less manageable, but nights 4 and 5 play like total dogshit. Night 4 finds you trapped inside a suit with ten dials that must be wound or else the suit will close shut and kill you. Complicating matters are two animatronics that are attempting to sneak into your suit from the left and right in an attempt to spook you. They must be shaken off, but shaking causes the dials to move as well, and as the night progresses the dials begin to tick away faster and faster... The only problem is, the controls can only be tuned to be too slow or too unweildy, and the only way I was able to effectively navigate the puzzle was by checking a box to allow screen wrapping that is unchecked by default.

Similarly, night 5 requires you to input a randomly generated code into a number pad. The slightest error or delay results in a scare, but the pad is microscopic in size and a total pain in the ass to navigate with a controller. I imagine on PC both puzzles are challenging but fair, as a mouse would mitigate a lot of the issues I have with lack of precision and movement speed, but on console these puzzles simply are not timed to the default controls and require far too much fine tuning in menus to be enjoyable.

Adding to my agony is a hyper-fixation on story and some truly atrocious checkpointing. I'm not 14-years-old, so I don't give a crap about the lore of Five Nights at Freddie's. Having to sit through five minutes of whispered dialog just to get to three minutes of actual gameplay is bad enough, but when failure sets you back to before that dialog, forcing you to listen to it alllll over again, jump scares stop being scary and start eliciting groans. This is what broke me in particular. Going for the hidden ending requires you to lumber through a room, solve the keypad puzzle (which, I must reemphasize, sucks), lumber to another room, then endure 9 minutes of Five Nights 1 gameplay. Fail at any point of that and you're going all the way back.

This hidden ending is further locked behind a 2D platforming minigame that appears randomly (though it can be accessed from the extra menus after seeing the normal ending.) You need to shoot cupcakes at kids until they're happy, pick up an ice cream cone, then go all the way to the start of the level. You're under a very tight time limit and your character loves to catch against platforms, which doesn't make the very specific routing through the level any easier. Your game controls like shit, Scott!

The more self-serious stretches of story did not resonate with me whatsoever, but I do like this games sense of humor. There's some pretty funny stuff in here! Really, Five Nights has always been at its weakest for me when it focuses on serial killers and the supernatural, but excels when being a dark comedy about shitty part time jobs.

Sister Location is also a much more linear game. Each night is centered around a different specific puzzle with only one real solution. The conditions for solving the puzzle are tight and the game builds its horror through stress and anticipation. I appreciate that they're trying something new with this installment and I do think I would've enjoyed it a lot more if I played on PC, but due to the aforementioned issues I had and the fact that each night really only has one specific solution that just needs to be executed upon precisely, Sister Location loses a lot of its power fast.

If you do decide to pick up this game, do yourself a favor and skip getting this on con-AAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!

spooked ya!

the worst game in the original series (fnaf 1-6) the gameplay is so all over the place and many of the games minigames just didn't click with me. night 4 pre patch was fucked and so was the shitty non canon ennard ending. the only thing saving this for me is the custom night which is pretty good and game some good lore about Michael. speaking of that lore its also pretty good in this game and the theorists around the internet learned a lot about the series when this and the first few books came out, it basically saves the game. not terrible but not very good either i only really look back on this one for cutscenes and things like that (the final monologue from Michael is pretty great)

Very very novel experience. Totally different to the other FNAF games. Almost feels like a visual novel, except with the most OBNOXIOUS FUCKING CHECKPOINTS AND TIMEWASTERS in the FUCKING world. the only reason this sucks is because the minigame gameplay is so bare and boring already. Also the story is kinda wack and crazy but if youre into the scifi crap that scott loves then youll dig that side of the horror

A boring, painfully scripted experience. Lots of wasted potential scattered throughout. Amazing aesthetic, soundtrack and voice-acting, but a terrible game.

This review contains spoilers

Sister Location should be used as an example for how NOT to make a sequel/follow-up. I mean it when I say there is not a single thing this game does well at all, EVERYTHING is wrong with it.
Alright so FNAF 3 was supposed to be the ending of the series, but the game was criticized for not being scary enough, so Scott Cawthon decided to make one more game, this time even dubbed "The Final Chapter," leaving the series off on a good note and a little bit of unsolved details to keep fans talking. Nothing big of course, the story still makes complete sense, but you have to end the series all about solving a mysterious ghost story on a little mystery right? It just feels natural.
Uh yeah no, because fans were driving themselves mad trying to solve pieces of the lore that ultimately didn't matter in the long run, Scott decided to make another game AGAIN! Because fuck it why not right? Apparently this series isn't allowed to end until a game drops that receives no criticism whatsoever, good to know!
So how did Scott follow up FNAF 4? How did he address this totally important issue that the series couldn't end without going into? He decided to completely change the direction of the series! This game has explanations for plot elements that we did not need or want explanations for, retcons out the ass, and a complete tone shift! FNAF is now a sci-fi family drama!!! Woohoo!!! That's what everyone wanted right???
Alright lemme just go down the list of everything I hate about this stupid ass narrative before I get into the actual gameplay itself.
Ok so between the release of FNAF 4 and this game, Scott started his series of FNAF novels. These were stated to be a retelling of the games and their own continuity entirely, not related to the games at all. Ya know until this game came out and decided it did want to take some elements from the books actually! If you didn't read them, good luck figuring out what the hell is going on, but hey all the YouTubers making theory videos can cheer and clap when they notice references to the other piece of media they experienced so that makes it worth it right??
This game decides to give a scientific explanation for how possession works in this universe, which is something I already despise. The story isn't scary or mysterious anymore when you just explain how everything works, why the fuck would you do that?
Remember how this plot is kicked off by a random incident of child murders that results in robots being haunted? This game decides to give the murderer a personality and a name, William Afton, which could work on paper, but I have many issues with this. First off, William is no longer some random person that committed murder, he is the co-founder of the fucking company that owns all the animatronics and pizzerias in the first place. Oh. My. God. Again, the more you explain, the less interesting the story is, why did this need to be told to the audience, it didn't. Not knowing anything about William other than the fact that he was a murderer was why he was so interesting in the first place. Remember when he was just known as Purple Guy, and fans would have fun coming up with theories about who he was and what his motives were? Nah fuck that, just tell us everything! Ruin the fun why don't ya! Secondly, this game shows that as far back as the 80s, William was designing animatronics that were specifically meant to capture and kill children and harvest their remnant, which is how the possession works now. Not only does this not make ANY sense as these animatronics from the 80s are far more advanced than anything else in the series, even with two games set much much later, but that leaves me with a question. If William was able to make robots like this and easily get away with murder without being caught, then why in the fuck was he shown in the other games killing children in broad daylight with his own hands????? That doesn't add up in ANY context.
Oh but it gets better! So according to this game, animatronics that have been possessed are basically just new bodies for the soul inside them. They're fully conscious and aware of what they're doing. So yeah, that makes the previous games make even less sense when you think about it for longer than five seconds, but this especially bugs me in the case of FNAF 3. This means that Springtrap was actually still his usual self and fully conscious when he was trying to kill you in that game. Except the entire gameplay loop of that game revolves around luring him away from you by using audio, which there is no way someone as smart as him would ever fall for. Cool, thanks for ruining that for me! The new animatronics in this game are also fully sentient on their own, even the ones that aren't possessed. Don't ask me how that works!
Oh but it gets BETTER! So this game entirely rewrites FNAF 4 retroactively, and I'm not joking. Despite it being very obvious that the gameplay loop of FNAF 4 takes place in the nightmares of a child as he is literally fighting death in his hospital bed, with many MANY clues to back this up, this game says actually no! FNAF 4 really did happen and the nightmare animatronics are...like illusions William made through his science experiments, apparently?? The child's imaginary friend Fredbear is actually a camera that William uses to keep an eye on him because he's actually his son? Or something? And he was actually the one talking to him throughout that game? What in the fuck is going on???
OH BUT IT GETS EVEN BETTER!!!!!! Remember how FNAF 3 was the big final showdown with Springtrap? Remember how he finally died for good and the story was put to rest? Remember how even FNAF 4 didn't touch that ending because it didn't need to be messed with? Sister Location ends with the cliffhanger that actually no, he's back! Because fuck you! You may be wondering HOW since there is literally no conceivable way he could've survived the events of that game, and I hope you don't expect an answer for that because you're not getting one, fuck you!
I haven't even gotten into the meat and potatoes of the game's plot yet oh my god I'm gonna be here all day. So in this game not only are their hints that the child from FNAF 4 is William's son, in this game you play as William's other son, Micheal. The main antagonist in this game, Circus Baby, is actually possessed by William's daughter as well! That's a lot of new characters all related to the villain of the franchise that was supposed to be fucking dead after FNAF 3 and I really don't care for this. This feels like a poorly written fanfiction, why is this actual lore in the series. Anyway, so the game's main five nights are actually not that eventful in terms of story, even though the point of this game was to be more story driven, so that's a little embarrassing. Most of the lore and story stuff is backloaded to the last section of the game which feels sloppy but whatever. This game's big twist besides Springtrap coming back can be described as...what's the phrase for jumping the shark times ten?
So the animatronics trick Michael into getting himself killed so they can use his body as their own and escape the facility. Shortly after leaving, they realize that a decaying human body is not going to last them very long, so they peace out and duck into the sewers, play the next game to get answers for that! So Michael is dead now right? No! Because of stupid barely explained remnant bullshit, he's able to possess his own corpse and carry on like nothing happened. I'M SORRY?????
And I kid you not, this was only done to explain a piece of FNAF trivia that DID NOT NEED EXPLAINING AT ALL. In the first two games, upon beating all the nights, you are fired from your job, with the reasons on your pink slip being tampering with the animatronics, and odor. This was a silly joke back then and nothing more, but this game goes out of its way to explain that actually you have been playing as Michael in every single fucking game and now the odor joke makes sense oh my god woah! What even is this? This isn't horror, this isn't scary, this isn't mysterious, it's stupid. This is supposed to be a horror series yet we have this shit happening now?? This feels like a parody, not a canonical follow-up to a series that ALREADY ENDED TWICE OVER.
One thing I do want to quickly bring up is Baby herself. I do think it's a very interesting idea to have a robot be sentient and fully aware of what they're doing and be forced to do bad things due to their programming. That seems to be where the story is going, with Baby wanting herself and the other animatronics to be destroyed so they can't hurt anyone anymore. It's still way different and doesn't feel like FNAF but I'd appreciate the different idea. Since that would've been interesting though, that's not what happens! Baby was actually playing 4D chess and pulling the strings to get you killed the entire time. Wonderful.
If it wasn't painfully obvious, I despise this game's story with a burning passion, but I won't spend anymore time on it. Before I get into the gameplay itself though, there is one element that I do want to praise. While I do think the animatronics talking to you directly is immersion breaking in so many ways, the voice acting itself is amazing. The cast does a fantastic job, and every time I hear William's voice in the intro, it gives me chills. He sounds so scary and I love that. Any character besides Hand Unit (who I will get to later) has a fitting voice that is very entertaining to listen to. Again, I don't think it necessarily fits, but I want to give proper credit to the cast here.

I had that much to say about this game's story and I haven't even mentioned anything about the actual gameplay yet. Maybe that's because there is none! Let me get into that now.
Unlike the other games, Sister Location has a different setup for each night, you won't be doing the exact same thing five or more times in a row, it always mixes it up, which sounds great on paper, but of course it's executed terribly here.
First off, I have to talk about Hand Unit. If you needed more evidence that this isn't a horror series anymore, look no further than this guy. He will talk to you throughout a good portion of the game with dialogue that's meant to be funny, but is just painful. Imagine Wheatley from Portal 2, but instead of actually witty and funny lines, he just has 'lol random xd' humor that has nothing to do with ANYTHING throughout the entire game. That's Hand Unit.
But how are the actual nights themselves?
Night 1 has literally nothing happening, it's a glorified cutscene.
Night 2 has a stop and go section with Ballora that is scripted to play out exactly the same way every time, making it extremely boring. Walk forward and stop if you hear her music playing, that's it. There's another section with Freddy that is actually pretty tense, having to reboot systems while not letting Freddy get too close and attack you. I actually don't have any complaints with this one! I like it! It's worth noting though that if you die here, you're sent back to before the Ballora section since it's in the same night, and all the nights work this way, because I guess Scott didn't think about basic game design when making this.
Night 3 has a boring section where you hide behind a slab of metal and have to click and hold it in place to keep the bidybabs from moving it. Yes that is seriously it for this section. There's also an almost identical segment to the Ballora one but with Foxy this time, so, yay. Finally there's a parts and service segment where you follow Hand Unit's instructions to repair Freddy. Just click what he tells you to, it's really that simple.
Night 4 is baffling to me. In this one, you get caught by Foxy and stuffed into a springlock suit, which is a super cool idea calling back to the original game! But why is this so insanely hard??? There is no gradual increase in difficulty, suddenly the game goes from piss easy to tough as nails, that's great design! You have to survive the night while tightening the springlocks to make sure they don't close on you, and keep the minireenas from killing you by shaking them off the suit, which also loosens the locks. The game is super strict on how you do this, you have to be on point managing the locks. One wrong move, and you're screwed. It feels like it wasn't properly playtested, it's infuriating. I spent so long on this and found out that since the timing the minireenas appear is scripted, I could use a stopwatch and time when to shake them at the perfect time. Even then I had to pray to god it would actually work, since the springlocks' starting positions are randomized. Also, some dialogue from Baby in this night introduces new bits of lore that sound genuinely interesting actually! She talks about how the suit you're in is from her old pizzeria and that it was never used for its intended purpose, but was still used nonetheless. On one hand, I like that the game introduces SOME element of mystery here. On the other hand, this feels so shoehorned in as a 'look it's just like the other games!' moment. This information is never explored again and we never get any answers of any sort. Scott decided this should be left ambiguous, but there is so little information here that there is nothing you can piece together from this. It's pointless.
Night 5 is horseshit. I'm gonna be fully honest here and say that I rage quit this night. Night 4 is technically harder, but the way this one is designed is baffling. First you have to walk through Foxy's auditorium again, except they aren't there so there is no danger. Then you have to follow Baby's instructions in another parts and service segment. The catch is you have to be lightning fast. Baby will read you a series of numbers and you have to enter them into a SUPER tiny keypad attached to her head. This wouldn't be a problem if not for the fact that Sister Location has a custom cursor that is comically large. It's so annoying trying to move in in JUST the right place to press the tiny buttons. If you don't press the right button IMMEDIATELY as Baby says it, you're dead. What the fuck. Immediately after this is a segment where you have to run through Foxy's auditorium AGAIN. This time you can't see whatsoever and have to rely on Baby's instructions in order to avoid Ennard. The problem is that her instructions can just be wrong! And if that's the case, you die and have to do everything from Night 5 all over again. Fuck. This.
I didn't bother finishing it because I was spending more time redoing sections I had already played over and over again than actually making any progress. This is the very end of the game anyway, so whatever.
If you knew about the secret ending beforehand and went out of your way to go after it, Night 5 does have another section that is also pretty challenging, setup like the older FNAF games, which is pretty neat. Why this needed to be locked behind a secret ending is beyond me though, that seems ass backwards. Also, the secret ending requires you to find a secret in a minigame with Baby, and this minigame just has a random chance of popping up after you die, so you might just miss it altogether! Why can't it just work like FNAF 3 where you find a secret in the game itself to take you to the minigame? What was the point of making it more of a pain in the ass in this one??? Also also, if you die in the secret final section of the night, you are once again sent ALL the way back to the start of Night 5. Awesome. This really sucks because it's the only section of the entire game that feels like FNAF at all. But no, this section is locked behind an alternate ending and is a pain in the ass to play because of your penalty for dying in it, which you will because it's pretty damn hard. EVEN THE ONE PART OF THE GAME I COULD PRAISE WAS FUCKED UP, COME ON!
And by the way, the ending you get for this is a joke ending, it's not even an alternate good ending like before. Thanks for that Scott.
So yeah that's Sister Location, and I am being completely serious when I say that this is one of the worst pieces of media I have ever experienced in my life. It is Kingdom Hearts: Chain of Memories and Pac-Man World 3 levels of dogshit. I fully believe that this series just should've been left the fuck alone after FNAF 4 came out. While I do really like the final game in Scott's series which I will get to soon, this game did irreversible damage to the franchise and made every bad decision one could possibly make when designing a game.
Oh yeah this game has post launch DLC as well, but I can't play it since 100%ing the game is required to access it! I did talk about some of the story stuff added in the DLC earlier in this review, but I can't speak for how it actually plays. Even if it's good though, having to fully complete the game to access the actually good content does not do Sister Location any favors. I hate this game with every fiber of my being.

This was probably the most interesting fnaf game so far because it plays more like an actual game. Having the real fnaf experience locked behind a hidden ending is kino. The actual office mechanics are the best in the series once you unlock them, since both the ennard mode is fun and the custom mode with hotkeys is super snappy. Some of the voice acting and jokes suck though.

why do i own so many damn fnaf games help

I thought this had the potential to be my fav fnaf game but then night 4 happened


Although only by a fraction, this is the first FNaF game since the first that I can truly consider good, and I'm happy it happened. The gameplay isn't great, and there's a HUGE checkpoint issue, but the new cast of characters is awesome, the story is really cool, the environments are super unique... there's a lot to like.

This is not a game.
It's a minigame collection.

Sister Location pra mim é bem meh. Tirou td do FNAF pra focar na história ( n q seja ruim ), n é um fnaf q vc jogaria varias vezes. Mas o modo secreto é legalzinho.

>> Prós
• MODO SECRETO : Referência ao fnaf 2, a sala secreta na parte final é bem legal.

>> Contras
• JOGABILIDADE : As noites da pizarria é bem chato.

>> Perso Favorito = Funtime Freddy.