rly rly apt illustration of the distance, often painfully unacknowledged in Mechanical Games Criticism, between compelling game design and Theoretically Perfect game design. thinking ab it i can come up with a bunch of objections to raise to this: all the cameras except one might as well not be there, the lack of mechanical individuality among the animatronics, the abundance of moving parts making it so that just getting Bad Lucked into an impossible-to-win situation is a lot more likely, and more then anything the emphasis on reactivity means that its not so much a game ab Strategizing or Making Decisions as fnaf1, at least no decisions that will be relevant more then a music box's cycle away. but these High Level ideas ab how parts Should click together dont actually feel all that relevant (or at least Detrimental) to the actual moment to moment experience of my playing this, which i find even more enjoyable then the first ! its just an endless cascade of split second decisions, theres always something demanding yr attention, and the vocabulary of reactions is very simple and manageable to learn, u just gotta learn to match em up with the memorable cast of robots. much better use of audio cues in this one too, i understood the purpose of their vagueness in the original but i prefer the increased clarity of information here, and the relative forgiveness of having yr Reaction Time Tested rather then Instant Death upon misreading that information. its nowhere near as Scary ofc...the atmosphere in general has honestly been pretty Gutted on the altar of colorful designs and slick shininess, this always feels a bit more distant and cartoony then the hyper-tactile original. still! im not rly playing past night 5 in these initial playthrus but i think i will come back to this one's challenges cuz i just think its super duper fun to play! lots of chemicals being set off at all times

Reviewed on Jul 11, 2023


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