Night Three – Five Nights at Freddy’s Three: Springtrap haunts my nightmares

Five Nights at Freddy’s 3 – Springtrap is more than enough to kill you

Five Nights at Freddy’s 3 takes place thirty years after the original game, with Freddy Fazbear’s Pizza having become a distant memory surrounded by horrifying rumors and children disappearing, murders, and so on. Like any local legend, someone decided to cash in on this by turning one of the old buildings into Fazbear’s Fright, a horror attraction based on the murders and disappearances and less on the warm and fuzzies people might have felt surrounding good old Freddy Fazbear’s Pizza.

The attraction itself is full of artifacts from the old restaurants, and players get to act as the night guard (mostly to make sure no one steals anything, the new phone guy says, or makes out somewhere in the attraction). There’s some disappointment, however, because though the place has an authentic–and creepy–feel, it lacks one thing: animatronics. Night 1 goes smoothly, with no jumpscares or horror. The ambiance of the attraction is one thing, but having to check the cameras for both the attraction and the vents throughout the building, the doorway to the office, and maintain various systems (audio distractions, the ventilation system, and the video feeds for the cameras). Because the building is so old, if the vents stop working things get even more pants-shittingly terrifying.

Night 2, however, is where the real terror begins. Phone Dude informs players that some of the old training tapes were found from back when there were wearable suits that doubled as animatronics. Even better, however, is that they found one. A real one. They found a working animatronic from the old restaurants.

This is a moment I've gotten used to seeing. God damn it, Springtrap.

This is a moment I’ve gotten used to seeing. God damn it, Springtrap.

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