The glitchfest after multiple delays, and the vibe of a fetch quest game leaves a fandom salty. Not defending it, just pointing out the fandoms motive.
The Pros of Sister Location: * Atmosphere through the roof, dare I say it rivals FNaF 1. * Best character designs in the entire franchise, fight me * Brings back the body horror of 1 and 3 * First game with voice acting, and good voice acting at that * First game to break the typical fnaf gameplay loop *The scripted loss on night three, I dont know why no one talks about it, its one of the most iconic parts of the whole series to me * Set the ground for the new direction of the franchise. * "Final Boss" night that one-ups Nightmare Fredbear Cons of Sister Location: * Low replayability * Bad 4th night * Dying in ennard takes you all the way back. * Leavss more questions then answers I feel like people blow Sister location's peoblems way out of proportion, especially those who call it a bad game. I'd say its the most flawed game (up until SB), but those flaws just arent enough to outweigh everything awesome with Sister Location. Honestly I just dont really think that IT SUCKS
Ignoring the lore side of things, my biggest gripe with FNaF is that it feels like the series has trended toward a "thriller/mystery" vibe rather than a "horror/mystery" one, or maybe even that the various devs just don't quite get how to encourage an actual fear response. FNaF's tendency to play with format and gameplay style can be helpful, and allows it to hit on a lot of isolated pieces of genuine horror, but 1 and 4 are easily the scariest games, and for similar reasons. The thing that hurts 2 the most (aside from having the potential to frustrate the player out of being scared) is the open style of the office. It feels more vulnerable at first, which is GOOD, but you get desensitized to that vulnerability too quickly. 1 and 4 both make you feel vulnerable in other ways, but intermittently enough that it takes a lot longer to desensitize yourself to it. The other big things that work great with FNaF are the unknown, the unexpected, and the uncanny. Unfortunately, very few animatronics introduced after 2 are uncanny, and most games let you get a good look at them far too quickly. 1 and 4 both handle that really well, 2 not so much. ...I don't know what point I'm actually trying to make here, but I'd really like to see a return to form sometime. A more traditional FNaF game that's intended to play on tension and fear. One that's creepy and unsettling, with great attention to sound design and without any of those plastic exoskeleton designs that just CAN'T be uncanny in the same way the Classics are, you know?
I know from Rye's podcast it came out later than anticipated, but I would've been down for a 2 hr+ vid that took a bit longer. Not a super big deal obviously, I'm excited for the second part
41:35 Silent ventilation and listening is reliable, though You just turn everything off and look down the vent for a few seconds to guarantee they leave. It's a slower strategy, but pretty much guarantees you win.
my big problem with the FNaF franchise has always been Sister Location. the first four games pose Afton to be a mysterious threat but also a real one, like somebody who could actually be behind the murders of children for some unknown reason. then SL comes along and suddenly this actually frightening bad guy becomes a sci-fi villain who builds child-killing robots that are way too advanced for the time. and then in every game following SL, instead of focusing on what could be emotional and well-written motives for the character, they continue to just re-use this trope of Afton “coming back”. long story short, I wish we left the character at Springtrap, Scott was smart with FNaF 4 and didn’t elaborate on the character at all even when given the chance to, he just evolved into something that isn’t scary at all.
7:35 A thing you skipped about Foxy is you don't actually have to look at him specifically. The phone guy is wrong. I haven't looked at the code myself, but people who have say that looking at any of the cameras stuns him. Whether that was intentional or not is anyone's guess. Scott only knows.
I feel like that was probably an oversight. Since it seems like the motive behind the mechanic was to give you something else to look at and by the other animatronics time to get to the office. But since you can look at any camera to stall Foxy it basically makes him a non factor if you’re in the know.
I do think the criticism of UCN is a little misplaced. While yes 50/20 mode is hectic to the point of impossibility, the point of UCN was your ability to mix and match threats to make a scenario you are comfortable with beating. The difficulty is entirely based on which characters you pick
The Pros of Sister Location: * Atmosphere through the roof, dare I say it rivals FNaF 1. * Best character designs in the entire franchise, fight me * Brings back the body horror of 1 and 3 * First game with voice acting, and good voice acting at that * First game to break the typical fnaf gameplay loop *The scripted loss on night three, I dont know why no one talks about it, its one of the most iconic parts of the whole series to me * Set the ground for the new direction of the franchise. * "Final Boss" night that one-ups Nightmare Fredbear Cons of Sister Location: * Low replayability * Bad 4th night * Dying in ennard takes you all the way back. * Leavss more questions then answers I feel like people blow Sister location's peoblems way out of proportion, especially those who call it a bad game. I'd say its the most flawed game (up until SB), but those flaws just arent enough to outweigh everything awesome with Sister Location. Honestly I just dont really think that IT SUCKS
@@tinycandleman6020 all the more power to you, to me, the cons heavily outweigh the pros. It's more of an experience than a game, which is fine-- but I'm judging it as a game.