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* During the between-night minigames, it's possible to make it so the Purple Guy rushes through a wall or the boarded up doorway.

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* During the between-night minigames, it's possible to make it so the Purple Guy rushes through a wall or the boarded up doorway.
boarded-up doorway due to the sprite being moved from right to left across the screen regardless of whether the room is designed in-universe for him to go that way.
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Reducing natter irrelevant to the examples.


* With the window's aspect ratio being less wide than the first game's window, the faux perspective effect is much more noticeable.
* If you're looking to the sides when Foxy or the Puppet comes for you, they'll appear to come through the walls.
* Mangle is a transparent layer in most of the rooms it appears in, which made it simple to place it into any room. However, being a transparent layer in the foreground makes it look poorly Photoshopped into the game.
* Foxy's jumpscare animation is actually layered in front of the HUD, so when he pounces on you, he appears to pass in front of the battery meter, day counter, and so on (unless this was meant to be a subtle case of TheFourthWallWillNotProtectYou).

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* With Due to the window's game window using a narrower aspect ratio being less wide than the first game's window, game, the shortcomings of the faux 3D perspective effect is much more noticeable.
are easier to notice in this installment.
* If The jumpscares of Foxy and the Puppet are designed to make it look like they're leaping towards you from a distance. This effect only works properly if you're looking to at the hallway in the center of the screen: if you're looking at the far sides when Foxy or of the office, Foxy/the Puppet comes for you, they'll appear to come seemingly phase through the room's walls.
* Mangle is Most of Mangle's camera renders actually have the fox as a transparent separate layer in most from the rest of the rooms it appears in, image, which made makes it simple easy to place it into them in any room. However, being a transparent layer in the images of Mangle are just placed into the foreground and the lighting on them often doesn't match the room they're in, which makes it Mangle look like they've been poorly Photoshopped into the game.
* Foxy's jumpscare animation is actually layered in front of the HUD, so when he pounces on you, he appears causing him to pass in front phase through the various elements of the battery meter, day counter, and so on (unless this was meant to be a subtle case of TheFourthWallWillNotProtectYou).
interface.



* Phantom Puppet follows your gaze and blocks your vision, but it skips while it follows your head turning. Instead of it being smoothly frozen in front of your face, it looks like it's sliding, dragging, or limping across the floor. This was likely intentional, though; if anything, it makes Phantom Puppet even creepier. Compound with the threat of Springtrap lurking near you office, and you got a pretty unsettling combo.

to:

* Phantom Puppet follows your gaze and blocks your vision, but it skips while it follows your head turning. Instead of it being smoothly frozen in front of your face, it looks like it's sliding, dragging, or limping across the floor. This was likely intentional, though; if anything, it makes Phantom Puppet even creepier. Compound with the threat of Springtrap lurking near you office, and you got a pretty unsettling combo.



* During the between-night minigames, it's possible to make it so The Purple Guy rushes through a wall or the boarded up doorway.

to:

* During the between-night minigames, it's possible to make it so The the Purple Guy rushes through a wall or the boarded up doorway.



* Relatively minor in the grand scheme of things, but the way [[spoiler:Baby's empty body]] moves on the conveyor belt on Night 5 makes it fairly obvious that it's just a flat texture being rotated off to the side.

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* Relatively minor in the grand scheme of things, but the The way [[spoiler:Baby's empty body]] moves on the conveyor belt on Night 5 makes it fairly obvious that it's just a flat texture being rotated off to the side.



* While a lot of the [[JumpScare jumpscares]] are more fluent than ever before, most of them just pop out of nowhere instantly right in front of you instead of moving in from offscreen. Some jumpscares don't even really move and are just rumbling still images (e.g. Ennard, Marionette, Withered Bonnie, Music Man, Phantom Mangle, Nightmare Mangle and Nightmarionne), and some others don't even move at all (Golden Freddy, Phantom Balloon Boy, Phantom Freddy). Also, the Minireenas are just a blurry still image plastered over your screen, which sharply contrasts the crispy-looking ''Sister Location'' jumpscare that had their heads shake whenever they giggled.

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* While a lot of the [[JumpScare jumpscares]] are more fluent than ever before, most of them just instantly pop out of nowhere instantly right in front of you instead of moving in from offscreen. Some jumpscares don't even really move and are just rumbling still images (e.images[[note]]e.g. Ennard, Marionette, Withered Bonnie, Music Man, Phantom Mangle, Nightmare Mangle and Nightmarionne), and some Nightmarionne[[/note]], while others don't even move at all (Golden Freddy, Phantom Balloon Boy, Phantom Freddy). Also, the Freddy).
* The
Minireenas are just a blurry still image plastered over your screen, which sharply contrasts the crispy-looking ''Sister Location'' jumpscare that had their heads shake whenever they giggled.



* After giving a party pass to a S.T.A.F.F. bot blocking access, it does a HappyDance before... just despawning. It's rather startling to see this in a game with so many high-quality animations otherwise.

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* After In earlier versions of the game, giving a party pass to a S.T.A.F.F. bot blocking access, it does a certain attraction makes then do a HappyDance before... just despawning. It's This was later patched so they roll away after receiving a pass, though the original version is rather startling to see this in a game with so many high-quality animations otherwise.animations.
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* If you're looking to the sides when Foxy or the Puppet comes for you, he'll appear to come through the walls.

to:

* If you're looking to the sides when Foxy or the Puppet comes for you, he'll they'll appear to come through the walls.
Is there an issue? Send a MessageReason:
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* After giving a party pass to a S.T.A.F.F. bot blocking access, it does a HappyDance before... just despawning. It's rather startling to see in a game with so many high-quality animations otherwise.

to:

* After giving a party pass to a S.T.A.F.F. bot blocking access, it does a HappyDance before... just despawning. It's rather startling to see this in a game with so many high-quality animations otherwise.
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Added DiffLines:


!!''VideoGame/FiveNightsAtFreddysSecurityBreach'':
* While ''most'' of the third trailer looks [[SugarWiki/VisualEffectsOfAwesome absolutely breathtaking]], the camera footage segments looked decidedly unpolished, with flat lighting and textures that made them look more like a ''VideoGame/GarrysMod'' session than the rest of the game. Steel Wool subsequently announced that they would redo the visuals for the camera feeds to fix this.
* After giving a party pass to a S.T.A.F.F. bot blocking access, it does a HappyDance before... just despawning. It's rather startling to see in a game with so many high-quality animations otherwise.
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Added DiffLines:


!!''VideoGame/UltimateCustomNight'':
* While a lot of the [[JumpScare jumpscares]] are more fluent than ever before, most of them just pop out of nowhere instantly right in front of you instead of moving in from offscreen. Some jumpscares don't even really move and are just rumbling still images (e.g. Ennard, Marionette, Withered Bonnie, Music Man, Phantom Mangle, Nightmare Mangle and Nightmarionne), and some others don't even move at all (Golden Freddy, Phantom Balloon Boy, Phantom Freddy). Also, the Minireenas are just a blurry still image plastered over your screen, which sharply contrasts the crispy-looking ''Sister Location'' jumpscare that had their heads shake whenever they giggled.

!!''VideoGame/FiveNightsAtFreddysARSpecialDelivery'':
* The teaser trailers show the animatronics coming out of dark closets and hallways. However, most Let's Players play the game in their recording rooms, and the effect is ''slightly'' diminished by the animatronics having to phase through the walls. The scares are still effective enough to keep players on edge, though.
* If you're on a high place (like, say, the top of a bunk bed), the animatronics will ''walk on thin air'' in order to catch you.
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Added DiffLines:


!!''VideoGame/FiveNightsAtFreddysSisterLocation'':
* Relatively minor in the grand scheme of things, but the way [[spoiler:Baby's empty body]] moves on the conveyor belt on Night 5 makes it fairly obvious that it's just a flat texture being rotated off to the side.
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None

Added DiffLines:


!!''VideoGame/FiveNightsAtFreddys3'':
* Phantom Puppet follows your gaze and blocks your vision, but it skips while it follows your head turning. Instead of it being smoothly frozen in front of your face, it looks like it's sliding, dragging, or limping across the floor. This was likely intentional, though; if anything, it makes Phantom Puppet even creepier. Compound with the threat of Springtrap lurking near you office, and you got a pretty unsettling combo.
* The Office is a rectangular room that's too big to see without the player turning their head. Unfortunately, the mechanics of the head turning make the room look curved.
* During the between-night minigames, it's possible to make it so The Purple Guy rushes through a wall or the boarded up doorway.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

!!''VideoGame/FiveNightsAtFreddys2'':
* With the window's aspect ratio being less wide than the first game's window, the faux perspective effect is much more noticeable.
* If you're looking to the sides when Foxy or the Puppet comes for you, he'll appear to come through the walls.
* Mangle is a transparent layer in most of the rooms it appears in, which made it simple to place it into any room. However, being a transparent layer in the foreground makes it look poorly Photoshopped into the game.
* Foxy's jumpscare animation is actually layered in front of the HUD, so when he pounces on you, he appears to pass in front of the battery meter, day counter, and so on (unless this was meant to be a subtle case of TheFourthWallWillNotProtectYou).
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