Follow TV Tropes

Following

Special Effect Failure / Five Nights at Freddy's

Go To

Five Nights at Freddy's 2:

  • Due to the game window using a narrower aspect ratio than the first game, the shortcomings of the faux 3D perspective effect are easier to notice in this installment.
  • 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 at the hallway in the center of the screen: if you're looking at the far sides of the office, Foxy/the Puppet seemingly phase through the room's walls.
  • Most of Mangle's camera renders actually have the fox as a separate layer from the rest of the image, which makes it easy to place them in any room. However, 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 Mangle look like they've been poorly Photoshopped into the game.
  • Foxy's jumpscare animation is layered in front of the HUD, causing him to phase through the various elements of the interface.

Five Nights at Freddy's 3:

  • 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.
  • 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 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.

Five Nights at Freddy's: Sister Location:

  • The way 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.

Ultimate Custom Night:

  • While a lot of the jumpscares are more fluent than ever before, most of them just instantly pop out of nowhere in front of you instead of moving in from offscreen. Some jumpscares don't even really move and are just rumbling still imagesnote , while others don't move at all (Golden Freddy, Phantom Balloon Boy, Phantom 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.

Five Nights at Freddy's AR: Special Delivery:

  • 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.

Five Nights at Freddy's: Security Breach:

  • While most of the third trailer looks absolutely breathtaking, the camera footage segments looked decidedly unpolished, with flat lighting and textures that made them look more like a Garry's Mod session than the rest of the game. Steel Wool subsequently announced that they would redo the visuals for the camera feeds to fix this.
  • In earlier versions of the game, giving a party pass to a S.T.A.F.F. bot blocking a certain attraction makes then do a Happy Dance before... just despawning. This was later patched so they roll away after receiving a pass, though the original version is rather startling to see in a game with so many high-quality animations.

Top