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* TheOtherMarty: An update to ''Chapter 3;; changed the voice of Stuart, the old employee who gives Rich a promotion in a tape, to a different voice actor who sounds much more serious (and lacks the Mexican accent of the original voice).

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* TheOtherMarty: An update to ''Chapter 3;; 3'' changed the voice of Stuart, the old employee who gives Rich a promotion in a tape, to a different voice actor who sounds much more serious (and lacks the Mexican accent of the original voice).
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* ReleaseDateChange: ''Chapter 3'' was originally going to release in December 2023, but was later delayed to January 2024.

to:

* ReleaseDateChange: ''Chapter 3'' was originally going to release in December 2023, but was later delayed to January 2024.2024.
----
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* TheOtherMarty: An update to "Chapter 3" changed the voice of Stuart, the old employee who gives Rich a promotion in a tape, to a different voice actor who sounds much more serious (and lacks the Mexican accent of the original voice).

to:

* TheOtherMarty: An update to "Chapter 3" ''Chapter 3;; changed the voice of Stuart, the old employee who gives Rich a promotion in a tape, to a different voice actor who sounds much more serious (and lacks the Mexican accent of the original voice).
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Added DiffLines:

* TheOtherMarty: An update to "Chapter 3" changed the voice of Stuart, the old employee who gives Rich a promotion in a tape, to a different voice actor who sounds much more serious (and lacks the Mexican accent of the original voice).
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Misplaced, moving to the correct tab


* ReleaseDateChange: ''Chapter 3'' was originally going to release in December 2023, but was later delayed to January 2024.
* ScriptedEvent: While not uncommon in video games, Poppy Playtime can skew towards immersion breaking with how heavily some moments are on rails. One noticeable example comes during the Mommy Long Legs chase. While it is meant to keep the player tense and always on the move, pausing in the smelting chamber while she is crawling along the wall reveals that the chase has actually paused as she waits for you to drop to the lower level so she can spawn from the rubble.

to:

* ReleaseDateChange: ''Chapter 3'' was originally going to release in December 2023, but was later delayed to January 2024.
* ScriptedEvent: While not uncommon in video games, Poppy Playtime can skew towards immersion breaking with how heavily some moments are on rails. One noticeable example comes during the Mommy Long Legs chase. While it is meant to keep the player tense and always on the move, pausing in the smelting chamber while she is crawling along the wall reveals that the chase has actually paused as she waits for you to drop to the lower level so she can spawn from the rubble.
2024.
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WCHB is now its own page


* ScriptedEvent: While not uncommon in video games, Poppy Playtime can skew towards immersion breaking with how heavily some moments are on rails. One noticeable example comes during the Mommy Long Legs chase. While it is meant to keep the player tense and always on the move, pausing in the smelting chamber while she is crawling along the wall reveals that the chase has actually paused as she waits for you to drop to the lower level so she can spawn from the rubble.
* WhatCouldHaveBeen:
** The exterior of the factory is actually partially-modelled at the very start of ''Chapter 1'', despite the fact that you start in the reception area and cannot look outside. Combined with an unused objective ("Gain access to the toy factory"), this seems to suggest a sequence where you start outdoors and need to get inside was cut. Other assets related to this, such as a car the player got out of and a parking lot, were left unused in the files. Mob Entertainment would confirm this via a [[https://vxtwitter.com/mobgamesstudios/status/1712544005341258035?t=NTfHBuvcT2pcL7MmAusagA&s=19 tweet]] released on the game's second anniversary.
** As shown [[https://www.youtube.com/watch?v=-nNRXd8xluc in this video]], the ending of ''Chapter 2'' had slightly different dialogue from Poppy. [[spoiler:While she still changes the train's course, saying she can't leave the player leave yet because they're perfect for what she needs them to do, Poppy is a lot more upfront and unambiguous with the player about her reasons for doing so, saying she knows they're here to investigate the disappearances of their colleagues and they might find what they're looking for in Playcare. She also says that her existence as a doll killed the player's coworkers, who she assumes they're here to find. With the Playcare still being teased in the finalized chapter, ''Chapter 3'' reveals that she is still as heroic as the original ''Chapter 2'' dialogue indicated, openly admitting to needing the player's help to kill the Prototype, suggesting the dialogue was only cut to avoid spoiling the game's future direction.]]
** An unused animation shows that some of Poppy's trailer audio (such as her warning the player about Mommy Long Legs) originally played in an early version of the scene that played after you met her at the start of the chapter.
** The ''Chapter 2'' trailer shows that Daisy the Flower was intended to be the threat in the Musical Memory game instead of Bunzo Bunny.
** The ''Chapter 2'' trailer also shows that PJ Pug-A-Pillar was a more normal-looking purple caterpillar at that point. The files showcase several unused cardboard cut-outs of the various characters, of which [[https://tcrf.net/images/e/e4/PPCh2_Beta_PJ_Design_Wall_Art.png Beta PJ is among them]], albeit with blue added. Another bit of unused concept art also reveals that the character was originally named Cassie Cutie-Pillar. Having been changed to the half caterpillar and half dog character in later releases (described as "different and more freaky" by the developers when revealing they were redesigning the character), the leaked prototype went in another direction and showed a version of the final PJ whose body segments were entirely blue, but also covered with blood (similar to a toy found in the final game).
** The files of ''Chapter 2'' contain leftovers from a pretty robust multiplayer mode that was cut at some point. It would've been an asymmetrical mode seemingly inspired by ''VideoGame/DeadByDaylight'' and its ilk where up to five players (represented by the dummy mannequins from the [=GrabPack=] demonstration tapes) would need to escape the arena while a single monster tried to kill them. Huggy Wuggy and Mommy Long Legs were both playable as monsters, each featuring slightly different abilities. This was later announced, complete with an [=ARG=], expansion to six human players plus the monster, and the introduction of the jack-in-the-box Boxy Boo, as ''Project: Playtime'', where the player is tasked with gathering parts while avoiding the monsters.
*** Huggy Wuggy's Trap Breaker ability, presumed to allow him to break traps, was not carried over into ''Project: Playtime'', replaced with an ability to summon Mini Huggies.
*** While a series of unused emotes using the hands of the [=GrabPack=] made it into the final release of the spinoff, one emote where the hands are used for FlippingTheBird did not make it.
** [[https://twitter.com/MADnMANGLED/status/1523326337498427394 A storyboard animation]] by one of the animators showed that after Mommy Long Legs got her hand stuck in the grinder, it was supposed to [[OffWithHisHead decapitate her]], rather than crush her abdomen.
** The Simon Says concept used for the Musical Memory game was originally intended for ''Chapter 1'', according to unused dialogue in the files of that chapter, but was repurposed for ''Chapter 2'' and its audio redone.
** Kissy Missy's model was also found in the files of ''Chapter 1'', suggesting she was meant to appear in it at one point before being featured in ''Chapter 2''.
** The eyeless statue of Bron the Dinosaur was originally shown in a trailer for ''Chapter 1'', but like Daisy the Flower, was eventually repurposed into appearing in the rejected toys room in ''Chapter 2'' as the statue that the player has to move using an electromagnet. The statue doesn't turn its head to look at the player, as it did in the trailer, but a different, larger, Bron statue in the same room that still has its eyes does it implicitly while the player isn't looking.
** On the Discord server for Mob Games, Micah Preciado revealed that Bron, Boogie Bot, and Cat Bee were originally for a different project, but were then repurposed for ''Poppy Playtime''.
** On May 5, 2023, Mob Games released a special video titled [[https://www.youtube.com/watch?v=78k_gfqWKl8 The Lost Secrets of Chapter 2]] for the first anniversary of Chapter 2. It showcases concepts that were scrapped or were otherwise unused for Chapter 2.
*** The first concept that went unused was you had to follow Poppy before jumping down the conveyor belts which would eventually lead you to a power puzzle which would activate an elevator. This elevator would take you to the Game Station. This was replaced by Elliot’s office.
*** Mommy Long Legs had two different sets of dialogue when you encountered her. She even mentions that someone (the name is censored in the video) would warn her that she was going to have visitors. Her encounter was also more up close and personal than in the final version. Her two previous concept designs were also shown with one of them using folding plastic tubes. It even shows other designs that were more spider like.
*** The Game Station was originally a lot larger and lacked the playground equipment along with the catwalks and support beams seen the final game. It did retain the train which sat on a ledge and had four passenger cars rather than three. It also had smiling sun and moon decorations on the ceiling that would have provided light (these had two different designs with the first one looking more realistic while the second design had a more cartoony look).
*** Musical Memory was originally designed as a room full of TV screens with the buttons pretty much working like they do in the final game (only mounted on mechanical arms). It even shows a jumpscare for Daisy when she was going to be the original obstacle.
*** Each game was supposed to have a unique factory room connected with them. Only the Molding Room were you create the green hand was kept. Wack-a-Wuggy had a production room while Statues had a quality control room.
*** There where several other characters that were designed to replace Daisy (due to her lacking an audible cue for how close she was to the player) before Mob settled on Bunzo.
** In the trailer for Chapter 2, Wack-a-Wuggy was originally planned to have openings for the Mini Huggies to attack from the ceiling in addition to the holes on the walls used in the final release.
** Also shown in Chapter 2's trailer was that the player originally just directly collected the green hand, and didn't have to get the machine that made the hand to work again like in the final release.
** An unused map for Chapter 1 revealed that the color code used to go deeper into the facility originally was hinted through a series of colored bathroom stalls. This was changed to using a toy train with colored cars in the final release.
** An early version of the room where the player finds Poppy in Chapter 1 starts off with the player quickly closing a door behind them, then opening a bookshelf to find a staircase that takes them down to where Poppy is contained in the final version. The starting portion quickly resets back to the player closing the door behind them if they take too long to open the bookshelf, suggesting that the player was closing the door to keep out Huggy Wuggy, who would attack if they didn't escape the room fast enough. The room itself also has a similar layout to Elliot Ludwig's office in Chapter 2, suggesting it was reworked to become that office.
** An unused office map with several closed gates was planned for Chapter 1, and reworked to become the tunnel area in Chapter 2 where the player meets Kissy Missy and solves a puzzle involving said gates and the Barry cart. The previously mentioned early room with the hidden bookshelf was reworked a bit to fit in to this office area, with a trapdoor now being the way to get out of the room.
** According to Marcus Brickley's actor, Sean [=McLoughlin=], he was originally asked to do some more lines for the character in chapter 3, implying that he would have had at least another tape focusing on him. However, due to scheduling conflicts he was forced to decline and Marcus Brickley had no appearance in chapter 3.
** An unused texture of Huggy's face, which is blue-tinted, deformed, and eyeless, was found in the files of Chapter 1. It resurfaced in a prototype map for the NightmareSequence set inside Home Sweet Home in Chapter 3 as an early version of the image of Nightmare Huggy's face used in the final map.
** Developer text for different locations that [=CatNap=]'s shrine would be found if the Toy Store was cut or not suggests that the Playcare's Toy Store was planned to be visited at one point in the chapter, even being the original location of the shrine to the Prototype, but was cut and the entrance boarded off in the final release.
** A cut sign for a prison, meant to be seen at the end of Chapter 3 [[spoiler:when the player goes down the elevator with Poppy]], has been found on an unused map and via developer text, potentially cut as the actual setting of Chapter 4 or for either giving away its direction too early.

to:

* ScriptedEvent: While not uncommon in video games, Poppy Playtime can skew towards immersion breaking with how heavily some moments are on rails. One noticeable example comes during the Mommy Long Legs chase. While it is meant to keep the player tense and always on the move, pausing in the smelting chamber while she is crawling along the wall reveals that the chase has actually paused as she waits for you to drop to the lower level so she can spawn from the rubble.
* WhatCouldHaveBeen:
** The exterior of the factory is actually partially-modelled at the very start of ''Chapter 1'', despite the fact that you start in the reception area and cannot look outside. Combined with an unused objective ("Gain access to the toy factory"), this seems to suggest a sequence where you start outdoors and need to get inside was cut. Other assets related to this, such as a car the player got out of and a parking lot, were left unused in the files. Mob Entertainment would confirm this via a [[https://vxtwitter.com/mobgamesstudios/status/1712544005341258035?t=NTfHBuvcT2pcL7MmAusagA&s=19 tweet]] released on the game's second anniversary.
** As shown [[https://www.youtube.com/watch?v=-nNRXd8xluc in this video]], the ending of ''Chapter 2'' had slightly different dialogue from Poppy. [[spoiler:While she still changes the train's course, saying she can't leave the player leave yet because they're perfect for what she needs them to do, Poppy is a lot more upfront and unambiguous with the player about her reasons for doing so, saying she knows they're here to investigate the disappearances of their colleagues and they might find what they're looking for in Playcare. She also says that her existence as a doll killed the player's coworkers, who she assumes they're here to find. With the Playcare still being teased in the finalized chapter, ''Chapter 3'' reveals that she is still as heroic as the original ''Chapter 2'' dialogue indicated, openly admitting to needing the player's help to kill the Prototype, suggesting the dialogue was only cut to avoid spoiling the game's future direction.]]
** An unused animation shows that some of Poppy's trailer audio (such as her warning the player about Mommy Long Legs) originally played in an early version of the scene that played after you met her at the start of the chapter.
** The ''Chapter 2'' trailer shows that Daisy the Flower was intended to be the threat in the Musical Memory game instead of Bunzo Bunny.
** The ''Chapter 2'' trailer also shows that PJ Pug-A-Pillar was a more normal-looking purple caterpillar at that point. The files showcase several unused cardboard cut-outs of the various characters, of which [[https://tcrf.net/images/e/e4/PPCh2_Beta_PJ_Design_Wall_Art.png Beta PJ is among them]], albeit with blue added. Another bit of unused concept art also reveals that the character was originally named Cassie Cutie-Pillar. Having been changed to the half caterpillar and half dog character in later releases (described as "different and more freaky" by the developers when revealing they were redesigning the character), the leaked prototype went in another direction and showed a version of the final PJ whose body segments were entirely blue, but also covered with blood (similar to a toy found in the final game).
** The files of ''Chapter 2'' contain leftovers from a pretty robust multiplayer mode that was cut at some point. It would've been an asymmetrical mode seemingly inspired by ''VideoGame/DeadByDaylight'' and its ilk where up to five players (represented by the dummy mannequins from the [=GrabPack=] demonstration tapes) would need to escape the arena while a single monster tried to kill them. Huggy Wuggy and Mommy Long Legs were both playable as monsters, each featuring slightly different abilities. This was later announced, complete with an [=ARG=], expansion to six human players plus the monster, and the introduction of the jack-in-the-box Boxy Boo, as ''Project: Playtime'', where the player is tasked with gathering parts while avoiding the monsters.
*** Huggy Wuggy's Trap Breaker ability, presumed to allow him to break traps, was not carried over into ''Project: Playtime'', replaced with an ability to summon Mini Huggies.
*** While a series of unused emotes using the hands of the [=GrabPack=] made it into the final release of the spinoff, one emote where the hands are used for FlippingTheBird did not make it.
** [[https://twitter.com/MADnMANGLED/status/1523326337498427394 A storyboard animation]] by one of the animators showed that after Mommy Long Legs got her hand stuck in the grinder, it was supposed to [[OffWithHisHead decapitate her]], rather than crush her abdomen.
** The Simon Says concept used for the Musical Memory game was originally intended for ''Chapter 1'', according to unused dialogue in the files of that chapter, but was repurposed for ''Chapter 2'' and its audio redone.
** Kissy Missy's model was also found in the files of ''Chapter 1'', suggesting she was meant to appear in it at one point before being featured in ''Chapter 2''.
** The eyeless statue of Bron the Dinosaur was originally shown in a trailer for ''Chapter 1'', but like Daisy the Flower, was eventually repurposed into appearing in the rejected toys room in ''Chapter 2'' as the statue that the player has to move using an electromagnet. The statue doesn't turn its head to look at the player, as it did in the trailer, but a different, larger, Bron statue in the same room that still has its eyes does it implicitly while the player isn't looking.
** On the Discord server for Mob Games, Micah Preciado revealed that Bron, Boogie Bot, and Cat Bee were originally for a different project, but were then repurposed for ''Poppy Playtime''.
** On May 5, 2023, Mob Games released a special video titled [[https://www.youtube.com/watch?v=78k_gfqWKl8 The Lost Secrets of Chapter 2]] for the first anniversary of Chapter 2. It showcases concepts that were scrapped or were otherwise unused for Chapter 2.
*** The first concept that went unused was you had to follow Poppy before jumping down the conveyor belts which would eventually lead you to a power puzzle which would activate an elevator. This elevator would take you to the Game Station. This was replaced by Elliot’s office.
*** Mommy Long Legs had two different sets of dialogue when you encountered her. She even mentions that someone (the name is censored in the video) would warn her that she was going to have visitors. Her encounter was also more up close and personal than in the final version. Her two previous concept designs were also shown with one of them using folding plastic tubes. It even shows other designs that were more spider like.
*** The Game Station was originally a lot larger and lacked the playground equipment along with the catwalks and support beams seen the final game. It did retain the train which sat on a ledge and had four passenger cars rather than three. It also had smiling sun and moon decorations on the ceiling that would have provided light (these had two different designs with the first one looking more realistic while the second design had a more cartoony look).
*** Musical Memory was originally designed as a room full of TV screens with the buttons pretty much working like they do in the final game (only mounted on mechanical arms). It even shows a jumpscare for Daisy when she was going to be the original obstacle.
*** Each game was supposed to have a unique factory room connected with them. Only the Molding Room were you create the green hand was kept. Wack-a-Wuggy had a production room while Statues had a quality control room.
*** There where several other characters that were designed to replace Daisy (due to her lacking an audible cue for how close she was to the player) before Mob settled on Bunzo.
** In the trailer for Chapter 2, Wack-a-Wuggy was originally planned to have openings for the Mini Huggies to attack from the ceiling in addition to the holes on the walls used in the final release.
** Also shown in Chapter 2's trailer was that the player originally just directly collected the green hand, and didn't have to get the machine that made the hand to work again like in the final release.
** An unused map for Chapter 1 revealed that the color code used to go deeper into the facility originally was hinted through a series of colored bathroom stalls. This was changed to using a toy train with colored cars in the final release.
** An early version of the room where the player finds Poppy in Chapter 1 starts off with the player quickly closing a door behind them, then opening a bookshelf to find a staircase that takes them down to where Poppy is contained in the final version. The starting portion quickly resets back to the player closing the door behind them if they take too long to open the bookshelf, suggesting that the player was closing the door to keep out Huggy Wuggy, who would attack if they didn't escape the room fast enough. The room itself also has a similar layout to Elliot Ludwig's office in Chapter 2, suggesting it was reworked to become that office.
** An unused office map with several closed gates was planned for Chapter 1, and reworked to become the tunnel area in Chapter 2 where the player meets Kissy Missy and solves a puzzle involving said gates and the Barry cart. The previously mentioned early room with the hidden bookshelf was reworked a bit to fit in to this office area, with a trapdoor now being the way to get out of the room.
** According to Marcus Brickley's actor, Sean [=McLoughlin=], he was originally asked to do some more lines for the character in chapter 3, implying that he would have had at least another tape focusing on him. However, due to scheduling conflicts he was forced to decline and Marcus Brickley had no appearance in chapter 3.
** An unused texture of Huggy's face, which is blue-tinted, deformed, and eyeless, was found in the files of Chapter 1. It resurfaced in a prototype map for the NightmareSequence set inside Home Sweet Home in Chapter 3 as an early version of the image of Nightmare Huggy's face used in the final map.
** Developer text for different locations that [=CatNap=]'s shrine would be found if the Toy Store was cut or not suggests that the Playcare's Toy Store was planned to be visited at one point in the chapter, even being the original location of the shrine to the Prototype, but was cut and the entrance boarded off in the final release.
** A cut sign for a prison, meant to be seen at the end of Chapter 3 [[spoiler:when the player goes down the elevator with Poppy]], has been found on an unused map and via developer text, potentially cut as the actual setting of Chapter 4 or for either giving away its direction too early.
rubble.
Is there an issue? Send a MessageReason:
None


** An unused texture of Huggy's face, one which is blue-tinted, deformed, and eyeless, was found in the files of Chapter 1. It resurfaced in a prototype map for the NightmareSequence set inside Home Sweet Home in Chapter 3 as an early version of what would become the image of Nightmare Huggy's face used in the final map.

to:

** An unused texture of Huggy's face, one which is blue-tinted, deformed, and eyeless, was found in the files of Chapter 1. It resurfaced in a prototype map for the NightmareSequence set inside Home Sweet Home in Chapter 3 as an early version of what would become the image of Nightmare Huggy's face used in the final map.
Is there an issue? Send a MessageReason:
None


** Developer text for different locations that [=CatNap=]'s shrine would be found if the Toy Store was cut or not suggests that the Playcare's Toy Store was planned to be visited at one point in the chapter, even being the original location of the shrine to the Prototype, but was cut and the entrance boarded off in the final release.

to:

** Developer text for different locations that [=CatNap=]'s shrine would be found if the Toy Store was cut or not suggests that the Playcare's Toy Store was planned to be visited at one point in the chapter, even being the original location of the shrine to the Prototype, but was cut and the entrance boarded off in the final release.release.
** A cut sign for a prison, meant to be seen at the end of Chapter 3 [[spoiler:when the player goes down the elevator with Poppy]], has been found on an unused map and via developer text, potentially cut as the actual setting of Chapter 4 or for either giving away its direction too early.
Is there an issue? Send a MessageReason:
None


** Developer text hinting that [=CatNap=]'s shrine was to be moved to the cave if the Toy Store was cut suggests that the Playcare's Toy Store was planned to be visited at one point in the chapter, but was cut and the entrance boarded off in the final release.

to:

** Developer text hinting for different locations that [=CatNap=]'s shrine was to would be moved to the cave found if the Toy Store was cut or not suggests that the Playcare's Toy Store was planned to be visited at one point in the chapter, even being the original location of the shrine to the Prototype, but was cut and the entrance boarded off in the final release.
Is there an issue? Send a MessageReason:
None


** An unused texture of Huggy's face, one which is blue-tinted, deformed, and eyeless, was found in the files of Chapter 1. It resurfaced in a prototype map for the NightmareSequence set inside Home Sweet Home in Chapter 3 as an early version of what would become the image of Nightmare Huggy's face used in the final map.

to:

** An unused texture of Huggy's face, one which is blue-tinted, deformed, and eyeless, was found in the files of Chapter 1. It resurfaced in a prototype map for the NightmareSequence set inside Home Sweet Home in Chapter 3 as an early version of what would become the image of Nightmare Huggy's face used in the final map.map.
** Developer text hinting that [=CatNap=]'s shrine was to be moved to the cave if the Toy Store was cut suggests that the Playcare's Toy Store was planned to be visited at one point in the chapter, but was cut and the entrance boarded off in the final release.
Is there an issue? Send a MessageReason:
None


** According to Marcus Brickley's actor, Sean [=McLoughlin=], he was originally asked to do some more lines for the character in chapter 3, implying that he would have had at least another tape focusing on him. However, due to scheduling conflicts he was forced to decline and Marcus Brickley had no appearance in chapter 3.

to:

** According to Marcus Brickley's actor, Sean [=McLoughlin=], he was originally asked to do some more lines for the character in chapter 3, implying that he would have had at least another tape focusing on him. However, due to scheduling conflicts he was forced to decline and Marcus Brickley had no appearance in chapter 3.3.
** An unused texture of Huggy's face, one which is blue-tinted, deformed, and eyeless, was found in the files of Chapter 1. It resurfaced in a prototype map for the NightmareSequence set inside Home Sweet Home in Chapter 3 as an early version of what would become the image of Nightmare Huggy's face used in the final map.
Is there an issue? Send a MessageReason:
None


** According to Marcus Brickley's actor, Sean [=McLoughlin=], he was originally asked to do some more lines for the character in chapter 3, implying that he would have had at least another tape focusing on him. However, due to scheduling conflicts he was forced to decline and Marcus Brickley had no appearance in chapter 3.
** In an early build of Chapter 3, played by Theft King, the Smiling Critters statue in the Playcare originally came with information panels equipped with buttons that could be pressed to play audio from the Smiling Critters, similar to the character cutouts in Chapter 2, and in addition to them having their own cutouts. These were scrapped in favor of only the cutouts.

to:

** According to Marcus Brickley's actor, Sean [=McLoughlin=], he was originally asked to do some more lines for the character in chapter 3, implying that he would have had at least another tape focusing on him. However, due to scheduling conflicts he was forced to decline and Marcus Brickley had no appearance in chapter 3.
** In an early build of Chapter 3, played by Theft King, the Smiling Critters statue in the Playcare originally came with information panels equipped with buttons that could be pressed to play audio from the Smiling Critters, similar to the character cutouts in Chapter 2, and in addition to them having their own cutouts. These were scrapped in favor of only the cutouts.
3.
Is there an issue? Send a MessageReason:
None


** In an early build of Chapter 3, played by Theft King, the Smiling Critters statue in the Playcare originally came with information panels equipped with buttons that could be pressed to play audio from the Smiling Critters, similar to the character cutouts in Chapter 2. These were scrapped in favor of the Smiling Critters having their own cutouts instead from which to play audio, like the cutouts for other characters.

to:

** In an early build of Chapter 3, played by Theft King, the Smiling Critters statue in the Playcare originally came with information panels equipped with buttons that could be pressed to play audio from the Smiling Critters, similar to the character cutouts in Chapter 2. 2, and in addition to them having their own cutouts. These were scrapped in favor of only the Smiling Critters having their own cutouts instead from which to play audio, like the cutouts for other characters.cutouts.
Is there an issue? Send a MessageReason:
None


** According to Marcus Brickley's actor, Sean [=McLoughlin=], he was originally asked to do some more lines for the character in chapter 3, implying that he would have had at least another tape focusing on him. However, due to scheduling conflicts he was forced to decline and Marcus Brickley had no appearance in chapter 3.

to:

** According to Marcus Brickley's actor, Sean [=McLoughlin=], he was originally asked to do some more lines for the character in chapter 3, implying that he would have had at least another tape focusing on him. However, due to scheduling conflicts he was forced to decline and Marcus Brickley had no appearance in chapter 3.3.
** In an early build of Chapter 3, played by Theft King, the Smiling Critters statue in the Playcare originally came with information panels equipped with buttons that could be pressed to play audio from the Smiling Critters, similar to the character cutouts in Chapter 2. These were scrapped in favor of the Smiling Critters having their own cutouts instead from which to play audio, like the cutouts for other characters.
Is there an issue? Send a MessageReason:
None


* ScriptedEvent: While not uncommon in video games, Poppy Playtime does feature a number of moments where it is notable that the game is heavily on rails. One exceptionably noticeable example is the Mommy Long Legs chase. While it is meant to keep the player tense and always on the move, pausing in the smelting chamber while she is crawling along the wall reveals that the chase has actually paused as she waits for you to drop to the lower level so she can spawn from the rubble.

to:

* ScriptedEvent: While not uncommon in video games, Poppy Playtime does feature a number of can skew towards immersion breaking with how heavily some moments where it is notable that the game is heavily are on rails. One exceptionably noticeable example is comes during the Mommy Long Legs chase. While it is meant to keep the player tense and always on the move, pausing in the smelting chamber while she is crawling along the wall reveals that the chase has actually paused as she waits for you to drop to the lower level so she can spawn from the rubble.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScriptedEvent: While not uncommon in video games, Poppy Playtime does feature a number of moments where it is notable that the game is heavily on rails. One exceptionably noticeable example is the Mommy Long Legs chase. While it is meant to keep the player tense and always on the move, pausing in the smelting chamber while she is crawling along the wall reveals that the chase has actually paused as she waits for you to drop to the lower level so she can spawn from the rubble.

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