Follow TV Tropes

Following

YMMV / JR's

Go To

  • Alternate Character Interpretation: Is Paulbear really as friendly and wholesome as he appears, or is he more sinister than he lets on? The ghost will stop at nothing to get revenge on him for something, and the fact that she's (as far as we know) an angry little girl means that it's easy to guess what that "something" was. On the other hand, he shows no signs of duplicity at all during the story, is genuinely nice and helpful to the protagonist, and seems like a bit too much of a wuss to actively go through murdering someone.
  • Awesome Music: "London Bridge", an intense track that calls back to the trailer music for Five Nights at Freddy's 2, fitting for the final showdown with the Ghost that has caused all this trouble.
  • Broken Base: The main gameplay up until Night 6 is fairly divisive. While a lot of people enjoy how distinct it is from other FNAF fangames due to its unique gameplay akin to a Social Deduction Game, others have pointed out that outside of custom night mode it's not very difficult to keep stability levels from dropping too low or to identify which animatronic is possessed, and unlike other fangames the animatronics are not an active threat to you unless their stability runs out or if you summon the one that is possessed, which significantly reduces the tension. Night 6 tends to get a lot more praise due to its Unexpected Gameplay Change and instant spike in tension, though the fact that it's a homage to Five Nights at Freddy's 2 is in itself a bit divisive, but the fight against the Mangle at least provides a good reason to actually use the cameras (as you need to keep the ghost from breaking them, and if she breaks all of them she'll break your flashlight, leaving you completely vulnerable to the Mangle), which many FNAF games, both official and unofficial, have trouble with.
  • Evil Is Cool: The Mangle, due to her terrifying design, aggression, and dread-inspiring introduction.
  • Nightmare Fuel: The animatronics in this game are absolutely terrifying, with how detailed and creepy they look. Balloon Baby in particular could easily be mistaken for a real human.
    • The office in Night 6 gets creepier and creepier as the night goes on. The TV screens have the Ghost's face as she ominously leers at you, and once the Mangle boss fight begins, the screens show ghostly hands banging against the screens, quickly followed by eyes appearing all over the room.
  • Nightmare Retardant: As creepy as the animatronics are, none of them can actually attack you until their stability runs out or if you mess up and summon the possessed animatronic for repairs. Realizing this can take quite a bit of tension out of the game. This immediately changes on Night 6.
  • Signature Scene: The creation of The Mangle on Night 6. A laptop screen is pulled up with a map view of the animatronics and disembodied parts slowly moving up a convenyor belt to a place covered with a note that reads "BEWARE THE MANGLE", along with two other notes implied to be from the Ghost warning the protagonist to leave while he still has the chance. After some waiting while hearing very foreboding music and the telltale static noises of The Mangle, the abomination is put together and the game's climax begins.
    ENGAGE
  • They Wasted a Perfectly Good Plot: Surprisingly, JR's is very much a "What you see is what you get" sort of game; there's no hidden lore or creepy easter eggs that explain (or at least hint at) more of what's going on. The end result is a very straightforward plot where you help Paulbear fight an evil ghost and that's it. There's nothing explaining who Paulbear is, why the ghost hates him, or what JR's was like as an establishment, meaning that many plot threads go unresolved.

Top