I was constantly reminded of the first game’s thrumming sense of paranoia, always struggling to keep my stress in check. I specifically appreciate the sickly green and yellow hues, which remind me of body parts floating in mad-scientist preservation jars from classic horror films. They each frame relics of my past meetings with madness in each room: scuffed black and white tiling, Foxy’s gaping maw nailed to a wall like a hunting trophy, Chica’s head used as a strobe lantern. There are 15 cameras stacked in two layers, which is the highest in quantity and intricacy of the series. I liked how the ease of the first night (really, nothing happened for the entire five game hours) enabled me to absorb the place’s atmospheric spookiness without needing to fend off any attacks. I wouldn’t blink if the entire motif was creator Scott Cawthon indulging on the meta story of his games’ meteoric prominence, but it’s a suitable backdrop despite any subtext. I instead guarded a horror house attraction pieced together by enthusiasts of the Fazbear legacy who’ve scrounged props and memorabilia from the shuttered original restaurants. As before, I risked cardiac seizure in a cramped security room as the night watch from midnight until 6 am, but my employer wasn’t a struggling pizzeria like last time.
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