By Zilenan91 » Fri Jan 22, 2016 1:56 am #148000. I don't even know what the fuck this franchise is anymore. Jim Sterling added in because I don't want to. Follow: @aidenmarko64 on Instagram Area 2: Bird on logArea 3: Rock by dancing statue Area 5: Westward tombstoneThanks for watching, maybe I will upload in th.
I’m not going to sugarcoat it: If you were early enough in picking up FNaF World (before it was unceremoniously booted from steam) you’ll probably be aware of what an absolute car crash it was. Seriously, FNaF World?… more like Naff World! (“I‘m sorry, couldn’t resist.”)
Obviously Scott Cawthon is aware that the game’s a mess. While I have to give him credit for having the cojones to admit to his mistakes, and pull the game from Steam, that doesn’t excuse the fact that the game was released in a totally unacceptable state. What’s most frustrating about this game is the amount of potential going to waste. It could be a good game, but unfortunately, It’s so clumsily put together, that any positive qualities the game possessed have been smothered and totally starved of oxygen.
I was planning to write a full review of this game, to take it to task over all of its failures. Unfortunately, the game isn’t out anymore. So, in light of the game’s hasty retreat from the spotlight, I’ve decided to write a list of everything that needs changing before this game is relaunched.
How Old Is Fnaf
Buckle in… it’s a long list.
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This is just an estimation, but I would say the average computer monitor is, give or take, roughly 15 inches wide, and maybe 10 inches tall. With all this space to work with, why did the developer choose to confine the overworld to a tiny little box in the centre of the screen, surrounded by a huge black border, which wastes 50% of the screen space.
I’m aware that the final version of the game (once it’s been rereleased) is going to feature a fully 3D overworld. To me, this seems like a totally unnecessary change. Tons of games have 2D overworlds that work perfectly well. The solution to this problem is to just make the current 2D overworld a bit bigger, a bit clearer and a bit… less awful.
Let’s face it, the FNaF series isn’t exactly known for its ensemble cast of characters. There’s a handful of creepy robotic animals, and a few unseen human protagonists, whose faces are never actually seen by the player. And yet somehow, with such a limited cast, FNaF world has managed to introduce a huge roster of 40 unlockable characters. To do this, they’ve simply regurgitated the same characters over and over, with a ridiculous list of unnecessary palettes. There’s Freddy, Golden Freddy, Phantom Freddy, Withered Freddy, Virtua Freddy, Nightmare Freddy… The list goes on and on, and they’re all pointless.
Before anyone says it, yes, I am aware that the different versions of the characters aren’t “true” palette swaps, as they have unique movesets. Why not allow the characters to progress throughout the game, by allowing them to learn new moves as they level up? All fans of the FNaF series want to see is the main party of animal characters. Maybe the palette swaps could be different skins for the characters, or perhaps Cawthon should just nuke the costumes altogether, and stick with the main cast of characters. With all these characters, he’s just making life unnecessarily difficult for himself right now.
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This is an element taken straight from the Super Smash Bros. games. InNintendo’s Star Studded Brawling franchise, when a difficult challenge has been overcome, or some strange sequence of events has taken place by chance, the game rewards you by presenting you with an opportunity to take on a new character. If you defeat them, they’re yours to keep, but if you lose, then you have to fight them again next time the opportunity arises.
Fnaf World Free To Play
When the Super Smash Bros games do it, it’s a nice surprise. You feel like the game is rewarding you for your achievements. In FNaF World, it’s just plain annoying. At random intervals (which are simply way too often) the game throws a new character your direction, and then expects you to be grateful. Which you never are, because it almost always happens at a point in the game when you’re not levelled up enough to defeat them.
Think back to the first time you played Pokemon Red/Blue. Remember your first journey through Mt. Moon, and the countless Zubat encounters which kept occurring over and over as you wandered around in the dark? Well, this is exactly like that, only more annoying. Every time you’re wandering through the already poorly designed dungeons, a battle starts. By the time the battle has ended, and the screen has stopped it’s horrendous flashing, you’ve forgotten where you were going, where you’ve already been, and what your own name is.
This isn’t a huge sprawling open world RPG. It really shouldn’t need loading screens. It’s not Bloodborne.
Just… Look at the screenshot. If you can figure out which way you’re supposed to be going, you’re a better man than I.
The whole thing is an audio-visual nightmare. The screen’s constantly flashing and shuddering, with stuff flying around everywhere; at any given moment, the battle screens can be covered with all manner of debris, including (warning – take a deep breath before reading this list) puddles of hot cheese, wasps flying around, numbers everywhere, nuts and bolts, explosions, health meters, confetti, pizzas, rain clouds… and that’s on top of the four different characters lined up on either side of the screen.
Seriously, I feel like I need to put a pair of sunglasses on before I start playing this game, and then pop some pills and have a lie down after I’m finished.
I feel like I’m beating a dead horse when I list all the things wrong with this game, so now I’m going to turn this around and list everything the game does well.
… err…
Fnaf World Carnival
The Totemoles are pretty cool I guess.