My Honest Review… - Five Nights at Freddy's: Security Breach

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My Review Of Five Nights at Freddy's: Security Breach
Hey everyone! In today's video I review FNAF Security Breach! I thoroughly enjoyed playing this game and I can't wait to see what Steel Wool puts out in the future! Love you all 💙

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I once saw someone describe SB as having "The highest Highs and the Lowest Lows" and I couldn't agree more. The good things on this game are fantastic, but the bad things are almost unbearable at points.

I am interested on seeing the cut content from this game, since there is A LOT of things that were either cut out or weren't fully finished (the cutscenes for example)

And the DJMM section is one of my favorite sections in any game ever (and I didn't even play it XD)

lvbboi
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Kellen Goff is truly the star of this game, his voice work is amazing

ambiguoussarcasm
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To be honest Security Breach never could have lived up to the amount of hype it got. It was a great game, with fascinating mechanics and an interesting story, but the insane amount of S.T.A.F.F. bots and the misuse of Vanny and Burntrap as villains really made it suffer.

thelazygamer
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I'm fine with games having vague stories and everything, but the problem with Security Breach is that they included so much story content in the trailers that didn't seem to make it into the final game. I went in thinking we would get more events that feel like they impact the story instead of essentially a bunch of fetch quests with some stuff in-between. I'm fine with fetch quests but I wish more story elements came along with them. It's kinda hard to word, but the story just felt really under developed and Vanny felt so under utilized. Also, the whole message thing on the Fazwatch is cool but it kind of felt like a majority of the story was being told through text which comes off as kinda lazy to me.

craigzorzy
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Honestly, the game would have been better if they didn’t kind of wash down the horror so much, it just didn’t kind of feel like a FNaF game

rangatang
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Its very refreshing to hear a honest opinion on this game ngl, it's so hyped. Don't get me wrong, I love the fnaf series but I haven't heard any honest reviews yet.

oopsidie
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I think SW spread themselves way too thin on this game. Even hearing how the devs spoke about it in Dawko's interview makes it seem like they were more focused on jamming the game full of content than making sure that it was actually scary, functional, or true to the fnaf vibe. In my opinion, you could replace Vanny and the animatronics with any literally other stock antagonists, then market it as totally un-fnaf related game and no one would bat an eye.

TheUniverseKiss
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I feel as if this game should have taken inspiration from the fantastic Resident Evil 2 remake. Vanny could have been presented as a Mr. X character. RE2 made a fantastic choice to make Mr. X an always present force, and running around the police station you would always be terrified of the fact that Mr. X is always present, not randomly teleported to your location and hidden off screen when not necessary, but always there, walking and searching. Imagine how scary this would be if this Mr. X style was also applied to the main animatronics aswell. Always in the establishment and always searching for you. The S.T.A.F.F Bots could also be presented as the zombies in that game. Security Breach could have also split there game into section, leading to better pacing. RE2 split there game into sections, such as the Streets, Police Station, Sewers and Umbrella lab. If Security Breach did a similar thing, it could have lead to much better pacing and allow for better searching of each part, allowing the player time to explore each section. Being real here, I'm not saying SteelWool should have copied Capcom, but RE2 js the best inspiration and way of creating a game like what SteelWool was trying to create, and if they took a few ideas, it could have really fleshed out the atmosphere and terrifying ambience and just as much of the pacing and action.

DalekCaanOfSkaro
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Personally, this didn’t feel like a fnaf game until it got to the weeping angels section with the endo skeletons, and that’s kind of where it dies off. FNAF was scary because you couldn’t see the animatronics physically move, so when there where small sections where they actually did- it was ten times more unnerving.

A good example would be FnaF VR when glitch trap invites you behind the curtain. That was disturbing. Then the lore about the kids being taken and having the bad guy be there constantly and was fleshed out enough to truly know what was going on.

They didn’t even mention missing children until 6am, the end of the game. If you where a new FNAF player, you’d be totally thrown off guard but hearing there are more “disappearences” when the game didn’t set up for that.

I dunno, it just feels like steelwool didn’t get what FnaF truly was throughout the entire game.

littlemschatterbox
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Yeah, I agree with you on most points here. Their level design would definitely be helped by the implementation of what I call “leading lights”, similar to what the Dark Souls developers did. Having a clear indicator to follow, like a torch leading you down the hallway, is a great way to subconsciously pull the player to where you want them to go. It also makes it all the more entertaining when you eventually throw a twist at them using that same indicator, like the torch in the hall actually being held by an enemy. It would also help if they made the main cast animatronics more of a threat to cut down on the staff bot clutter.

Edit: did some spelling corrections

yousureboutdis
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I definitely expected more because the trailers had shown more story than what we actually got. Nothing in this game was really scary, jump scares were only scary because they were loud and at no point was I stressed waiting for the end (except the damn moon. Holy crap that was scary) and this kid just being chill with everything was a little odd

KainCarthyst
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As good as the game was, the obvious storyline change should have been brought up in the trailers, it seems almost misleading looking back. I expected a lot more out of Vanessa and Vanny and all the endings just seemed rushed and incomplete. I wanted to see a lot more of Vanny because she was made out to be this important charector, and yet she’s barley in the game. Same goes for Vanessa, they made it seem like she would help and instead all she does is sound annoyed and show up like twice.

tialami
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You actually summed up exactly how I feel about this game perfectly.

krugerofcause
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Something I've seen nobody talk about is the animatronics oddly smooth movement. They move way too smoothly. The animatronics need to be jerky and robotic, and that's what made them scary to me. Now? They just move too fluidly, if that makes sense. Also, not one jumpscare scared me at all. None of them were really scary. In fact, the only scene I found to be scary was chica being crushed by the trash compactor and coming back to life. But sadly, that was it.

AdmiralSloth
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Security Breach is definitely a 4/10 for me. I was very disappointed by the lack of Vanny because she was a very promising villain. And also, holy shit, this game is broken beyond imagination. Bugs, bugs, bugs everywhere. This game is so broken that you can beat it under five minutes, without executing any crazy Strats. Also, the lack of autosave is very frustrating, coupled with the fact that saving at a save station takes too much time. However, the game is fun, and for a non Fnaf, it could probably be a 6 or even a 7 out of ten. The problem is, my expectations were mainly focused on the lore, the story, and the scare factor, which is where steel wool kind of blew it.

johnterrence
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You forgot one important aspect to analyse. The horror aspect. People seem to forget that Fnaf is a horror game. IMO Security Breach wasn't that scary. Sure I got some jumpscares during the game, but there was almost no suspense or creepy aspect. Do you remember bonnie and freddy starring the camera with no eyes in Fnaf 1? Do you remember the creepy mini games with creepy sounds in Fnaf 2? Do you remember the creepy phantom animatronics in Fnaf 3? Do you remember the terrifying mechanics of Fnaf 4? Do you remember the claustrophobic effect that you get in Sister Location?

I'm not saying that Security Breach is bad, I still had fun, but I really think that they need to make the future games way scarier.

marcofooladi
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Visually, this game is incredible. It's beautiful and the designs are done SO well. But for me, thats about it. The game is incredibly bugged out, its not scary, which is fine but when it TRIES to be but fails thats when it becomes a problem. The story is...incomprehensible for me, I don't really know what it was trying to tell. Some endings are weird, and they all branch wildly from eachother. Literally why is Afton here. I know he allllwayysss comes back but he rlly came back out of nowhere and died just as fast. Like, ok??? Vanny, being hyped up and not appearing at all. I understand being vague, but as someone who was able to get into FNAF 4, security breach just seemed like it had nothing. Or it had ideas but they were so clunky I was left scratching my head. I also think its fine to have secrets hidden, even ones that pertain to the story. But I also believe you need to make the game enjoyable and semi-understandable to those who DON'T dive deeper than its surface. Those who just go through the game once. Not everyone is a treasure hunter.

UnfictionEnthusiast
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A few people have said the game isn't scary and underwhelming, and I agree, I think because of a few design choices they made. Being in such a big, brightly lit area, and being able to fight off the animatronics, while also being able to hide yourself in freddy made the game less scary.
And making the enemies have understandable human personalities took away the threatening nature of them. This isn't helped by their simple, smooth bright designs.

Lastly they definitely did have underwhelming endings, and made a mockery of springtrap, he returned with no buildup only to die the same way he did before in a tiny cutscene.

PulsarPrime
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If I'm being honest, Security Breach showed that being overly vague and never explaining any of your plot points isn't always a good thing. It worked for the other games because the story was more in the background. In SB, the story is a lot more integrated with the gameplay, so when it feels like massive chunks of plot in missing it comes off as bad writing. It's one thing to have additional lore or secrets that are meant to elaborated on in future games, when you do that same thing with actually plot points in your story, it makes look like an incoherent mess. Other than the therapy tapes, Vanny is barely explored upon, which is becomes disappointing when hype her up for 2 years, only for her to barely be in the game. It doesn't help that the true ending ruins the ending Fnaf PS by bring Afton back only for him to have 5 minutes of screen time and then die. The endings either felt like complete cop outs or made little sense. Overall, imo, SB's story is flawed in a lot of ways, and it shows why telling your story through lore instead of actually telling your story isn't always a good thing.

ScythGrizz
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I get your point in the expectation vs reality section and how there a small studio but charging $40 for a game with many many many bugs, like common man and the games only around 7 hours

ryanfever