Five Nights at Freddy’s has been around
for over 1/3rd of my life. That’s weird to think about. Something even weirder is that this game and
this game are a part of the same franchise. Seriously, compare the two for a second, FNAF
1 to Security Breach. If you look hard enough, you start to realize
that the only thing recognizable between the two are the original cast of characters: Freddy,
Chica, Foxy, and uh… Bonnie. Yeah. [Show blank on right half of the screen, before
slowly pushing in Monty, maybe put a bonnie image on top of his head]. Once security breach was finally released,
I got interested in just how we got from here to here, and how one man can produce two games
so radically different in the same series. So uh… y’know let’s do that. I was never good at transitions- I’ll just
start, okay? First, it’s important to understand one
thing and one thing only: Scott Cawthon is a weird guy. That’s not a bad thing, but it does tell
us a lot about Five Nights at Freddy’s as a series. Scott was born in Houston, Texas on June 4th,
1978. His career into game development and animation
began in the late 1990s, in a time where technology in that field was a far cry from where it
is today [showcase bowling animations from 90s]. [Toy Story] Outside of the most cutting edge
technology of the time and hundreds of millions in animation budget, 3d animations of the
era looked something more like this [1990s animation]. Movement was stiff, textures were simple,
and models were made of a few basic shapes and nothing much more. But 3d animation wasn’t alone in the 90s,
at least not in terms of its jankiness. Also lying within the dark tendrils of the
world before y2k [fake spooky/serious voice] was a little craze you might recognize, a
pizza place by the name of Chuck-E-Cheese. Now low level conspiracies about reusing pizza
slices aside, the craze around these animatronic restaurants cannot be understated. [Show evidence of how massive it was.] And when a place is so universal as Chuck-E-Cheese
was, it can start to… leave something in the minds of those who entered it. A sort of liminality, a kind that mixes foggy
memories of childhood with the awkward, uncanny style of the time [leave a gap of silence
to unnerve people, then move on]. As Scott’s career continued [Show Doofas
gameplay], his work and his faith began to intertwine. He joined a company named Hope Animation in
2007, and with them created an 8 part animated series on a famous Christian allegory “The
Pilgrim’s Progress”. And I have to say, it is… pretty in line
with a 2000s Christian animated series to be honest with you [show clip from it]. Following the release of the final part, Scott
went on to create an impressive number of games on his own. Many are difficult to find, with only scraps
of their existence still on the internet, but just checking the names, we can get some
insight into Scott’s personality. Among some early flash game era sounding ones
like Rage Quit or Forever Quester, we have more telling games like Fa-rt… Quest. Fart Quest, alright. We also have Bad Tip Waiter Calculator, Pogoduck,
a truly concerning amount of slot machine games, and Pimp My Dungeon… Pimp My Dungeon. If we check out some of his more iconic games,
however, a bit of a pattern starts to arise. The Desolate Hope was one of Scott Cawthon’s
biggest projects. The game explores a rotting world filled with
nothing but machines, ones originally designed to simulate off world expansion. However, the robots stopped getting updates
from their humans over 30 years ago. You play as Coffee, a fittingly named coffee
pot as he tries to fight off computer viruses that are taking over the massive derelict
machines keeping their isolated station running. The world is intentionally ugly. Any movement is jagged, any living being is
artificial, and it’s all so… surreal, and familiar. It’s like the game itself is stuck in the
1990s, still captured by that animatronic craze. This fixation seemed to bleed into much of
his other work. Whether he never learned the more modern animation
styles or he simply liked the old look more, Scott’s games were permanently stuck in
the past, stuck in that feeling of the uncanny. While the few who played the game seemed to
love it, The Desolate Hope was not the success Scott was hoping for it to be. He released it for free on his website in
the April of 2012 and finally managed to get it on steam a few years later, where it received
15 reviews in 4 months. His release of Chipper and Son’s Lumber
Co. just one year after The Desolate Hope shows much of the same look and tone, even
if unintentional. While the game itself is a quirky farming
sim, that style that made The Desolate Hope so interesting is the same one that made this
game a horrible failure. Critics of the game when it was trying to
pass Steam Greenlight were incredibly cruel, toting the animation and style as mechanical
and creepy. Chipper and Sons released in late 2013, after
a long career of trying to break through as an independent developer. Scott’s fascination with 90s animation style
seemed to hold him back, with nearly every attempt at a big project being alienated and
thwarted by it. At this point, any normal person would have
given up. But Scott Cawthon is not normal. Seeing the reviews for Chipper and Sons: creepy,
mechanical, horrific, would make anyone depressed. And yet, facing what his style for what it
truly is, Scott made a decision. He’d give the world something to really
be scared of. It’s easy to forget just how strange the
first Five Nights at Freddy’s game really is. The horror game industry, from indie devs
to triple A studios, centered around the idea that the player needs to do something. If you turn a corner and see a long, dark
hallway, it was on the person to actually step towards it. While this is still the tried and true formula
and is perfectly scary in its own right, FNAF’s approach to horror is much more interesting
to me. Taking influences from his own past work,
Five Nights at Freddy’s is what I’d like to call a Sit N’ Survive horror game. Rather than the horror coming from being forced
to make decisions, Five Nights at Freddy’s makes it clear that you are absolutely helpless. The goal of the game is to run out the clock,
that is really all you can do. While you sit in the office, a whole team
of coordinated animatronics slowly or very, very quickly approach you, giving razor thin
margins to actually stop them from entering. It gets even more stressful with the power
system, forcing you to keep yourself exposed, otherwise you are absolutely guaranteed to
die. The entire game hinges on a balance of keeping
everything open until the moment you need to close them. It might seem weird nowadays that FNAF 1 was
a brand new kind of horror game, but that’s what a lot of its appeal was. I remember my older brother telling me about
the game as a kid, calling it a horror game where “the monsters come to you”. Even Markiplier’s now iconic FNAF 1 playthrough’s
description reads: “No other game has given me a greater feeling of dread than this one. Five Nights at Freddy's is incredibly unique
and takes an approach to horror that I've never experienced before.” That’s high praise from someone who built
a following playing horror games. However weird it may be, though, in terms
of tone, the first game is deadly serious. Darkness is spread entirely throughout the
pizzeria, making the corners of every room near invisible. You’re only allowed cursory glances of each
and every room between managing the animatronics and your power, letting your mind wander as
to what you might have missed. The poor static on the camera makes you paranoid,
giving you glimpses of things that aren’t even there, until you finally see a real,
genuine change: one of the animatronics just moved. Due to the limitations and budget of the game,
nearly all movement is obscured by cameras dying out. Almost like weeping angels, these robots act
like statues, stiff and lifeless up until it’s too late to stop them. The security room itself is tiny, and cluttered. Cobwebs show under the desk. Children’s drawings are strewn about the
walls without any explanation as to why. And despite being flanked on two sides, the
room somehow feels isolated. Even with the doors open, the darkness outside
acts like something even more oppressive than walls. The only human contact you’re given in the
game is bits and scraps of audio recordings from… a man. This man, you learn, used to be a security
guard like you, and has been so desensitized to death that his warnings to you sound like
basic formalities. And even then, just as you start to get attached,
even this hardened veteran is killed as you can only sit and listen, knowing that you’re
now on the same night that killed him. Your only human contact is taken away from
you, right when you need it most. Five Nights at Freddy’s 1 plays like the
worst kind of nightmare. You are helpless, trapped, losing power, and
isolated. It feels ripped straight out of the head of
someone raised in the 90s, with their fears of animatronics manifesting in the most terrifying
way possible. And clearly, these fears connected with many
people, as this small, basic indie horror game quickly became a monolithic success. Scott finally broke through. With both money and a direction, it’s only
natural that there would be a fnaf 2. Scott’s fixation landed him a conceptual
goldmine, with youtubers, viewers, and players alike wildly speculating on the little bits
and pieces of story he put in the game. It’s likely that Scott didn’t even expect
to make another one of these, and threw in “The Bite of 87” and golden freddy and
the phone guy as fun little mysteries without an actual answer. However, we already know from The Desolate
Hope that Scott is more than just a horror game designer, he’s a storyteller too. So then, by the time Five Nights at Freddy’s
2 released, Scott’s view of the series had already started to shift. FNAF 2 is my favorite game in the original
series. The atmosphere stays very true to the first. Much like the establishment itself, everything
was bigger and better, while still being played completely straight. You could put anything in those vents and
it would still be unnerving. Mechanically, the game is much more complex. They just straight up removed the doors, and
in its place, Scott decided to have a much scarier setup. In order to survive, you have to let them
in the office. What’s fascinating is that despite the last
game hiding the animatronics in shadows and obscure angles, FNAF 2 takes a very different
approach. You stare them dead in the eyes. Even for the creatures you can’t let in
the room, foxy, mangle, you need to use your limited flashlight to ward them off. In terms of design, the animatronics are far
more extreme than the first game. While fnaf 1 relied on the uncanny of the
mostly normal looking bots, five nights at freddy’s 2 has the withered animatronics. Subtlety is not the word for these characters. Bonnie, Chica, Freddy, they aren’t living,
or dead. They’re walking corpses. The toy animatronics are far less scary, but
almost resemble the characters in Chipper and Sons, with exaggerated faces and bright
colors. The most important thing that Five Nights
at Freddy’s 2 does, though, is start to truly craft a storyline. For every animatronic, there’s a reason
they look that way. The toy animatronics are an overcorrection
to make the business seem more friendly, the withered animatronics are the old ones being
torn apart and retrofitted for the next location to open. And, most importantly, we’re given a character
that is made specifically for plot purposes, the puppet. I’m not gonna deep dive into the plot of
the series, but while most animatronics are there to be your tormentors, and even ones
like golden freddy were likely added originally as just an easter egg, the puppet’s role
in the plot is defined and specific. With this entity, Scott is committing to making
a story, and a brand new piece of the fandom grew wildly. The theorists. And in Scott’s efforts to craft a story,
the direction of the series as a whole was quickly changing. The death minigames are something that fnaf
2 and 3 share, and the message they have is important. Even though the animatronics are trying to
kill you, in the story of the games, they are actually the victims. The puppet is shown as a good guy, trying
to give the children murdered a new chance at life, despite the results of it being a
bit less than ideal. What the difference between Five Nights at
Freddy’s 2 and 3 is, however, is that the antagonist of the story and the gameplay merge
together. Springtrap is the villain of Five Nights at
Freddy’s 3. There is no one else. The gameplay itself focuses entirely around
him, trying to lead him away from your office through the sounds of children, something
that needs to be said out loud. While there are “phantom animatronics”,
these are hallucinations, and ones that don’t even kill you. When it comes to this game, there is just
one antagonist in the game and the story. The plot is shown through minigames that show
up after each night, giving clues to find the good ending of the game. The good ENDING. This is the first, but not the last, FNAF
game that claims to be the end, and this one has 3 different ones. The bad ending follows if you beat the game
the normal way, going through all the nights as is and stopping at night 5. You see after surviving each night minigames
showing the purple guy attacking and dissembling each of the animatronics in an attempt to
kill off the souls inside. On night 5, we play as one of those souls
and work together with the others to scare him into putting on springtrap’s suit, where
it then goes- (crunch)- The neutral or secret ending plays after beating nightmare mode,
simply showing a newspaper telling us that the attraction in FNAF 3 mysteriously burned
down. We can assume this was done to try and kill
off springtrap, who’s trapped inside, success on that pending (low). Finally, the good ending is designed specifically
for the theorist side of the community, with hidden puzzles on every single night. Things like color codes and hidden pathways
through minigames slowly reveal a story of trapped children. These souls stuck inside the animatronics
want to be released, and through our efforts, at the very end of the game, we do just that. We’re shown a screen with the lights off,
telling us that we’ve finally freed the lost souls haunting this franchise. What a beautiful end to the series- Five Nights at Freddy’s 4 is a nightmare
shitfest of horror and misery. Despite still being technically part of the
original series, it takes a much larger leap into insanity. First off, the very first thing we see in
the game is this little bear with a text box… excuse me, t-th-they TALK??? SINCE WHEN???? Like I get there’s some vague instructions
in the minigames and balloon boy laughs and all that, but this thing talks. In fact, there’s a whole lot of talking
in fnaf 4. Before now, we knew they were sentient and
are ghosts and all that garbled nonsense, but there was always a barrier. Scott communicated messages through codes,
through tiny bursts of information, just enough to get the mind rolling. We were studying moving hieroglyphs, telling
tales of tragedy and suffering at the hands of this purple menace. The moment words came out of these animatronics’
mouths, what the series became is far beyond horror with obscure story elements, this is
now a narrative horror game. However, the gameplay and story are still
separated… for now. That does NOT mean, though, that the gameplay
is normal. FNAF 4 is a nightmare. It’s in the name, obviously, but just look. People don’t appreciate the insanity of
this. This is bonnie. This is nightmare bonnie… WHAT? The mechanics follow you as a child in a bedroom
moving around from place to place, something never before seen in the game series, with
possibly the most terrifying game mechanic so far. Instead of the wall of darkness just occupying
the space around you, you have to STARE INTO IT. And then, you need to listen ever so gently
to see if the NIGHTMARE CREATURE IS RIGHT IN FRONT OF YOU. And then, if you don’t hear anything, you
need to shine a flashlight to check. This is a game of russian roulette where you
the only way you know the bullet is in the chamber is if it goes *breathing noise*. Yet, at the same time, it is still a sit n’
survive game. Or like, move around a bit and survive. That would soon change. This far into the series, it becomes really
easy to forget that Scott Cawthon is not a horror game maker, not originally. By the release of FNAF 4, Scott was 37 years
old. He had been a horror game maker for less than
a year at this point. The first game released on August 8th, 2014,
the fourth came out July 23rd, 2015. Despite this rampant success, this was not
the career that Scott had in mind. Some part of him, deep inside, started to
get an itch. It already started to show itself in the games’
shift to narrative, but that wasn’t enough. From the perspective of a creator, I can tell
you personally that the things you’re most proud of always seem to be the things that
don’t take off. The original Sit N’ Survive, The Desolate
Hope, even Chipper and Sons, these were games that came from his soul. And clearly, that itch to make something true
to himself was starting to take him over. And so, a game would be released on January
21st, 2016, that would show the world a side of Scott unseen since the very first game. Everyone, say hello to FNAF World (slower). Now I’m a bit of a weird guy for a number
of reasons, but this game proves that Scott is far beyond me. In a return to form to his pre-Five Nights
at Freddy’s days, this game takes on the cutesy style that lead directly to FNAF. The gameplay is that of a realtime team RPG
with a huge cast of animatronic characters that you can switch out at any time. Outside of that, the overworld of this game
is massive and the story for the most part amounts to be a teaser for the next game,
Sister Location. For the most part. There’s a number of endings in FNAF World,
but the Hard Mode ending has someone very interesting as the final boss. Scott himself. The monologue he gives before and after the
fight is meta and strikes to the heart of his struggles with the series. Once you enter the boss room, Scott says,
“That's some real dedication. Great job! Most people are content playing through the
game on Normal mode, but not you... There is always an over-achiever in a bunch. I guess that's you. So it's your fault then, for my misery. It's never enough for you people. Don't you get it? I can't do this anymore! I won't… It was fun being the puppet-master, but now
I grow weary. It's time to put you in your place.” Once you beat him, not an easy task, his final
words to the player are, “Ok. Alright. I get it. Was this the ending you really wanted? Coming all the way here just to kill me? Was I REALLY the villain in your mind? I mean sure, this is definitely one way to
bring the story to a halt, but surely there was a more satisfying ending. I just do what is demanded of me! I fill your insatiable gullets with more and
more and more! And now you’re here to show your gratitude. Well congratulations then. I haven't brought this story to an end; you
did. So feel good about yourself for ending the
story by killing the storyteller!” If you go to the biggest youtube video showing
off the bossfight, the top comment reads: Just to clarify for people who don’t know,
this isn’t how Scott feels. He admitted in a forum that it was just a
joke. And, truly, I did find an email where he says
it was all in good fun. But… like… was it? I’m sure that he doesn’t actively hate
the fanbase he created, but some resentment towards the series would make a lot of sense. FNAF was born out of resentment, Scott didn’t
see himself as a horror game maker until one day, he was. And considering just how radical the shift
in the series is from here on out, it’s clear he wasn’t content being just the horror
game guy, giving us hints from the shadows. No, Scott’s a story teller, he told us that
himself. It’s time for him to tell us a story. Sister Location is my favorite Five Nights
at Freddy’s game. Fresh off the release of Scott’s first journey
into book writing, The Silver Eyes, he came into Sister Location determined. While the fanbase wasn’t sure just what
this game was going to be, Scott kills any doubts in the very first minute. This is not the original series. Five Nights at Freddy’s: Sister Location
is a story driven game. You play as a nighttime technician, whose
job it is to repair all of the various Funtime animatronics. You’re lef around from room to room by an
AI, with different, more and more terrifying jobs every night. However, on the second night, you meet the
life and soul of the game. Baby is an animatronic who speaks. Not in text, she speaks to your ears. In fact, there’s a lot of speaking in this
game. There’s barely a moment where something
isn’t talking. Baby’s voice is innocent and wistful, but
soulless and robotic. HAND Unit’s voice is cheerfully corporate,
Freddy’s voice is psychotic, Afton’s is deep and intimidating. Those gaps we had to fill, the life that all
of our collective minds brought to these characters, these animatronics, these villains, these
victims, are given a concrete reality. They have personality, motives, intentions,
emotions, and it’s all done amazingly. Sister Location is effectively terrifying. Not only does Baby’s voice fill me with
dread, Scott didn’t completely abandon the roots of the series. While you move around the facility, every
night is capped off with a unique sit n’ survive minigame. My personal favorite is Funtime Freddy’s. Like the Plushtrap minigame in Fnaf 4, you’re
playing chicken with a killer robot trying to restart a number of systems. The real key to the terror, though, is the
constantly strobing light that only gives you small glimpses at Freddy as he slowly
inches towards you. It reminds me a lot of the first game and
the camera blackouts, but a lot faster and far more intense. And yet, between the crawling through vents
and pitch black hallways, the chilling voices and insane storyline, the glue that holds
all of it together is the humor. Scott’s sense of humor, fittingly, is just
as strange as he is. We see throughout the series Scott take jabs
at the Freddy Fazbear Pizzeria corporation. While you’d think the animatronics are the
soulless murderers, we come to find out that corporate indifference and greed are the things
really killing off all of these kids. While Willaim Afton and co are behind the
souls of the children being trapped, the pure stubborn desire for money is the thing that
keeps fueling the reincarnation of all of these massacres. It’s a theme we see play out through the
entire series, and that corporate indifference is the subject of most of Scott’s jokes. Considering his long career as an independent
developer, we can assume that a lot of this humor and malice towards big companies comes
from deep inside of Scott. Sister Location made a big splash, with the
story causing chaos for theorists and the gameplay being an encapsulating fresh start,
but Scott was not done yet. The next game, Pizzeria Simulator, didn’t
skip a beat on the path to Security Breach. Stepping away from the immersive underground
bunker of Sister Location, FNAF 6 is a very meta game. You play as a Freddy Fazbear Franchisee, running
a location that you get to upgrade and explore. Corporate humor is taken to the absolute extreme,
with you needing to balance profit with safety, dodging lawsuits and factoring in injuries
and death as a mere cost of doing business. While there are Sit N’ Survive segments
after each day, it’s possible to play the entire game without a single animatronic coming
to kill you. You’re given a choice to examine the bots
as a tape recording tests them, asking you to shock them if they start to move. Something familiar. If you fail during the interview, you don’t
die like in the other games. The animatronics instead hide in your vents,
tormenting you throughout the night. The contrast between the simulator and the
after hours sides of the game give us a very literal clash between the old and the new. On one, you have the pitch black, atmospheric
foundation of the series. On the other, we see the absurd, colorful,
and story-driven future. But that future, what we see as where FNAF
is going, is truly a journey into the past. Going back, all the way back to 2014, to the
video Sit N’ Survive gameplay. I mentioned it once, but this game is more
than meets the eye. Chipper and Sons might have been the straw
the broke the camels back, but this game… is Five Nights at Freddy’s. Just look at it. We see the DNA of Sit N’ Survive in every
installment. In every door that needs closing, in every
death minigame, in the sound effects, in the style. What Pizzeria Simulator is, really, is the
original game split in two. FNAF 6 is the third game in the series to
claim that it’s the end, but this time, I honestly believe that it’s true. The lorekeeper ending and the completion ending
tied up a lot of loose ends, but the most important to me is the puppet. The first character introduced in the series
intentionally as something more than just an animatronic, the first real mystery that
was started with FNAF 2. We finally see the puppet, now the security
puppet, being there for the original killing. It was tasked with protecting the very first
murder victim, trapped in its box. It couldn’t stop William. We see it run out into the rain, desperately
searching, until it finds the girl in the back alley. All it can do is curl around her, as her own
soul leaps into it, setting off the rest of the series. Every FNAF game, as it bounds further into
the future of the series, kept looking back. We would see, again and again, the real story
behind those very first incidents. The bite, the murders, giving gifts and giving
life. But FNAF 6 goes all the way back. Before Freddy, before even FNAF 1. And, I truly think, it’s the last to do
so. Ultimate Custom Night feels like an after
story, one last hurrah to the series. Being the 7th main game, just like the 7th
day in the originals, it serves as a custom night to all of the games. We have the deadly serious Freddy Fazbear
next to Mr. Hippo and Music Man. While FNAF 6 felt like a close to the original
series, Ultimate Custom Night feels like a close to the gameplay. The tradition of the near impossibly hard
20/20 mode was present in every single game except for Pizzeria Simulator. Even in Sister Location, you not only had
the secret ending, but an additional custom mode added just to keep that tradition going. So, to make up for that absence, Scott gave
the world his hardest challenge yet. Just like the first game, he had no idea if
it was even possible to beat. 50/20 mode not only involved 50 characters,
but had even more secret animatronics thrown into the mix in the middle of nights. And just like the first game, it was eventually
beaten. With that achievement, Five Nights at Freddy’s
as we knew it was over. Help Wanted came out around a year later,
as a fully fledged VR game. It served as a bridge, connecting the old
games with a new way to experience them. With the story, too, Help Wanted recontextualized
everything we’ve come to know, and set up everything after. The video games that we all played and we
all watched exist in the same universe as this game. The Freddy Fazbear Pizza corporation contracted
an indie dev to create everything in order to hide and profit off of the real tragedies
that took place. This universe, funnily enough, is on the same
sort of layer as ours now. People in this world played those games just
like we did. They dug into the lore, made music for it,
watched let’s players scream their lungs out at it, the only difference being that
the corporation is real. In this world, the animatronic craze never
died, and got far more advanced than our world could ever wish for it to be. This is the world that Security Breach takes
place in. Rather than the tiny, rinky dink establishments
we came to know, the corporation in this world is insanely rich; rich enough to fund the
pizzaplex, and give to us the most advanced animatronics yet. Fully sentient, fully conscious, and fully
animated. I did not grow up in the 1990s. I did not live through the animatronic craze. Scott did. He carried on those memories, all of his memories
from the 90s, and put it into his work. He tried his hardest making retro video games
with his retro style and retro tastes, until one day he twisted it. He took those memories, not of the pleasant
animatronics, the ones that lived in the minds of children, but something bastardized. Dark, uncanny monsters, and that terror is
what gave him success. And yet, as the series kept going, he started
to put his soul into the story. A story of family, a story of soulless corporations,
and the monsters secretly being the victims. Of children being killed, trapped eternally
in metal bodies and plastic skin. Stuck, frozen in time in an aging world, being
tossed aside like scrap while everyone carried on. Tragedy after tragedy. Yet these games started a new animatronic
craze. Even in the shroud of this dark story, people
saw the souls inside of these robots. Communities formed to celebrate them, make
stories about them, give them personalities and voices before Scott ever did. The passion ignited a new side of FNAF, one
that was born with Help Wanted. In this new universe, the one Scott made for
us, something different happened. Despite all of its flaws and shortcomings,
Scott made something that our world couldn’t. He did what nobody else has ever done, what
Chuck-E-Cheese couldn’t have even dreamed of. He did what millions of 90s kids did in their
hearts and minds. He took these animatronics, these uncanny,
cold, soulless chunks of metal and machinery… and he gave them life. Personally, I think that counts for something. Thank you, and have a nice day. This video was a massive undertaking. I really wanna make more stuff like this in
the future, but if I’m gonna do that, it would help tremendously if you subscribe to
me and subscribe to my patreon. The topics I cover on my channel are not always
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I think that’s more than evidence enough. For just 2 dollars per video, you get access
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pretty fun to be in if you wanna join. All links in the description. With the e-begging out of the way, this is
the end of the video. I hope to see you all next time.