The FNAF game that KILLS YOU IN REAL LIFE
Summary
TLDRIn this intriguing narrative, 'Five Nights at Freddy’s 5' is revealed as a tragic tale of a fangame developer who passed away before completing his work. The game, initially taken down for its unauthorized title, was a simple FNAF 2 remake with a mysterious looping mechanic. The true story unfolds as players navigate through looping nights, hallucinatory scenes, and a chilling climax that transports them to the diner's stage, revealing the developer's struggle and tragic end.
Takeaways
- 🕹️ 'Five Nights at Freddy’s 5' was a fangame that was taken down by Scott Cawthon due to its unauthorized use of the FNAF name.
- 💔 The fangame's developer tragically passed away shortly after its release, with his father communicating this to Scott Cawthon.
- 🔍 The game was difficult to find, and upon playing, it was found to be a loop of the first night with no clear progression.
- 😱 The game unexpectedly transitioned to a different game, 'THEFT KING', after attempting to close the program.
- 🎮 The gameplay of 'Five Nights at Freddy’s 5' was described as a lackluster remake of FNAF 2 with missing features.
- 👻 The game included surreal and unsettling dream sequences that blurred the lines between reality and the game's world.
- 📹 The developer within the game started recording themselves to document and understand their nightmares.
- 🛠️ The game's progression was unconventional, requiring the player to use a debug command (CD+) to advance.
- 🤯 The climax of the game was only revealed after the player allowed their character to be killed, leading to a jump scare.
- 🍽️ The game's finale took place in Fredbear’s Family Diner, suggesting a deeper connection between the game and the FNAF universe.
- 🔗 The script suggests a meta narrative where the game's development and the developer's personal struggles are intertwined.
Q & A
Why was the game 'Five Nights at Freddy’s 5' taken down from Gamejolt?
-The game was taken down because it used the name 'Five Nights at Freddy’s 5' without permission, which is a trademarked name by series creator Scott Cawthon.
What was the reaction of Scott Cawthon to the fangame's developer after the game was taken down?
-Scott Cawthon reached out to the developer, explaining that the only issue was the game's name and suggested that if the name was changed, the game could be re-uploaded to Gamejolt.
What tragic news did the developer's father convey to Scott Cawthon?
-The developer's father informed Scott Cawthon that his son had passed away just a few days after the game's release.
What was the initial impression of the game 'Five Nights at Freddy’s 5'?
-The initial impression was that it was a bad fangame, appearing to be a simple remake of FNAF 2 without any new story elements, mechanics, or half of the expected animatronics.
Why did the game seem to be a demo rather than a complete game?
-The game seemed to be a demo because after completing Night 1, the game looped back to the start of Night 1 instead of progressing to Night 2.
What unexpected discovery was made when the player attempted to close the game?
-The player discovered someone else's desktop, where they were working on the same fangame 'Five Nights at Freddy’s 5', indicating that the game was actually 'THEFT KING'.
What is the significance of the developer's experience with nightmares in the game?
-The developer's nightmares seem to be a reflection of their reality, where they are so focused on finishing the game that they start to hallucinate and experience surreal dreams.
Why did the game crash and open a Google Drive page with a .zip file?
-The game crashed and opened a Google Drive page with a .zip file as a workaround to circumvent the 4GB limit of Clickteam’s 32bit architecture, allowing the game to continue with more content.
What was the purpose of the developer setting up a camera to record themselves?
-The developer set up a camera to record themselves 24/7 in an attempt to establish whether the entities that appeared in their nightmares were real or not.
How did the player progress to Night 4 in the game?
-The player progressed to Night 4 by using a secret debug command known as 'CD+', which is a feature left by the original developer Scott Cawthon in the first few FNAF games.
What was the revelation at the climax of the game?
-The climax revealed that the developer was not in their bedroom but at the counter of Fredbear’s Family Diner, suggesting a blurring of reality and the game's world.
Outlines
😱 The Curious Case of FNAF 5's Removal and Developer's Tragedy
The script discusses the controversial 'Five Nights at Freddy’s 5', a fan-made game that was removed from Gamejolt due to its unauthorized use of the FNAF name. The creator, Scott Cawthon, reached out to the developer, only to learn of the developer's untimely passing. The narrator's experience with the game was underwhelming, finding it to be a lackluster remake of FNAF 2 with missing elements. However, upon closing the game, a surprising twist was revealed: the game led to another developer's desktop, hinting at a deeper, more personal story behind the creation of 'Five Nights at Freddy’s 5'.
😨 The Developer's Nightmare: A Haunting Glimpse into FNAF 5's Creation
This paragraph delves into the eerie and surreal experiences of the developer of 'Five Nights at Freddy’s 5'. The game's progression is unconventional, with nights looping instead of advancing. The developer's struggle with nightmares that mirror the game's setting is highlighted, suggesting a blurred line between reality and the game's world. The script describes the developer's attempt to record their experiences to discern the reality of their haunting dreams, culminating in a mysterious browser window opening before the game crashes, leading to the discovery of a .zip file that bypasses software limitations.
🎮 The Frustrating Puzzle of FNAF 5's Progression and Its Bizarre Conclusion
The final paragraph details the narrator's frustration with the game's lack of clear progression, despite using various tricks to advance. The revelation that the only way to progress was to allow the character to die adds a layer of irony to the game's easy difficulty. The climax of the game is unveiled as a jump scare that transports the player to a scene in Fredbear's Family Diner, suggesting a deeper narrative about the developer's connection to the FNAF universe. The paragraph concludes with the developer's character sitting at the counter, about to face Fredbear and Spring Bonnie, leaving the audience with an eerie and unresolved ending.
Mindmap
Keywords
💡Five Nights at Freddy’s 5
💡Gamejolt
💡Scott Cawthon
💡Theft King
💡Clickteam Fusion
💡Nightmare
💡Marble Hornets
💡Debug commands
💡Game Over
💡Fredbear's Family Diner
💡.exe file
Highlights
Five Nights at Freddy’s 5 was considered the worst FNAF game ever released, quickly taken down by creator Scott Cawthon due to naming issues.
Developer was allowed to re-release the game on Gamejolt if the name was changed, but tragically passed away before responding.
Initial gameplay of FNAF 5 resembled a basic FNAF 2 remake without story or new mechanics.
After completing Night 1, the game unexpectedly loops instead of progressing to Night 2.
Upon closing the game, a surprising scene reveals the developer working on another FNAF fangame.
The game's climax is triggered by using the secret debug command CD+, leading to a surreal experience.
Night 2 gameplay remains the same with no difficulty increase, continuing the loop back to the start.
The developer's in-game character experiences a nightmare that takes place in the same room they are sleeping.
Disturbed by nightmares, the developer records themselves 24/7 to establish the reality of the entities haunting them.
The game crashes and opens a suspicious Google Drive link to download a .zip file named dont.exe.
Launching the downloaded executable leads to Night 3 with more spooky elements but no clear progression.
Night 3 loops without progression, despite trying previous tricks and getting frustrated.
Chat suggestion to try CD+ command leads to an hour on Night 4 with no clear way to progress.
The game's true climax is revealed only after allowing a Game Over by getting jump scared.
The developer's in-game character finds themselves in Fredbear's Family Diner, approaching the stage with animatronics.
The game's unique approach to storytelling and gameplay mechanics create an unsettling and engaging experience.
Transcripts
Five Nights at Freddy’s 5 is the worst FNAF game ever released.
It’s terrible.
Just one day after being released on Gamejolt, the game was quickly taken down by series creator
Scott Cawthon, because...
you can’t call your fangame Five Nights at Freddy’s 5!
Of course, Scott didn’t want the aspiring developer's efforts to go to waste, and he reached out,
explaining that the only problem was the game’s name.
If he changed it, he could put it back on Gamejolt!
However, Scott wouldn’t receive a reply from the game’s developer, but rather his father,
who explained that tragically, his son had passed away mere days earlier.
I had been searching for a copy of the game for months,
but after finally getting my hands on it and growing bored only few minutes into Night 1,
I went to close the program, only to discover what Five Nights at Freddy’s 5 actually was:
THEFT KING: ...what?
At first glance, the hilariously-named
"Five Nights at Freddy’s 5"
was really nothing special.
It looked like yet another debatably-enhanced remake of FNAF 2, just without any story,
or new mechanics… or half of the animatronics that are supposed to be there.
What’s really strange though is that upon beating the first night, the game just loops.
Night 1 starts over; there’s apparently no Night 2.
For all intents and purposes,
FNAF 5 played like a demo of a bad fangame,
and one could easily be fooled into thinking that that’s all it was:
some teenager’s first attempt at making a game upon learning Clickteam Fusion.
Growing bored and wanting to react to Battington’s new VHS tape for my stream,
I pressed Alt + F4 to close the program,
only to be greeted with...
someone *else’s* desktop:
Whoever’s computer this is is working on a FNAF fangame...
*This* fangame...
The one we were just playing...
However, just a few moments later… they’re startled by a noise coming from outside their window:
We witness what I can only presume is a nightmare that the developer of the game experienced.
It seems that they’ve been so focused on the finishing FNAF 5,
they’re starting to… hallucinate or something.
Exiting their bed, the developer walks to their desk and continues to work on the game…
...all day.
Before he knows it, it’s dark out:
Once there was a guy
who... hated puppies and kittens,
and he didn't SUBSCRIBE TO THEFT KING,
and
then he died.
If you don't SUBSCRIBE TO THEFT KING,
SUBSCRIBE TO THEFT KING
…and just like that, we had reached Night 2.
The second night’s gameplay is more of the same.
I don’t think the difficulty increased at all compared to Night 1.
However, once again, unlike every other FNAF game,
reaching 6AM doesn’t progress us to Night 3,
instead looping us back to the start of Night 2.
I pressed Alt + F4 again, hoping it might trigger another scene,
but this time it actually closed the game and took me back to my desktop.
Disappointed, I went to relaunch the game, but when I hovered over the CONTINUE button:
Once again we see the developer in their bedroom at night as they continue to work on the game.
Nervously, they glance to the window,
but unlike the prior night, nothing seems to be present in their room.
Looking up, the developer finds themselves
in the FNAF 2 office.
The same office that was on their computer was on their computer's display just moments ago.
As they cautiously walk into the hallway,
they hear a noise coming from the east vent:
Once again, they find themselves back in their bedroom.
Just another... bad dream, I guess…
“Have you ever had a dream that took place in the exact same room you were sleeping?
It’s really unsettling.
One second I’m in this surreal, dream-like version of my bedroom,
yet the next moment I’m awake.
It’s morning, but I’m in the exact same place I was when I was dreaming.
I set up my dad’s old camera on my nightstand to film myself.
Like the dude from Marble Hornets.”
Disturbed by the uncanny nature of these nightmares,
the developer began recording themselves
24/7, trying to establish whether or not the entities that stalked them each night were real.
…L-like… the dude from Marble Hornets.
At this point, the game opened up a browser window before promptly crashing.
It was just a Google Drive page with a .zip file called dont.exe (because .exe files are totally .zips XD)
This was… tremendously sketchy,
but I downloaded it anyway, cuz yolo.
I would later realize that this was probably a workaround
to circumvent the 4GB limit of Clickteam’s 32bit architecture.
Upon launching the new executable, we’re taken straight to Night 3.
Once again, it’s more of the same crappy FNAF 2 remake,
albeit with even more spooky stuff going on in the background.
It’s… not hard, or fun,
but at this point it was becoming clear that surviving until 6AM was not the goal in this game.
I cycled through Night 3 several times,
struggling to figure out how to progress.
The prior tricks of closing and re-opening the game
didn’t do anything this time around,
and I was starting to get frustrated.
Nearing my wits-end,
It was at that moment that someone in chat asked if I had tried CD+.
For those unaware, the first few FNAF games have secret debug commands that
developer Scott Cawthon left in the game.
Most famously, if you hold down the C, D, and [+ key (on the Num Pad!!)]
while your cursor is over the poster’s honkable Freddy nose,
6AM will immediately trigger,
progressing the game to the following night.
I hadn’t tried this, and sure enough, upon entering the command:
I spent an hour on Night 4.
I could *not* figure out how to progress.
Neither CD+, nor Alt + F4,
nor any of the other tricks worked,
and I looped through the night over ten times!
It didn’t help that the gameplay is so mindlessly boring,
you basically had to try to die:
THEFT KING: "It's actually good that this game is so easy, because
otherwise it would be so frustrating to try to figure this out."
THEFT KING: "Y'know what? Forget it - let's just go watch the Battington tape.
Um...
Yeah, Foxy- Foxy, you can kill me.
C'mon-"
…and that was it.
You had to die, and FNAF 5’s pathetic difficulty meant that
nearly every player who reached this point
would be able to fend off the animatronics indefinitely.
Only upon allowing yourself to get jumpscared and triggering a Game Over
was the game’s climax revealed:
Just like the prior tapes, the scene opens with the developer putting the
finishing touches on FNAF 5, when suddenly:
Rising from their desk, they find that they’re no longer in their bedroom,
but instead sitting at the counter of Fredbear’s Family Diner.
Nervously, they approach the stage where Fredbear and Spring Bonnie await:
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