Hello everyone, Philip Buchanon from Nyctobloom Creations here. To celebrate the PC release (and possibly Android release too depending on how much time I spend on this review) of Five Nights at Maggie’s 3, and to finally settled some unfinished business I had regarding Nyctobloom, I am now here to finally do my review of Five Nights at Maggie’s 2. As usual, I will be completely honest with my opinions, and at the end of day, they’re still my opinions. Parts of the game may not good be good to you, may be something that’s good to me and vice versa. And like in my FNaM 1 review, I’ll be referring to the original Five Nights at Maggie’s 2 from 2016 as FNaM 2 ’16 or FNaM 2 Classic or simply just Classic, whereas I’ll be reviewing the reboot version of Five Nights at Maggie’s 2 as FNaM 2 ’23, FNaM 2 reboot, or simply Reboot. With all that out of the way, let’s get on with the review of Five Nights at Maggie’s 2.
The game begins, and we are immediately taken to an 8 bit minigame ala FNaF 3, complete with static and all that. I used to absolutely mock fan games that do this since this is TV Static, and Arcade cabinets don’t typically have this. However, upon research it turns out that static like this actually can happen on 8bit games if said games are running on a console which is connected to a television like the Atari 2600 for example. In other words, this style actually isn’t entirely unrealistic. I really should stop nitpicking the logic of Five Nights at Freddy’s type games… It’s not like the mainline titles are any better themselves. So anyway, we play as some kind of guard or employee, and yellow text tells us to ‘FIND THEM’. We wander around this mysterious establishment trying to see what it is we are looking for, soon enough we find what seems to be a cassette tape with the letter ‘E’ above it. Going near it and pressing ‘E’ to collect the tape meets is with a corrupted jumpscare of an adult male, which is reminiscent of the ‘IT WORKED’ Easter egg in FNaM ’16. The game then suddenly shifts to the main title screen.
The title screen is almost reminiscent of the title screen shown in FNaM 2 ’16, where it shows the picture of the John McAdams Warehouse Tour along with ambient noises of the city background, cars running buy, crickets… cricketing, and dogs barking. The title screen even has its own font this time, whereas its predecessor, FNaM ’21, reused it from… Its own predecessor, FNaM 4 ’20. I personally really like the title screen. On the other hand however, I feel like it’s sort of a downgrade from Five Nights at Maggie’s (2021). There, you had ominous music playing with Maggie slowly approaching our point of view. It’s unsettling and properly sets up the tone and horror of Five Nights at Maggie’s. Or even in FNaM 2 ’16 where the concept is the same as in Reboot, sure, but there was the ominous sound of rain with Maggie herself staring at us. Thunder would strike, and it would reveal that Chanchi and Lola are standing there behind her. Here, it’s mainly just background ambiance. But it’s still good on its own. You can view this as the security guard looking at the building before he begins his shift. In other words, a calm before the storm. Speaking of the storm, let’s dive into Night 1 of Five Nights at Maggie’s 2.
Night 1, begins. With only basic text and no night start up sound. There’s not even the distinct sound of camera static. But it’s whatever. Let’s see how the gameplay is like. Night 1 begins, and in typical FNaF fashion, we get a phone call. Oh yes, we now have subtitles that’s epic. The phone guy tells us that we may think this is some boring security guard job when in reality it isn’t, and that these animatronics move around… Okay yea, we know all this already this is a FNaF styled game. He essentially just tells us how the game works for the first night and onwards and bids us well. Sooo, I’ll just paraphrase his instructions given to us for Night 1. Sooo, for this night, the only animatronics that are active are Maggie, Chanchi, and Guppy. Maggie and Chanchi are the “common antagonists”, like with Bonnie and Chica from Five Nights at Freddy’s 1. They will leave the main stage and make their way towards the office, where you’ll then have to fend them off. But how do you fend them off exactly? There are two ways to deal with Maggie and Chanchi, the first method is by going to the cameras and pressing the ‘PLAY AUDIO’ button, which plays a loud static sound effect. You need to use this in the same camera where the animatronics are in in order to scare them out of said room. 8 times out of 10, they’ll move back to the previous room they were in to avoid the noise. In the 2 out of 10 times however… They’re likely going to move even further towards you instead, although this doesn’t happen often as stated. But a more sure fire way to deal with Maggie and Chanchi, is by waiting for them to approach the hallway. Check the lights to see if they’re there and zap them with the button that has a lightning icon in it. Here’s a fun fact, you don’t actually need to use the light at all to detect the animatronics. Because, if you notice, you can basically press the zap button anytime you wish. It doesn’t do anything when there are no animatronics around, but as long as Maggie or Chanchi are there, you can press the zap button regardless even without checking the light. On top of this, you can even here footsteps sounds, which indicate that they’re in hall somewhere. Unlike in FNaM ’21, you don’t need to wait for them to come near you first in order to deal with them. They could be as far away from you as possible, or right next to your doorstep. The shock will still work on them regardless, and you’ll still be able to hear their footsteps. To the other side of your office, you’ll see Guppy. Guppy essentially works the same way he did back in FNaM 2 ’16. Except, instead of being in the window in front of you, he’s chilling in an electrical fire hazard to your right. I wonder if that’ll have any plot significance later? Regardless, like in FNaM 2 ’16, Guppy will slowly approach you closer and closer until he gets you. To keep him at bay, you simply have to flash your light at him until he sits back down. And that’s essentially it for Night 1. So with Guppy’s mechanic being easy to figure out, and with the mechanic with Maggie and Chanchi aren’t too difficult to deal with you’d think Night 1 and perhaps the rest of the game would be pretty easy right? Sure, the audio effect would occasionally get messed up, but it pretty much automatically fixes itself anyway. Plus, with the aforementioned footsteps, the light in the hall seems useless. You’d be right in thinking that Night 1 difficult, because it really isn’t. But trust me, this is only the calm before the storm, and you’ll see why. I’d like to also discuss the atmosphere. I’ve stated earlier that Guppy is sitting next to a ‘fire hazard’. I’m basically referring to the crackling of electrical wires in the room he’s in. You can not only see the flashes of said crackling in the right, you can even hear it too, which adds to the atmosphere of the game. Not just that, but the ambiance also annihilates whatever FNaM ’21 offers. I’d like to point out a mistake I made back in the review of FNaM ’21, where I stated that the only real ambiance there was the sound of the fan buzzing. No, there also was “general ambiance” in FNaM ’21, but it was so subtle and blends in too much with the noise of the fan, that you don’t really get to hear it all that much. It doesn’t help that said ambiance noise is mostly just a simple “humming” sound. In FNaM 2 ’23 however, the ambiance is much louder and therefore much more noticeable, and has more in variety when it comes to sound. The distant sounds of wind blowing through the metallic environment, the subtle sounds of thumping, really, I recommend you either look it up online (if it’s available) or play the game yourself and take a listen, it’s pretty good stuff. It’s loud enough that you can… You know, notice it. But it’s not what I consider too loud where it’s jarring. It doesn’t exactly compare to the ambiance seen in the main FNaF titles, but it’s still really good. The sound design really, is good. The buzzing of the light switches, the crackling of the electrical wires, the static noises of the audio deterrent, it’s all great. The sound of the shock however, in my opinion is just okay. It doesn’t really have the same impact on me like the door from the first game. I prefer how it was done in JOLLY 2 where it’s much louder and has more visual brightness, I should review that series one day. Graphics? Oh please, it’s a Five Nights at Maggie’s game, of course they look fantastic. I may not think much about the presentation visual wise, but the graphics themselves are still very good. The environment looks great, nothing in the game looks low quality, they may not be fully on par with the stuff Scott Cawthon made, but I honestly like it that way. Not every FNaF fan game in my opinion needs to 100% mimic Scott’s style. The animatronics also look nice too, even if they’re just modified damaged versions of the original animatronics in FNaM ’21, which quite frankly is the most cliché thing Manuel could’ve possibly pulled off, but whatever it’s fine, I don’t exactly look for originality in fan games because… they’re fan games. Overall, first impressions are amazing. This is already on par with the first game in terms of quality so far. How will the rest of the game continue this?
This is where we move on to Night 2. Phone Guy calls us up again, and congratulates us for being alive, yet somehow sounds unimpressed or apathetic by it. I should note at this point that I have no real issue with the voice acting of this game, it’s not exactly what I would call a “top-notch performance”, but it’s passable, especially for a game that’s free. Phone Guy then tries to tell us the mechanics for Night 2, which I will explain here. There are three new animatronics active tonight; Hank, Flower, and Lola. Hank and Flower would go through the vents to try and get to your office ala FNaM ’21, unlike the in that game however, they’re not entirely frustrating to deal with due to RNG or high reflex nonsense and are actually relatively easy to deal with. Alleluia, thank Jesus. Much like Maggie and Chanchi, there are two ways to deal with Hank and Flower, the first method is by using the cameras to track them in the vents, you can toggle between the room cameras and the vent cameras ala FNaF 3, in case you’re wondering. Here, you can click on the button that says “Close Vents”, doing this will stop the animatronics from progressing any further and will eventually let them leave the vents… most of the time. In other times, they may just move to a different vent. But that’s not really problematic at all because once they do get to your office vent, you simply have to look at them and poof, they’re leaving. You even have multiple chances to look at them in case you had other things to do, so it’s quite difficult to loose to them. Finally, there’s Lola. How does she work? Well, she would face up to the cameras and wait for you to look at her, if she does, she will temporarily disable your camera systems and go rush to your office vent and wait for you to look at her some more, if you stare at her when she’s at the vent, she’ll rearrange your intestines. She’s basically this game’s Phantom BB and Chanchi. Unlike both of them though, ESPECIALLY Chanchi, dealing with Lola isn’t as frustrating either! There are three ways to deal with Lola, method one, the usual method, just switch to another camera or leave the tablet, she won’t affect you. She will still be in the camera you left her in, but you’re given what feels like 2 or 3 seconds to react, so it doesn’t mean much. Another method is by playing the Static Audio that Maggie and Chanchi seem to hate, yeah turns out Lola hates it too and would immediately run back on stage when it plays. The final method is… by simply ignoring her when she’s in the vent, she really doesn’t stay for too long when she’s in the vent, and at this point you can focus on dealing with Maggie, Chanchi, or Guppy. I kind of wonder why Chanchi wasn’t the one who’s given this role since he essentially worked just like this in FNaM ’21, heck Maggie, Hank, Flower, and the rest act fundamentally similar to how they did in FNaM ’21, why wasn’t the trend continued? That’s just a nitpick though. I should also note that I like how Lola has different poses when she’s staring at the canera. This also applies to other animatronics too, they have different poses depending on which room they’re in, and I think that’s pretty cool. In FNaM ’21, half the cast had the same copy and pasted pose which to me just looked half-baked. Thankfully, this didn’t apply to everyone but still. Regardless, I have no issue with these mechanics so far. One may consider this game so far to be extremely lenient, and therefore easy… right?
Thus, we arrive at Night 3. This is where the game starts to evolve, in my opinion. Phone Guy calls us yet again, and says there’s one last threat we need to know about, Cerdi, returning from FNaM ’21. How is he any different from the rest of the cast you may ask? Well, Cerdi works similarly to Maggie, Chanchi, Hank, and Flower but with a twist. You see, Cerdi will wander throughout the warehouse and make his way into the office through your door, or via the vents. Here’s the difference however, unlike with Maggie and Chanchi, you cannot shock him to get him to leave your left hall, remember the Sound deterrent for Maggie, Chanchi, and Lola? That’s an audio lure for Cerdi ala Springtrap from FNaF 3. He won’t be affected by the shock, but thankfully he’s also a bit slow, so you have a decent amount of time to react. This is also where your hall light now comes in handy since, you don’t always know if Cerdi is in the hall or not unless you’ve been keeping an eye on the cameras more frequently, which in my case, I wasn’t and I’ll tell you why later. Cerdi will also go into the vents as I said, the difference here is, you HAVE to close the vents on him, if he reaches your office, he’s killing you instantly. Nope, he won’t eve peak letting to just stare a him to go away, so you have to close the vent on him in the cameras. Thankfully, there’s an ‘alert’ button on the cameras he’s in, so finding him won’t be problematic. But still though, quite the diversion. Mechanics that you thought you were useless now suddenly have a purpose, I like that. I liked how Cerdi was implemented into this game, he serves as a nice little diversion from the rest of the cast. That’s basically it for Night 3 though, and considering Cerdi is a bit slow, you don’t really get to see his mechanics that much at times. Until Night 4 arrives…
Night 4 is now the eye of the storm. This is where FNaM 2 shows its real self. Phone Guy calls us for the final time, stating that there is another animatronic that he was unaware of, he’s unsure as to how it works exactly, other than “it behaves similar to the other animatronics”, he then states that he’s not sure if he will make it out alive and wishes us the best of luck. Well, RIP man. So who is this new animatronic? It’s Jerry, making his rebut in Five Nights at Maggie’s 2 just like in the classic series. Once again, I absolutely love the modelling and detail on this character, a massive glow up from… whatever cube design he had in the classic series. I’m gonna be honest, I didn’t like how his mechanics were introduced. Yes, I get he’s supposed to be “super mysterious” and all that, but I feel like it artificially increases the difficulty of the game until you actually figure out how he works yourself, which is slightly difficult considering you’re trying to fend off the other animatronics. But here’s how Jerry works, he works like Cerdi but with a twist believe it or not. Like Maggie and Chanchi, he’ll make his way into your office via the hallway to your left, unlike with Cerdi however, he actually can get affected by the zap, and using the static audio on him would deter him away. He also goes into the vents, and like Cerdi, you have to close the vents on him. UNLIKE Cerdi however, there won’t be an alert icon in the camera he’s in. This, I can’t help but find utterly unfair, first off.. I know phone guy said that Jerry acts like all the animatronics, but how are you supposed to know that he’ll even be in the vents in the first place? And even then, you’re so used to just letting the vent animatronics come to your front vent, that you wouldn’t even think to check the vent cameras unless it’s Cerdi, which even then the game alerts you of where he is. In my experience at least, most of my deaths was due to Jerry coming from the vents. It was only be sheer accident that I found out Jerry would be in the vents because I misclicked on a vent cameras when I was only supposed to be checking on Cerdi, only to discover that Jerry was there, and since he kept killing me multiple times, I assumed this was why, and I was correct. Okay, rant over. Jerry is also a great inclusion, I like how he serves as a diversion… to the diversion. Really turns what is a deceptively easy game into a challenge. Yet despite that, I’ve noticed that this game doesn’t have any form of RNG bullshit into it, everything is doable based on skill alone, sure you may need to act fast on certain things, but it doesn’t exactly put pressure on your reflexes and even gives you room for error. More FNaF games should be like this, official or otherwise.
I don’t have much to say regarding Night 5, it’s basically Night 4 again but more difficult, except of course, there’s an ending screen where you get your paycheck stating that you’re name is Aaron Meyer, and that you’ve been paid $130.50, with the date stating that it’s 1995, a whole decade after FNaM ’21. Well, at least he got slightly more money than what Mike Schmidt got in FNaF 1. Wait… didn’t the help wanted newspaper state our paycheck is $150…?
Night 6, I do have a bit more to say. This night is where the game peaks in difficulty, it’s the most difficult night of the game, even more than this game’s custom night at Max/20, I’ll get to that later. At this point, listening to audio cues is practically essential as Maggie and Chanchi will give no room for error. Once you hear footsteps, you immediately need to zap the hallway, because unless it’s Cerdi, they will kill you near instantly. Jerry is hella fast too in this night, vent, hall, doesn’t matter, making this one intense night… yet again, still not completely luck based. Again, you just need to have good skill and maybe a bit of reflexes, but not reflexes to that of a God, just be fast enough. And that’s it! Once the night is finished, you’re greeted with a newspaper stating that the warehouse had caught on fire and burned down to the ground, with the only suspect being the security guard, it says the identity of said guard is not yet disclosed but, let’s be real people, it’s most likely us they’re referring to. It also states that whatever few items that survived the fire will be sold off for public auction. Wow, they have the nerve to blame us for the fire, and not the electrical fire hazard that’s literally to our right. There’s also text at the bottom that says ‘Fake Ending’, the game then ends with the screen saying that we didn’t find them all… wait… what WERE we supposed to find? Hm, find them, find them. Oh yeah. Remember the 8bit mini game that pops up in the beginning of the game? ... Let’s reexamine that.
Okay, for this one, you basically have to look up a playthrough, because the first 8bit minigame shows up once in the beginning, and never again. Sooo, I can’t blame anyone who easily will miss this. But basically, the layout that’s in the minigame is practically 1:1 with the layout of the warehouse we are guarding in. Sooo, remember the cassette tapes I mentioned? Whenever we find a cassette tape, we need to keep in mind where in the minigame we found the tapes in, the first tape appears to be in a desk in a room that seems to be where Cam 5 is. If you collect the tape in the minigame, a flash of who is seemingly John McAdams would appear. Now, what happens if we reach Night 1 and try to look at Cam 5? We see a desk, and look there. There’s the cassette tape. We can collect the tape by clicking on it. Once we beat Night 1, we can now listen to the tape. These tapes are long monologues by the very man himself, John McAdams. Since they are monologues, I will just briefly paraphrase the important parts.
The tape is recorded on May 25 1975, John McAdams states that he’s doing an experiment in an attempt to preserve human life and possibly achieve immortality, he states he’s going to attempt this by transferring the human consciousness into the endoskeletons, said endoskeletons were actually made for this experiment, and the animatronics and the restaurant itself were simply a façade to hide this experiment. He doesn’t have any support from the government or any third party, as this experiment would be seen as unethical by… Literally anyone else. McAdams proceeds to state that the test subject required for this experiment has to be a young child, no older than 3 or 4, since the consciousness of an older human being may not function well with the endoskeletons since the human mind at that point is too developed and used to the body of a regular human being, that they will die instantly when said consciousness is transferred to the new bodies. I’m guessing they just can’t comprehend the endoskeletons’ inner workings? McAdams then states that, with massive reluctance, the first test subject, is his own son who will be born within some time. The tape ends.
To receive the second tape, we need to beat night 2 first. You don’t need to find the tape this time as it doesn’t appear, but rather, after beating night 2, you’ll be brought back to the ‘FIND THEM’ minigames, as I will now call them. This time, the tape can be found near the stage area. Collecting it will show an abrupt jumpscare of Guppy before fading back to the main menu screen. With this knowledge, we can continue to Night 3. Once Night 3 begins, we can go to CAM 6, where the main stage is located and see the tape is lying in the same area where we collected the tape in the minigame. Once we finish Night 3, we will get to hear the second tape.
Despite it being the second tape we’ve collected, John McAdams states that this is in fact, Tape Number 8. We don’t get to find out what happened to the other tapes, but they’re not relevant… for now. The date is June 3 1978, McAdams is heard lamenting on the fact that the experiment had unfortunately failed. His son’s consciousness had been successfully transferred to the endoskeleton, but he doesn’t act like a proper rational human being. Instead, acts more like a wild animal, as its thinking is suspected to be based more on emotions, very negative emotions and has also become seriously hostile and territorial. This endoskeleton is likely the same one that’s within Guppy, which could explain why he’s separated from the rest as he’s likely more violent than the others since there’s no description of the other animatronics being aggressive (this doesn’t explain why Guppy would deliberately run towards in FNaM ’21 but oh well). Despite this failure, McAdams still states that he will continue the experiment regardless, and try to make a more updated version of the endoskeletons, since he suspects that the main reason the experiment failed was due to the hardware not being able to handle the complexities of the human brain, I’m guessing it can’t even handle children’s minds., but hey he’s sort of alive at least. McAdams states that he has two more bodies ready for the experiment, but is not sure that it would be a success. The tape ends.
Now we need to find the third tape. We won’t find it in Night 4, so we’re skipping that. Once we finish Night 4, we’re back to the FIND THEM minigame. The tape can be found on a tale in the top right of the map, if we collect it, we get a static jumpscare of Maggie. Once Night 5 begins, we go to CAM 3 and collect the tape which is located on the table. Once Night 5 is finished, we are then able to listen to the tape.
This tape starts, and we’re not given any information on what tape number this is, or what the date of recording is. We hear McAdams sounding devastated, stating that his daughter is now trapped “in there”, likely referring to an endoskeleton. Considering there was a jumpscare of Maggie earlier, we can conclude that this endoskeleton is the same one powering the Maggie animatronic. Unlike with McAdams’ son, he likely wasn’t planning on using his daughter for the experiment, and he blames someone named Henry for the incident, saying that he was supposed to take care of her, his own sister, letting us know that Henry is his son too. He then states that he can’t stop now and must finish his goal, this can’t be all for nothing. The tape ends. Night 5 ends too, and we’re given our paycheck, and also a final minigame.
In this last minigame, it shows the tape being in the very middle of the map. Collecting it gives us a static jumpscare of all the animatronics before fading into the main menu. This is where we play Night 6 and try to find the tape. The tape is located in CAM 2 on a box, we collect it and finish Night 6. Once Night 6 is complete, we get to hear the last tape.
Once again, no tape number or date. McAdams sounds haggard and stressed, the police are now conducting an investigation on him even though the children he gotten had their bodies absolutely mutilated beyond recognition and we’re scattered far, far away from the establishment. He suspects that someone is attempting to stop him and unethical methods in trying to gain immortality. Despite this, he still stays determined (haha Undertale) to try and get his work complete in any way he can. The tap ends, and so does Night 6. We are now greeted with the real ending, that states that instead of being caught on fire, the warehouse had just simply been shut down due to many safety complaints about the machinery not having any protection measures put in safe for children, and I’m willing to bet our also dangerous to any tourist in the building, and because this building is seen as ‘disrespectful’ to Lester Arias who had been killed in the building only three years prior to the tour’s opening. We’re then given a pink slip, stating we’re fired since we’re no longer needed in the warehouse. I’m kind of lost as to how collecting all those tapes would lead to the warehouse being shut down and not caught on fire but, it’s whatever. And… that’s the absolute end of the game.
Okay, okay, we know that’s not really the end. There’s still Custom Night, and of course there’s Max/20. Now, I typically do not cover custom nights in most FNaF games because, let’s be real, these nights exist purely for gameplay and for the adrenaline, so unless there’s a massive lore thing behind it, I’m not gonna cover it. But this will be an exception for a small reason. Out of curiosity, I decided to try out Max/20 and… I beat the thing first try. Yeah, not kidding, unlike with Nights 4-6, I didn’t die once whatsoever. For starters, Cerdi is not available in custom night, so he’s basically out of the equation, second, the options to close the vent or play the static audio don’t require to be fixed as often as they did in Night 6, they still need to be fixed quite often but not as much. That and… I don’t know if it’s because I had good RNG or what, but Guppy was almost never that close to me when I checked on him, hell he didn’t move as much as I thought he would, Jerry too? He always appears in the hallway, he never was in the vent. Therefore, I was able to beat Night 7 on the first try. That has never happened to me before. And you know what? I’m happy. This tells me that this game knows not to test the player’s limits unlike its predecessor. The reason I didn’t cover custom night in FNaM ’21 was simply because:
1. I didn’t beat it yet, and I didn’t want to wait until I did beat it in order to have an opinion on it to review the game.
2. It’s basically impossible, for me at least. I already seriously struggled in Nights 4-6 in FNaM ’21, playing a night where all their settings are cranked to a maximum? Yea, no thank you. This turned FNaM ’21 from what was an already somewhat difficult game, to what I’d argue is almost reliant on RNG.
I have tried to beat FNaM ’21’s Max/20 mode like twice, but I still haven’t beaten it, and I don’t feel like beating it. I’ve seen what the game has to offer at that point.
Buuut yea, that’s Five Nights at Maggie’s 2 (2023). What did I think of it? Let’s get the bad stuff out of the way.
First off, the presentation is once again a downgrade from FNaM ’21, there was this 80s neon arcade aesthetic to everything, the restaurant looked like an actual restaurant you’d see in Showbizz Pizza or Chuck E. Cheese’s, the game just ends on a regular alarm clock, and so on and so forth. There’s also no nose honk still even though there’s a poster for that which makes me sad. Heck, concept of the game’s setting I not really unique. It’s a warehouse tour, which is unique on paper, but in practice is quite derivative of the Fazbear’s Fright horror attraction in FNaF 3, and the concept of broken animatronics X years later is a concept that is so predictable. And what do I think of this game’s story? It’s… generic. Some science and technology genius, who’s one of, or in this case THE creator and mastermind behind the animatronics and everything else wants to play God and tries to use what would become the game’s main enemies to achieve immortality, or an alternate kind of human body. By FNaF standards, hell by Mascot Horror standards, this is just a quintessential story, and nothing else. I don’t know if it’s just because FNaF had tired me of this concept with Afton’s remnant, or the Bigger Bodies Initiative in Poppy Playtime, but I don’t find this story that original. But hey, at least it’s better than the nonsensical shenanigans that occurred in the classic series… I guess. I’m also rather mixed on the story telling, itself. The game mostly tells its story passively, instead of mandatory text cutscenes or 8bit minigames, the story is told through the tapes and nothing more, though this is intentional since the game is more gameplay focused rather than narrative focused. However, I should state that there are more details about the story that are not present in the game itself. John McAdams’ son and daughter, who later are implied to be Guppy and Maggie respectively, actually have names, they’re Jason and Stacy McAdams. What happened to John McAdams after the final tape? Well, we know he died, it’s been stated in FNaM ’21, but we’re also given a date as to when he died, which is August 26 1982, which lines up with the implication that John is in Cerdi since the security footage where Cerdi seems to activate in FNaM ’21 shows that the date is August 27 1982, one day after John supposedly died, and with the yellow text monologue stating how the future has been accomplished and how Henry failed to stop him, we can conclude that it was Henry that tried to stop his father and gotten him investigated by the police, but we wouldn’t have that confirmation without the teasers. It’s also thanks to said teasers that we know that Stacy died and got transferred to Maggie in 1981, there was even more lore about the person Lester Arias, mentioned in the Real Ending newspaper. Lester was a 16 year old kid who got killed likely by severe electrical burning, since all that was all over his body, which was a signature method caused by this game’s serial killer, The Frankenstein who was alleged to be none other than John McAdams himself since the murders had stop when he died, only for them to continue 8 years after his passing. Okay, I can forgive certain details being omitted from the main game to be only on teasers, promotional material, or other alternative media. But I can’t help but feel that some of these details should’ve been in the game too? Namely ‘The Frankenstein’, I feel like he should’ve been mentioned along with Lester Arias in the newspaper, but he wasn’t, he wasn’t mentioned anywhere, or even some of the more trivial stuff like John’s death date. I understand not including the extremely unimportant stuff like the names of John’s children since they’re likely not THAT important to the story, but the Frankenstein? These are details that should be somewhere in the game, and not be mainly in teasers because the point of a teaser is to… well… tease the audience and get them hyped for the game, yet it’s almost as if they’re being used to tell main parts of the lore itself, I’m not sure if that’s intentional, but to me at least, it’s sloppy, however I’m not too upset at this decision because…
1. I’ll be honest, I almost never care about lore in fan games to begin with, unless said fan games have a genuinely well done story behind them (Five Nights at Candy’s 3), which this doesn’t so…
2. Five Nights at Maggie’s 2 isn’t the last game in the series, so as far as I’m aware, every concern, question, mystery, etc. could be easily answered in Five Nights at Maggie’s 3, therefore making my critiques irrelevant.
But we move on to the positives!
The presentation may be a downgrade, but the graphics and sound design? Oof, they’re on par with FNaM ’21, heck, the sound design in some cases had a bit of an upgrade from that game, the animatronic design or concepts may not be unique or even scary, but they still look as decent as the previous game, and the gameplay? Classic series or not, I think this is the most balanced game in terms of difficulty and mechanics, and I also think the gameplay peaks here, this game gameplay-wise absolutely trumps over the previous peaks of the FNaM series, FNaM 2 ’16, FNaM 4 ’20, or FNaM ’21, this game is superior. It’s because of that, I now crown this as the new title holder of my favourite FNaF fan game ever made. Is it perfect? No, there’s elements of this game which I feel should’ve been done better or have the potential to be improved upon, but I can’t deny that whatever flaws this game may have, it’s severely outweighed by the positives. Now, I’m just wondering how Five Nights at Maggie’s 3 could top this game.
As of me recording, there is still no Android port available for Five Nights at Maggie’s 3, and likely will not be out until June, therefore I won’t be reviewing the game until then. It’s not because I don’t have a functioning windows device, I do have now have a hand me down laptop courtesy of a relative which can run certain games fairly well, and I highly doubt would struggle running a game like FNaM 3 ’24, despite how Manuel seems to constantly bring up how much more heavy it is than FNaM ’21 or FNaM 2 ’23. However, I’d like to make sure that the game is at least available to almost absolutely everybody before I get the review done, and I’d like to see if there are any differences in feel between playing the PC version and the Android version. I *might* still play the game before the Android port comes out, but I won’t say much about it until then.
So, yea! There’s my long awaited review of Five Nights at Maggie’s 2 (2023), I seriously apologise that it took me this long to finally getting to review it. But alas! It’s done, happy one year anniversary to this game, and next time we meet, we’ll be looking at the ultimate finale of the Five Nights at Maggie’s series, Five Nights at Maggie’s 3 (2024). I’ll be seeing you guys then. This is Philip Buchanon from Nyctobloom Creations signing off, take care everybody.
You know, we have a flashlight to keep Guppy to our right at bay, but why do we use a light button, that flickers, mind you, for the hallway to our left? Wouldn’t the flashlight be more reliable? Oh well, maybe it's mounted...
I really need to stop questioning the logic of FNaF games…
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