Hello everyone, Philip Buchanon from Nyctobloom Creations here. This is it, after nearly a whole year of anticipation, speculation, and theorizing, it’s now here. The very final Five Nights at Maggie’s game. Now it’s entirely possible that it’s the last one for now only, and that a FNaM 4 reboot could hypothetically happen but as of now, that game is really unlikely. This is where it ends! After the seriously well done sequel that was Five Nights at Maggie’s 2, and with the plot being further developed, I was genuinely curious as to how Five Nights at Maggie’s 3 would top that game, or at the very least be on par with the consistent streak of decent quality titles in the new reboot series. Especially considering that the third and final entry appears to have gameplay features that were heavily influenced by the very first Five Nights at Freddy’s game, even more than Five Nights at Maggie’s 1 believe it or not. But hey, we can save that for once we get to seeing the gameplay. Thus, everyone? Here is my review of Five Nights at Maggie’s 3 (2024). And one last thing, unlike with previous games, I might just call this game FNaM 3R or simply just FNaM 3, and I’ll refer to the original game as FNaM 3C, FNaM 3 Classic, or just Classic, since I think doing FNaM 3 ’24 and FNaM 3 ’18 would be a bit of a mouthful. Same logic applies to FNaM 1, 2, and 4. NOW let’s get started!
The game begins and we are automatically face to face with an animatronic of some kind, we are then spoken to by some kind of text to speech voice which explains to us that we are the new technician in the newly reopened Maggie’s Magical World by another new company, Creative Concepts and that we are now vital to their operations and they would being the best care for us in any way they can! And to then make a disclaimer that they’re not responsible for damage to person or property… nice. The AI voice explains to us that our goal is to repair the animatronics, the first one being the main mascot herself, Maggie. For tonight, we are trying to check on Maggie’s eyes and jaw, and try to check for any potential malfunctions and try to fix them. We’re given two options to fix the animatronics; by following the manual step by step and try to fix the animatronics on our own, or by using the brand new auto system repair, which can cause the animatronics to move on their own for testing and to see if there are any malfunctions within. For now, let’s use the auto system repair, the only input in our part is having to press a few buttons here and there, kind of makes you wonder why you’re hired for this job but whatever. Because it’s the easier and obvious answer, let’s go with automatic, upon beginning the automatic process, Maggie would then open her eyes and jaw. In the automatic repair tablet, we can see a blueprint of Maggie’s face on it, we can click on the eyes or jaw. Clicking on either of them will start the automatic repair process on that specific part. For example, if we click on Maggie’s eye, the repair system will close it and go into a booting process, once it finishes, it will open Maggie’s eye again and go into a checking process. Regardless of which piece we check, there are no errors. The AI congratulates us as the screen fades to black and we are sent to the title screen. Before we get into that however, I’d like to talk a bit about the repair minigame itself, I like the ambiance here. There’s like metallic clanking noises in the background along with this midnight blue aesthetic to everything reminiscent of Sister Location. You can also face to another direction, where you can flash your light at a hallway. There’s nothing there though... So, maybe the threat will come up much later? Overall, nice introduction to the game, which spoiling this right now, would act as the post-night section of this game, which completely shits on that “Play with your nightmares” minigame in the classic FNaM 3- I’m so sorry.
But yea, now to the title screen. As much as this isn’t as “immersive” I guess as the title screen in FNaM 2, I actually still consider it an upgrade. There’s static ambiance along with a view of the animatronic in the back, starting with Maggie, to a pig animatronic (presumably Chanchi), and the other new cast of animatronic characters ala Sister Location and FNaM 4C. It’s good atmosphere, and this title screen is also the title screen that most resembles the title screens you’d see in the mainline FNaF entries. Overall, I like it. Just saying this right now, this won’t be the only thing that is in FNaM 3 that closely resembles the mainline entries.
We click new game and we’re greeted with an online ad of a new job position at the brand new Maggie’s Magical World, for a security night guard shift, and we are to be paid $170 per week! …Before taxes! Gotta love the American dream, am I right? I actually like the use of online ads this time as it’s implied, and later said that this game takes place in 2001. By the way, that online ad seen in the help wanted screen? Manuel had quite literally made an entire website himself to make an actual Creative Concepts website advertising Maggie’s Magical World and its animatronics, not gonna lie I think that’s pretty cool. Don’t attempt to call that number or contact that email though, I’m pretty sure they’re not real, and if they are, they’re not associated with this game.
Alright, now we’re in the night transitions, which thankfully have a sound effect this time of the camera switching static effect. I don’t mind this, and what I’m about to say is nitpicking again, but I honestly miss the epic night transitions in the classic series. You know, in FNaM 1c, there was a string sound effect that played when you start a night, or in the case of FNaM 2c, a thunder storm sound effect, here it’s just camera static again, which again I don’t completely mind since it’s just an insignificant part of the game, but it’s just something I noticed.
Okay, we’re now in the office and WOW this looks hella familiar. Alright, from what we can see, we have two empty door frames on the left and right side of the room with windows to accompany them. There are also two buttons next to said door frames, the button on the top are for… the lights oddly enough, and the button on the bottom, are for the big metal doors that, in FNaF logic, take up power when they’re closed. There are some notable differences here beyond that though, namely the fact that there’s a giant vent in front of us, wonder if that has any relevance, and still no poster where we can honk Maggie’s nose, which makes me genuinely depressed. We then turn on the cameras, that’s cool, and we then get our first phone call for the night! Alright, you know the drill. Time to paraphrase, which means explaining the mechanics for Night 1. The guy calling you is actually a pre-recorded message sent by a previous night guard who worked in the office before you did, he’s here to explain how to fend off the animatronics. You have your tablet which has three systems tabs; the cameras that are jotted all around the establishment, a special camera where you can view the main vent that’s said to be behind you, and you can even flash it using a flashlight button, and a “breakers” tab which shows all the breakers throughout the building, and a button that allows you to turn off the main breaker, leading to the whole establishment getting shut down until you turn the main breaker back on. You can also turn off individual breakers too, but only one at a time. Regardless of which tab you’re in, you have a power meter seen at the bottom right corner of the tablet. This is your power meter, ala FNaF 1. If it runs out, the whole building is engulfed in permanent darkness until you either win the night, or die. No Toreador March-esque scene though… Would’ve loved to see that. Instead, you just die by whichever animatronic comes to you first. When viewing any of the cameras, you will see a digital clock display on the top right of the camera feed. This is essentially showing the in-game time, with the in-game minutes representing real life seconds, and the in-game hours representing real life minutes, ala the JOLLY series. You have a main vent in front of you, and a door and a window to your right and left, with a pair of buttons that control metallic doors, and the outdoor lights. Just like in FNaF 1. The sounds of the doors were reused from FNaM 1 which I find oddly fitting.
That’s enough of the gameplay mechanics for now. How do we deal with the upcoming storm of animatronics? At least for Night 1?
Well, there are some animatronics that will leave stage and make their way to the hallways that lead to the doors. They will make some kind of deep sounding footsteps. If they’re heard, check the lights on them, and then close the door on them and wait until they leave. You can even check the cameras if you wish. Here’s a trick, if they’re seen at the party rooms seen at either side of restaurant, get ready, because once they leave said party rooms, they’re basically at your door. You don’t need to flash your light at them, you can just shut the doors on them. Next, there’s the vent. Some animatronics will head to the vent camera. Once they’re there, simply head to the main vent camera and flash them until they’re gone. That’s the whole gist of FNaM 3’s gameplay for Night 1. Overall, gameplay is simple enough, and boy are there a lot of familiar mechanics here. Of course, the limited power, the use of lights and doors that consume said power, that’s obviously taken from Five Nights at Freddy’s 1. And believe me when I say that won’t be the only thing taken from that game. There’s also the main vent mechanic that… Heavily reminds me of the ceiling vent from The Return to Freddy’s for some baffling reason. Overall, night 1 isn’t too bad.
Now everything else. How’s the presentation? The graphics? Oh, please, it’s a modern Five Nights at Maggie’s entry, of course I’ll say it looks great. Sure, it’s not JR’s or Five Nights at Candy’s Remastered levels of beautiful, but whatever. It’s still impressive that ONE guy did this. The environments obviously give off a very similar vibe to Five Nights at Freddy’s 1 too. Obviously, it doesn’t look like Scott made it, but it still gives off that same uncanny vibe. And of course, some things I wish Manuel DID borrow/”copy” from fnaf 1 was the random visual easter eggs. You know, where if you checked the backroom, the heads all stare at the camera, IT’S ME is drawn all over the hallway, drawings of crying children are seen at the walls, posters containing rules for the restaurant will occasionally be replaced by news articles detailing missing or murdered children, promotional posters of Freddy get replaced by pictures of him tearing his head off, really terrifying stuff. I guess I just kind of wish that was in Five Nights at Maggie’s 3 but… Oh well. One thing I DID really like without any contest were the animatronic designs. God damn, I think these have to be the scariest animatronic designs in the entire series. I was a bit worried seeing teasers of them at first, because… They looked seriously bland when compared to the Showbizz Pizza inspired designs of the cast from FNaM 1 and 2. Yes, I know this was intentional as this time, they were inspired by the Chuck E. Cheese designs, which make them look bland because… FNaF itself, is basically a glorified Chuck E. Cheese parody. Yet, in gameplay, Manuel somehow managed to make it work. These animatronics in gameplay can look uncanny as shit depending on the angle and lighting, something the animatronics in FNaM 1 and 2… Actually kind of failed to do in my opinion. There’s some kind of uncanny nature to their movement, design, and the sounds they make which I hadn’t felt since… FNaF 1 actually. Heck, the two animatronics that try to reach for your door, Bob (the pig) and Lolo (the dog)? They literally twitch and make unintelligible gurgling static noises when they’re about to attack. Like what Bonnie and Chica try to do in the later nights. Except, somehow I find this more terrifying? I think it’s the lighting and those black eyes honestly. I think a more effective example would be Maggie on the show stage. Seriously, those eyes will remain stuck in my head until the day of judgement. Speaking of Maggie… There’s her and Rolf. I like Rolf’s design really, a wolf animatronic is something that isn’t done THAT often I believe? And Maggie’s design… Yeah, it’s uncanny, but I admit, looking at her new design put me off a bit due to how radically different it looked from the first two games. Like, way for brand recognition, Creative Concepts. I’m also a bit disappointed that her main gimmick is just her crawling through the vent. Like, come on, she’s just a distraction mechanic? It’s Maggie for crying out loud, she’s supposed to be the star of this series! Oh whatever, I guess that’s a luxury to be the main focus in a series that’s named after you. Still a nice design though! Even if I do miss the rendered fur from FNaM 1 and 2. Also, Bob the Pig? Lolo the Dog? Hm. Wonder who they’re based off of. UI is good too, perfectly replicates the early 2000s era of user interfaces, which this game takes place in.
Sound design is lit too. Sure, the door sounds were reused from FNaM 1, but I don’t mind it. I like the fnaf 1 esque sounds too, the sounds of the animatronics gurgling, the sound of the lights, the static ambience, the loud sound affect that plays when they come rushing into your door… Can we talk about that? When the animatronics are now at your door, instead of turning the lights on and just seeing them there already, you see them physically move into your door as the sound plays. It’s such a miniscule thing, yet it’s so cool. Such a nice visual twist to an age old mechanic. Once again of course, I just wish the sound design REALLY hit home with the fnaf 1 vibes. You know, how sound in that game played a bigger role essentially. There were nonsensical noises meant to confuse you or make you uneasy. The ambience subtly changes depending on the animatronics positions, carousel music randomly plays for no reason, animatronics start humming music at random times, subtle banging can be heard, and so on. Not just that either, even sound design that actually helps you. Someone messing things up in the kitchen, music playing in said kitchen when an animatronic is there, running footsteps and demonic laughing can be heard when a specific animatronic moves, moaning can be heard when an animatronic is in front of you ready to attack, and more. I know it’s a bit unfair for me to compare FNaM 3 to FNaF 1, but I guess I can’t help it since first impressions will lead you to view this game as a fnaf 1 inspired game, which it is. But believe me, this game makes up for that in other ways. And this is also where I’ll stop making heavy comparisons to fnaf 1. For now, at least. Because this is where the similarities with fnaf 1 end, and the more unique stuff enter the game.
Night 1 ends, and let’s just say, I love this ending screen. 6 AM flashes like an alarm clock with well animated fireworks in the back, along with angelic music from FNaM 1. This might be the best 6 AM screen in the series honestly!
We return back to the repair system area, and we start to focus on repairing Bob! This time, we’re checking his arms as instructed by the AI voice to check them so he can play the drums properly. We start the process, click on parts of Bob, and let the process start. Can I just say that I really like the small animations playing of the animatronics moving their parts in the auto repair system? It’s such a small thing, but I like it. Of course, we do the whole thing and find nothing wrong, and the AI voice congratulates us for checking Bob and to come back tomorrow.
Night 2 begins, and we get a call from phone guy! Phone guy states that there was some information he left out from the original phone call, and proceeds to explain a brand new game mechanic. Alright, let’s talk about it. In cam 7, there’s an entry point connecting to the vent in front of you. Two new animatronics will bang on said vent, Ester and Lester. They basically act as one entity together. They will knock on the vent, and you need to close it by pressing the button that appears under the digital clock. The vent lock also takes up power, so don’t leave it locked for too long. If somehow you let them get by anyway, they’ll appear in the vent in front of you, and you need to shut off the main breaker. Apparently they’re programmed to play Hide and Seek, and they can’t see you in the dark, so their programming assumes the game is over. But trust me, you never need to do that. The two animatronics give so much time for you to react, and simply closing the thing on their face makes them leave instantly, so power management there isn’t an issue. Once again, they’re another distraction. A lesser distraction even. And yeah, that’s the only new mechanic in Night 2. You may have also noticed I didn’t talk about the power meter too much. And that’s because well… I assume you’d already know what it is, and because it’s Night 2, therefore, the power meter naturally isn’t a problem in the early nights, but the biggest reason really is… The power meter is not that strict. Really, it’s like Five Nights at Freddy’s 2 flashlight power not strict, or hell even Five Nights at Candy’s 1 power meter not strict. So, no. The power is not a problem like it is in FNaF 1. Meaning, you won’t be stressed out managing the power, but more so, you’re simply prevented from just abusing the game’s mechanics. On one hand, I am kind of sad that’s not how it works, it could’ve lead to some really intense gameplay. On the other hand, it might’ve been too RNG based, I don’t know.
So that’s all for Night 2! Hm. Two animatronics who act similarly to each other, who also play Hide and Seek, and constantly mess with the vent? Sounds familiar…
Night 2 ends and yet come to repair an animatronic, this time, Lolo. We’ll be checking his arms so he can properly play the guitar. Of course, we go through the same process again and find nothing wrong. We get congratulated by the AI voice and the minigame ends. Gotta say, not a fan of these minigames. Sure, the atmosphere is cool, and I expressed appreciation with the animatronic movements, but that’s all we do here. We can look to our right, but there’s nothing here. The X on the bottom of the floor indicates some kind of Fun with Plushtrap style minigame yet… Nothing.
Night 3 begins, and phone guy comes back to tell us about one more animatronic, Crackie. Oh hey, Crackie! He returned from the classic series finally. He’s essentially this game’s Foxy fundamentally speaking, though he doesn’t work 100% like him. Crackie will remain on stage, he will occasionally move off stage and try to run to your office. You basically have to keep an eye on him constantly. Unlike Foxy though, he moves MUCH faster, and looking at him for more than 2 seconds would reset his position. If he does manage to run, he’ll run to your office using the hallways, and you need to close both doors quickly. If not, he will stand at your office and stare down at you until he randomly does jumpscare you. Well, that’s what I found out at least, phone guy just says that he doesn’t actually knows what happens when he enters your office. It’s at that point where I question as to how he knows any of this, but whatever. I liked Crackie’s mechanic, it’s very reminiscent of Foxy’s mechanic sure, but I’d argue it works differently enough to not be a copy paste job. I also just absolutely love the sound design of him running to the doors. It’s so metallic and loud, kinda wish it was in FNaM 1 too. And the look of him staring down at you in the office? That’s such a nice nod to the Crackie easter egg in FNaM 1c. Also. Hm. An animatronic that you need to periodically keep an eye one and also has the tendency to run? Sounds pretty famil- Okay, I’m gonna stop beating around the bush with this. Much like in FNaM 4c, the “new” cast of characters are literally just the same, albeit, modified endoskeletons of the old animatronics with new costumes. Meaning, the souls of the dead are still in there. And guessing by the mechanics, we can already guess who’s who. Maggie is… Well, Maggie. Bob is Chanchi, Lolo is Lola, Ester and Lester are Hank and Flower, Crackie is Guppy which I find hilariously fitting considering FNaM 4c, and I’m ASSUMING Rolf is likely Jerry. Why Creative Concepts decided to reuse/modify these endoskeletons instead of creating new ones from the ground up is beyond me, but whatever. Still a cool concept though to introduce a new cast while still technically using the same old characters!
Night 3 ends, and we repair Crackie. Nothing special.
Night 4 begins and we get a phone call. Phone Guy states that one new animatronic is after us now, but he does not describe who… But he does state that it will produce a static noise that can be heard all throughout the building. The louder the noise is, the closer the source is. If we spot him in a specific camera, we should then head to the breakers tab and shut the breaker in the room he’s in. It disables the camera, sure, but it keeps it away. The animatronic in question? A literal bare naked endo with red dotted eyes. Gee, I wonder if this is Cerdi? I’ve seen people complain that Cerdi/Endo (I’ll call him Endo for now), has an unoriginal/bland design because he’s just an endoskeleton. But I honestly don’t mind it, we don’t see proper endoskeletons that much in traditional style games as a proper enemy, and I’ve been wanting to see one since the endoskeleton easter egg in fnaf 2. Again, kinda wonder why Creative Concepts didn’t build a mascot suit for Endo but oh well. Maybe the budget/cast space finally ran out. Oh yeah, to easily tell if Endo is around, check the main vent. If you hear a loud static noise in the main vent, he’s active somewhere.
Night 4 ends, we repair Rolf, done.
Night 5 begins and there’s no new mechanic. We don’t even get a phone call from Phone Guy. We get no closure from him this time. Unlike with FNaM 1 where phone guy says he got fired, or in FNaM 2 where it’s implied he died, here he just… Disappears without a trace. Well you know what that means, the full roster off game mechanics is now complete! Therefore, I can give you thoughts of what I think of the gameplay so far.
Gameplay is fine. Obviously, this game isn’t the most original game out there, but I wouldn’t say it’s a FNaF 1 clone entirely. Literally the only true fundamental similarities are the door and light mechanics, whole vibe of the office, and the power meter which even then works differently. Besides that? No, this game plays different enough from FNaF 1 to the point where I’d say it’s different enough. Sure, everything else are just glorified distractions until Endo comes into play, but that piles up, and at that point, you are playing this game differently from how you play FNaF 1, which is more than what I can say with One Night at Flumpty’s or Five Nights at Wario’s. Game is also fairly balanced too, nothing here is ruined by bullshit RNG. It might be easy as hell, and that’s because it is if you’re fast enough. But it doesn’t matter since, again, the game is not asking you to be perfect or have lightning fast reflexes that put Sonic the Hedgehog to shame, but rather, just “capable”, and it’s honestly refreshing considering the amount of fnaf fan games these days where the challenge is either luck or just spamming random bullshit at you. The game is completely balanced, and like it. I WILL say though… I honestly prefer the gameplay of FNaM 2 more. I dunno, the mechanics of having to check Guppy, using the audio to manipulate the animatronics movement, and the more in depth ventilation system just felt more… How do I say this…Involved to me? Like, it felt more like I am actively working to fend off the animatronics, as opposed to here where, it still DOES feel that way with how aggressive and fast they are. Except for Ester and Lester though, they’ll take their sweet time in that supply room no matter what. But it feels slightly more like you’re dealing with two main threats that aren’t that difficult, while also handling a bunch of distractions. Again, this gameplay is not terrible, it’s still leagues above something you’d see in The Return to Freddy’s or even the Jolly series in my opinion. Every character acts different enough, and there’s no problem of RNG. That being said… I do think FNaM 3’s presentation is leagues above FNaM 2. I already stated how FNaM 2’s presentation feels “bland and lifeless”, which I guess fits well with the abandoned withered theme of the animatronics but still. A major downgrade from FNaM 1’s 80s flashy arcade aesthetic. FNaM 3 however completely shits on them both with its early 2000s aesthetic and for having the strongest FNaF 1 vibes out of the rest, while also, in my opinion, being the scariest in the reboot series. Really, the presentation in this game is the best part of this game, and also the best in the series in terms of audio and visuals.
Listen to me, I sound as if I’m almost done yet I didn’t cover the post Night 5 repair section, Night 6, and the Extras stuff.
Night 5 ends, and we do one final repair with Ester and Lester. We finish the repair and get… Two paychecks cool. This reveals we were playing as Aaron Meyer the whole time, the same guy we played as in FNaM 2. We got on paycheck from May 18 2001 for our security guard duties, and another from May 25 2001 for our repairman duties, confirming that we are the same character in both minigames.
Alright, we know that’s not the end. There’s still Night 6 and- Yep. No new mechanics. It’s Nights 4 and 5 but harder. This is also what I consider to be the peak of the game too for reasons I’ll explain later.
Night 6 ends and we get a newspaper article stating that Maggie’s Magical World burned to the ground and police are now on the lookout for Aaron as he was caught setting the pizzeria ablaze, with the text saying “Fake Ending” underneath. Wow, Aaron is QUITE the arsonist, isn’t he?
Night 6 ends, and we have now unlocked the extras and custom night. You know… I don’t feel accomplished. That ending screen bugs me, fake ending? What’s the real ending? Why is there no closure to the story despite this being the last game in the series? Why was there almost nothing happening in the repair sections? You know, I remember the game stating that there’s a second option for repairing the animatronics. Yeah, the manual repair section. Let’s restart the game and try that again.
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