4 years ago

My review of Security Breach, No Twitter limit edition {Warning, this may contain spoilers}


So this will be my honest opinion on Five Nights at Freddy's: Security Breach , I've actually never even done any reviews before but I feel like this is something I can actually sit back and talk about for once.

Disagree with anything I say? Don't feel shy, feel free to go against what I say, maybe hit me with some facts and logic.

The Positives

So before I obviously start tearing my hands into the decisions this game chose, I'll start off with my praise on the game.

The graphics look beautiful, Steel Wool definitely did do a great job on building a huge Mall in the style of the 80's and I dig that style quite a lot. It is as well impressive that they managed to make a Five Nights at Freddy's game going from 2D scrolling to fully fledged free roam where you can explore just about the entire mall, shows how much dedication they put into each room.

My favourite section by far is DJ Music Man in West Arcade, or more known as Fazcade. I really enjoy the music that plays in the background as you're searching for the breakers, makes the situation feeel more tense and adds a bit of mood as well, kinda giving that adrenaline rush as you search around, not to mention it feels less tedious than going around finding 5 generators in the Daycare.

The voice actors did a good job in their roles, especially characters like Freddy and Roxy, Roxy really gave that egotistical tone she has, sets her character the moment you hear her.

I would say something about the Monty fight, but I ended up glitching that section in my playthrough and had no boss fight whatsoever, so due to no experience I can't really say anything about that part. The cutscenes however are definitely a highlight of the game.

An area I did actually feel scared of is near parts and service when you're faced with "Weeping Angel" like endo skeletons, who only stop walking towards you when your eye focus is not set on them. making the player anxious about where they could be.

The Negatives

Oh boy, I think this is where I start typing for ages. So expect some huge lines of text.

First off, I want to vent about the Fazwatch, and how I think it is literally the worst thing in this game, or at least not executed as well as it should have been.

The Faz-Watch Flaws:

  1. The Faz-Map is dreadful, none of the rooms are labelled, so you have no idea what is what, so when you feel lost and you take a look at the map, you will still feel lost because the map tells you nothing about what room is the one you want to go to. A way they can improve this is they possibly colour key the rooms or just label them, so that way the player can understand more about the maps layout rather than just having a look around finding the way to go, relying on the signs above the rooms.

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I could only tell which room was roxy raceway because of the tracks on the map, other than those small details that help you know what is what, you don't know if the room you're going to is the right one. But while I get the entire mall is freeroam and best to find it yourself, the sense of adventure, if the game gives you a map, then it should be better at being a map.

2. The Missions: A majority of the time, the objectives are just telling you to "Find out" how to do something, so it expects you to find out by yourself.

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I am fully aware that the game gives you other objectives about what to do, but honestly they don't end up becoming helpful either. As during my time trying to find out how to decomission Chica, I found a Monty Mystery Box and the game told me to put it in a "Kitchen Compactor" which I had no clue what kitchen it was referencing, so I ended up spending a lot of time in Bonnie Bowl around the kitchen area trying to find a kitchen compactor, but with little to no luck I couldn't even find it.

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Someone in my chat mentioned about Chica's Kitchen, and again, I still didn't know where that is, cause the Fazmap doesn't really do good in telling you what room is what, it's just more of a thing that shows how much of the map you explored, which I will admit can be helpful in knowing which rooms you haven't gone to.

Vanessa

So this bit isn't really talking about Vanessa's character, this bit is for how the game represented her as an enemy. Vanessa rarely appeared for me, and that may be because I chose a wrong ending but I feel like Vanny/Vannessa should have been more of a threat during the base 6 hours. But even when she was looking around for you, when she "catches you" was so poorly executed she practically became a meme. Instead of saying "got ya!" or "found you!" or something a GENERIC HUMAN SECURITY GUARD would do when FINDING A MISSING CHILD. She instead screams in Gregorys face with the most blandest looking facial look and proceeds to kill him, resulting in a game over. Now a way they could've handled this instead, is using a voice line like how I exampled, "got ya", "found you!" , something like that but instead of killing you, puts you back in the security office where she first put you earlier in the game where she'd expect you to wait until 6am for Gregory's parents or the police to arrive, but allowing Gregory to escape from that office unharmed.

Not to mention Vannessas model isn't exactly the best, a cartoony model with realistic hair, while Gregory is a cartoony model with cartoony sculpted hair, now that doesn't really make much sense.

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Security Bots/S.T.A.F.F Bots

These are the bastards that annoyed me the most in this game, cause nearly every area is littered with them, going around in a set pattern looking for any sight of movement. And the moment you're briefly in their flashlight they extend their arms out all the way over to you, grabbing you for a solid 3-5 seconds before dropping you and sounding an alert to the main cast, just for another one to immediately grab you just before you do anything, leaving you wide open to die, honestly the worst part of this game, if there were less of them it would be less tedious.

Optimisation

For those reading this would've seen this a mile away, the optimisation in this game is extremely poor as a majority of the assets are high poly so it takes the game a while to load them in. Some rooms in the game, specifically the atrium, takes so long to load you're ending up walking in a pitch black void trying to find where to go, until when everything finally loads you found yourself going in the complete wrong direction, or spawned inside an asset.

Most players even use an exploit of the rooms not loading properly by going to an unloaded part of the room and falling into the void, allowing them to teleport to another part of the map, as there was a part in my gameplay stream where I went into the backstage of Chica's room and fell into Gator Golf, a room on a whole other floor.

When it comes to using exploits as well, I was shown that if you're climbing into Freddy, during the animation if the player spams space would end up unloading the room you're in and allows you to phase through walls into segments you're not even able to get into yet, allowing players to speedrun the game in minutes.

Mazercise

Don't even get me started on Mazercise, and I'm sure as hell this segment is the least favourite of many players, this even taking some creators around 2 hours to beat, when its just about making a path in a maze to a vent. Doesn't sound so hard right?

Well the issue is with this minigame is that it tells you little to nothing about what wall you want at the vent, what the numbers imply and what they effect.

Mazercise has a grid layout going like:

---------------------------------

1 2 3 4 5

2

3

4 x

5

--------------------------------

The "x" representing a wall you need to put at the vent, which is a green wall with an orange pattern, were players hinted towards this at the start of it? Not really no, you just have to look for the one wall which apparently stands out the most. Then after finally getting it to the vent, you have to make a path to the vent without effecting the green and orange one, which became so annoying to do, I was only ever able to beat this as a user in chat sent me an image someone made on reddit showing that it's a grid method tactic and ended up saving potentially a lot of time.

The Daycare

The first big minigame segment the player runs into to continue their adventure, getting the first security badge. Which you then encounter the two sided animatronic Sunny and Moon, these guys I don't have a problem with however. I generally like this character for how he tries to help you at first and warns you about the dangers coming. The issue I have with this segment is the play place like maze which has generators in them that you have to turn on. Now I get this is a game but why are generators in a playplace, reachable by kids potentially aged around 3 and over?

At first this segment annoyed me when trying to find the generators during the dark, and became annoying by the fact Moon can kill you through the floor and slides, which is honestly very stupid. But I did get quite used to it when I looked around before turning off the lights to memorize where the generators are and make a set path. So it wasn't that bad in the end, but defo tedious to start off with when going in blind.

Oh yea I'd like to give another shoutout to the Moon guy who killed me when I was in an ELEVATOR at the end of the game before leaving the complex, great job game.

Verdict?

In the games current state, with the endless amount of glitches, exploits and bugs, along with the tedious gameplay it has involving the lack of telling you where to go, not giving really any hints in various minigames and the handling of some other things like Vanessa and Vanny, I'm honestly going to give this game around 5 or a 6 out of 10.

If the game were to improve on the parts like the faz-map, giving better handling to Vanessa as an enemy and gave more hints in the environment about how to handle most minigames, I'd bump up the score to around a 7 or an 8.

This has the potential to not be the worst FNaF game, but at the same time blew its potential to become the best.



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