Greetings, fellow FNAF enthusiasts! My name is @ Kazovsky , the developer behind the well-known fan game, The Return to Bloody Nights. Today, I would like to share with you my insights on the potential sequel that was in alpha development, but unfortunately had to be cancelled.
Initially, I had plans to create something special for the Five Nights at Freddy's 3 anniversary. However, due to issues within my development team, we had to shift our focus towards original games instead of FNAF-related content. Unfortunately, not everyone on the team shared my passion for FNAF. Furthermore, our beloved coder, who was behind the first game, fell ill, and we didn't want to burden him with work while he was recovering. These were the primary reasons why first The Return to Bloody Nights and it's sequel could not be fully realized.
Nevertheless, I was eager to finish the first game and create a unique sequel that would wrap up the story arc that I had in mind. As the first game was intended to be canon to FNAF 1 and 2, my plan was to reimagine FNAF 3 in a way that would fit my entire story arc better than Scott Cawthon did with all the sequels. I had several fantastic ideas on how to enhance the main story and gameplay while making it a reimagining of the concept with completely different gameplay mechanics.
The game's atmosphere was intended to be more suspenseful, with some eerie ambience and music with different sounds to make the environment more claustrophobic than in the original. The lore would have been expanded upon as well. For example, I intended to change the cast of Phantoms and eliminate their jumpscare feature altogether. The Phantoms' primary purpose was to distract players from Springtrap, but I felt that their jumpscares were too repetitive and damaged the game's horror aspect. While they were indeed scary, they detracted from the game's atmosphere and made it less immersive. As someone who can easily be spooked, I couldn't even finish FNAF 1 and 2, especially 4, because the main mechanics relied too heavily on sound design.
Returning to the third game, The Return to Bloody Nights 2 was supposed to be a complete remake of FNAF 3 in every way, but with the main focus on Springtrap, an iconic character who didn't get the best treatment in the series. Before I quit the FNAF fan base, I wanted to give this character a chance to shine again, just like what Nickson did in the TJOC Halloween Edition.
TRTBN 2 was relying mostly on remaking the experience from scratch by introducing elements of RPG where you also had the opportunity to choose dialogues in some of the cutscenes, which are related to the executives who built up the Fazbear Frights. The same goes for the minigames, which would have looked like a first-person horror adventure in some way. In black and white colors and in the dark atmosphere of the abandoned Freddy Fazbear's Pizza, you had to walk around and follow the Purple Freddy shadow, just like in the minigames. The purple guy would attack you and jumpscare you when you least expected it, depending on what you do. Also all the minigames that give you the good ending would have made more sense and could have been harder to get.
The main gameplay of TRTBN 2 is difficult to describe using just words. The player would have been sitting at a desk with a wide window in front of them but much closer than in the original game. On the left side, there was a hallway where Springtrap could directly run at you or jump like Foxy did in FNAF 2, with a great impact sound and visual effect. On the same side (left), there was a second monitor, and when you opened it, it would cover your view of the hallway, making it a scarier experience. On the right, there would have been a ventilation conduct where Springtrap could have crawled into your office, similar to the original game, but I wanted to add the protection that is tied to the Ventilation Systems. The player had the possibility to close the vent near them to stop the character and make him go another direction. Tho that system would have worked for a short period of time. Regarding the map, while it would have definitely looked different, I aimed to maintain the aspect of it being an attraction location. All the hallways were connected, forming a long corridor with elements of a maze. I also had the idea of adding illusion mirrors that would have reflected Springtrap at one part of the map, while he was much closer to the opposite side of the hallway. This would have made him a truly sneaky character while he was hiding, and one of the ways to identify his location would have been to watch for the mirrors scattered around the place. Initially, Springtrap would have been inside a windowed glass cage at the beginning of the map, where he would have been used as a "statue" or a cursed doll inside a protective glass box. He would have easily exited that glass cage without even breaking it and would have sought after the player, as in the original game.
Ventilation systems would have made a return as well, but there would be no cameras. Instead, only the sound system and voice signal detector with a small icon indicating Springtrap's location, as in FNAF 6 (FFPS). Regarding the sound cues and overall mechanics with Balloon Boy quotes, I would have kept them almost the same as the Spring Bonnie costume has a function to follow the voices, and you should have been able to lure him back. I would have expanded on the quotes by adding more variable sounds and children noises to make it more realistic and somewhat scary, as I intended to make the system glitchy by default, tricking the player. I forgot to explain the look-up mechanic, but it would have been a ventilation conduct where Springtrap would appear and jumpscare the player at some point with a short, cool cutscene.
Regarding the phantoms, only Mangle and Marionette would have returned as they would have distracted the player without making quick jumps at the camera like the other phantoms. Maybe Balloon Boy would have made a return, but his purpose would have only been to cover the screen with his face, covering what's behind for a short period of time, like the Minireenas in FNAF SL Custom Night or the Cupcake in the first TRTBN. It would be difficult to say for the others without spoilering some bits of the now-ongoing game release of the first TRTBN since some of the characters would make a return from there too (besides the puppet who already returns). Perhaps Fredbear would have replaced Phantom Freddy and could have appeared behind the glass window, just to distract the player from the cameras by messing with the electrical box behind him.
As for the audio, I had plans to create a completely new soundscape, with eerie and unsettling background noises, as well as a unique soundtrack that would enhance the game's atmosphere. I wanted to make the audio design an integral part of the gameplay, with sound cues being important for survival. Players would need to use their ears and listen closely for any signs of Springtrap's presence, such as his footsteps, rustling in the vents, or even his breathing.
Regarding the story overall it would have been similar, as the ending showing how the place goes on fire and the news paper showing it's results.
In conclusion, The Return to Bloody Nights 2 was a project that I was very passionate about, and I wanted to create a FNAF experience that was both unique and terrifying. Unfortunately, due to various setbacks, the project had to be cancelled. However, I hope that this post has given you some insights into what the game could have been, and perhaps inspired other FNAF fans to create their own unique interpretations of the franchise. Thank you for reading, and stay tuned for more updates on my future projects.
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