Five Nights at Freddy’s is a successful series and an even better fantasy world because it manages to do as such numerous things right. It takes the “bounce scare” strategy advanced by the Slenderman games and puts that into a unique setting that is simply designed, yet somehow interesting enough to request individuals’ attention. Despite the simple goal of the game (don’t lose track of the animatronic monstrosities), individuals just can’t get enough of this game.
In titles like the Slenderman series, the backstory is foremost, and can be discovered in a separate series of YouTube videos on the marblehornets channel. FNAF departs from this sort of outer legend discovery for a progressively “atmospheric” method for worldbuilding. Scott Cawthon described what these animatronics were at their center in a meeting from September 2014: “That’s something that makes these “creatures” so scary, all things considered. On the off chance that you’ve at any point been to an animatronic show at an amusement park or a restaurant, they can be frightening when they move, sure. However, it’s the point at which they are killed that the cover is lifted, and you understand that they were never alive. They are, and always have been, dead.”
However, to completely investigate and understand the story of Five Nights at Freddy’s, one has to make the showing and look in each alcove and corner for an explanation of the events. This captivation with the FNAF legend has caused individuals to go as far as decompile the .exe files of the games themselves, and take a gander at the individual textures and sounds separately. Scott Cawthon created a series that takes an immediate voyage to the depths of uncanny valley and shows you the clouded side of what was supposed to be blameless stimulation for youngsters. He also does this in a manner that requires attention to the game itself, rather than any outside sources, thus I guess you could say the fallen angel, or the “Freddy” in this case, is in the details. However, so as to understand how precisely this works, an understanding of the games’ narrative must first be understood.