I actually really love this version of poppy’s speech at the end gives more a bit of understanding but I understand if it was too much information given out
On one hand, I like how it gives us a better idea of Poppy as a character, she's definitely coming across as more of an antihero than a villain in this version. She knows she's being selfish, but clearly just wants to end the suffering that Playtime Co has caused. I especially find it interesting that they edited the line "I can't let you leave, yet" to just "I can't let you leave." I can't see Poppy keeping the protagonist hostage after she completes her goal. I would think she'd want to pass on as well. And I can't see her causing the protagonist any harm, espeically since if she did, they'd be another victim, more blood on her hands, and based on her tone, it's very clear she's regretful of all the sacrifices that were made to bring her to life. I also find it interesting and sad to hear that the co-workers of the protagonist are dead and have been for a while. That does beg the question, however. Were the coworkers killed before or after it was sent? And if it was before, then who sent the letter? Certainly not Poppy, maybe there's another person working on our side that we haven't even seen yet. Of course this could be scrapped because Poppy's going to be a more antagonistic character, but I like to think it's actually because it just gives away a lot of exposition and is pretty damn long. If I were In the ending cutscene, with nothing to do but sit and listen to Poppy talk, It would feel like a major exposition dump, rather than a natural speech. But the og version, while vauge, really worked in shifting the tone from one of calm victory, to concern, and finally panic as the train starts to go off the rails, as well as tease a bit of what's to come. For people interested in the plot (like me), it's quite a good info dump!
its from the movie "The Amazing Bulk" which is an obvious rip-off of the hulk, the scene in question is at the end of the film where bulk has to run to some place far away and they just mash all the stock footage leftover into it, the quote comes from the title of a popular video of the scene called "We are almost at the end of the movie, and we haven't even used all of our stock-footage yet." and the description says "Just mash it all in the final sequence. I'm sure you can make sense of it somehow."
And final game still had her “old” animation but same time the final mommy long legs appeared as normal animation. That’s known as double mommy long legs bug.
Ooh! This looks interesting. What does this do? *Sticks her hand in the grinder* AAAAAH!!! WHAT HAVE YOU DONE!?!?!?! *shoves inside the grinder* HE'LL MAKE ME A PART OF HIM!!!!! YOU... CAN'T... DO THIS TO ME!!!!!!!!
Interesting that they use The Caretaker music for the chase as a placeholder. The music in the release build, and also the title screen, very much reminds me of caretaker music. Seems that is intentional.
Yes! I thought the same thing, that distorted brass really sounded similar to parts of Everywhere At The End Of Time. Of course they knew what they were doing lmao.
Man… sure reminds me of some old album i listened too. If i remember at best I can, it was by a fellow named The Caretaker. YEAH! They wrote some old timey music… i think…
I am a game developer, so I was surprised they left it in there since a debug build is not something you just put in the game's assets. Also, there were mentions of OpenXR, a common VR standard for all major headsets, so they either added it by accident or are planning a VR version. Since the game involves so much locomotion, I think it's just a result of a rushed launch. The debug messages are useless without seeing the source code.
@ThatCattieroGuy There even used to be a "silly" bug where UE4 games would refuse to launch if you had a VR headset plugged in because the game would always try to go in VR mode. I can't believe that a game engine could have such a dumb issue built in
@@kodicraft Or some very much non vr games would force boot my mixed reality headset causing my computer to slow down for a easy to run game and break visually.
@@kodicraft i still cant play the joy of creation for this reason its odd but i guess not enough people had vr headsets to report it as a serious issue
Yeah I am pretty sure they didn't know this was in here because the youtuber BijuuMike accidentally opened this version instead of the main game and they had no clue on how he did what he did, and you can see it on his first video of the playthrough
The best part is 24:03. Making it look like she sticks her hand in the machine on purpose and she immediately screams, blaming you for what she did and proceeded to crawl into the machine that doesn't look on while screaming bloody murder. I couldn't get enough of that.
Mommy's feeling a little silly. She then proceeds to shove herself into the machine, watches you leave, and then gossips with the other toys at how barbaric you are, she barely escaped with her life. XD
I prefer poppy’s speech in the unreleased version Its a bit too “showy” but it gives her more personality. I think her degradation into a full monster should be slower
Game dev here, the "bean" actually always exists on the player you just can't see it. All that is is the visual representation of the players hitbox, likely visible for testing purposes just like everything else that is different mechanically in that build.
It is intresting, that it's in the game. They really did 'forget' a lot of stuff about the game huh. It does make really good content and easter eggs though ig.
4:55 In case it wasn't obvious before, this 1000% proves that EATEOT was a major inspiration on Poppy Playtime's music. In this beta version, they're literally playing a track from it (as a placeholder, I'm guessing).
That's probably why the music in the game freaks me out so much- I have some traumas associated with the music from EATEOT (and The Caretaker's work in general) so learning that was their inspiration for their music makes a lot of sense. Also goes to show they did a damn good job of replicating the style of that album.
@@rapidmagic0705 "associated with", probably songs that are associated with traumatic events and not the songs traumatizing OP themselves. Like losing a loved one from dementia, for example.
yeah as soon as i heard the title music for chapter one i thought "what is this discount heartaches?" and then they just straight up used stage 2's version, it doesn't even make sense (to me, I'm probably missing something) but isn't this supposed to bendy and the ink machine, but instead of the 1920s its the 1970s/1980s
Hearing "It's Just a Burning Memory" while PJ Pugapillar slowly approaches you while you're trapped in a cramped slide with no way out is weirdly horrifying.
@@renownerd.276 The old speech doesn′t necessarily contradict anything the established lore already shows, so I don′t think they changed it because of Game Theory.
@@renownerd.276 My guess is that they changed it to play more with the mystery but left that in the files for people to discover and theorize about. That way they are free to continue with that line (or not) later if they want, but without having to fully commit yet.
Yo that second poppy speech is odd, it sounds like she is trying to help you fix everything instead of commanding you to do what she wants, it also tells you what’s gonna happen next which is cool
@@dangamertop9253 that would be why, yeah, i saw a theory recently that all toys have 2 personalities, a playful and an evil which is mostly indicated by their eyes(mommy’s eyes getting black at the end when she’s on the hunt) and they noticed that poppy’s eyes were bigger after you saved her, as if it wasn’t the poppy from earlier
@@thedarknut2997 personally I don't think the toys have evil split personalities, because Mommy Long Legs happily threatened/endangered the player of her own free will before the chase scene, but something could definitely be manipulating them or making them more aggressive.
I opened UA-cam to find something to listen to as I fall asleep (woke up too early). Was pleasantly surprised to see this uploaded one minute ago, it’s always a joy to listen to these videos. I’ll watch more attentively later haha
As a game developer, stuff like the sliders working and then suddenly not working anymore is one of the most things that just randomly happen In my last project this happened to a font which worked perfectly when testing it but when we released it (changed nothing with the font anymore) the font was gone haha
I've had several people try to convince me to get into programming since I am very interested in the details of how games (especially old ones) work, and all I can think of is how often this sort of thing happens.
@@user-he8nj6fy7p I don't know if I'm taking it the wrong way, but poppy flowers are where opium comes from and opium is used to produce other opiates, medically used to relieve pain. Seeing as experimentation is very common in the lore, the use of poppy derived narcotics is obvious.
I actually prefer the final poppy speech from the demo because it doesn't make her sound like a villain, she just want's to fix things just like in the final game but in the final they just made her way too evil.
@@danielm.595 it’s better but it definitely breaks the “show don’t tell” rule. it’s too much exposition. i do like how much nicer she is in the early build though
@@danielm.595 From what I saw, she was nice/polite when you first meet her, but I guess after seeing Mommy again she got PTSD from when Mommy mistreated her so she went sicko mode at the end.
Okay but it would've been absolutely sick if they programmed mommy to chase you on eye contact next to that lever. Would've been terrifying for anyone who saw
@@LevenLappi Yeah, but was kind of lazy they didn't make Mommy chace you or that they just locked ways with spider webs instead of making actual places for hidding from her or left dead ends when she was chasing you, so disapointing.
I would've liked to see what the kissy missy cutscene looked like in the debug version, if it's even in there. I like the early version of the poppy speech a little better than the final, too.
@Jarreth Oglesbee Yeah, unfortunately they kind of killed the writing quality for the sake of vagueness. The final version lacks any trait of coherence, being composed of harsh sentences barely connected to each other. I just can't take it seriously when it tries so hard to be mysterious. This version of the speech feels much more satisfying and actually hooks the player to the story, leaving them interested to see what's next.
@@namity1305 yeah, if something is _too_ vague it just becomes boring/annoying since there's no reason to care. "Fear of the unknown, so spooky, wooo" only takes you so far. Hopefully the next chapters expand on the actual current story a bit, the lore is fine but they're leaning on it a bit too much.
@@Starkor990 Yeah, it revealed a bit too much honestly, it's probably for the best, sure they maybe went a bit too vague. It's a VERY difficult balance to give players enough information to keep them interested, but not so much that it kills all of the mystery. They needed to get a better balance of vagueness and information.
Definitely think that the finalized version of her lines were a last minute change. Especially since they left the og lines in the demo, it definitely feels like a rushed change. The vagueness is certainly too blunt. Rather than hooking players with anticipation, it’s more so like running head first into a brick wall, with no tantalizing secrets to lure the audience in. Of course I think the og lines definitely splurged a bit too much on the info but all the same, I feel like for a finalized version, it would have been better to revise and cut down on the original script rather than scrap it in favor of a new one. Even if it meant the chapter release being delayed a bit more, the quality of the ending can probably benefit from it. The main issue is that you’ll have casual players who won’t ever hear the scrapped og lines and may turn away from the game due to its lackluster cliffhanger. But, in truth we don’t really have an inside look to the difficulty’s of a developer for this game so in the end, we can just thank them for giving us the original diolauge to compare to.
I have a theory for the giant wheelchair; It's not fo just really tall people, it's for those who were turned into Huggy or Kissy, considering they are the tallest among the characters, even towering over the player themselves. The wheelchair being such a large size would make sense for the "recovery" phase of the experiments, as a child wouldn't normally fit for how small they would be compared to it, that is, unless they became much larger for other means. Hell, even going so far as to say a child that became Mommy Longlegs would still fit for this theory.
Something I realized is that in the “beta” version of the game, the music for the Pugapillar map is (I believe) a variation of The Caretaker, which proves that most Poppy Playtime music is inspired by The Caretaker
Well, if one thing's for sure, we were DEFINITELY not supposed to hear that version of Poppy's speech. I think it definitely confirms that Poppy at one point was NOT a doll, and the only explanation is that she was a human. And I've heard a theory that she was Ludwig's daughter, and he created Poppy to bring her back, then the other toys were brought to life because he was trying to figure out how to make her human again? Not so sure on that final bit. But considering she says "It's cost so many lives" when referring to her own existence as a doll, that at least says that she was the first one.
Agreed. That info really works for being ludwigs daughter and then when he passed the other scientists kept wanting to see how far they could take it and make the perfect human like dolls, so they kept experimenting after having success with poppy.
The settings things is something easy to explain. The version you are playing has been compiled as a debug or development build. (Notice specially the log messages they use for debugging). Many beginners and people who have no experience with UE4 use console commands for settings, which work on all builds... except Shipping, because in Shipping the console gets destroyed. So it's very likely they just made a shipping build thinking those settings would just work when they don't. Which is why things work on the debug build and not in the actual game.
@@cookiecreeperplayz I have low experience in Unreal Engine. But you can change Object Assets. But I have no idea why that wall only have no collision while other using the same asset with collision.
I find it interesting that in the early version of the game, the song used for the pugapiller section is "And Heart Breaks", a song in The Caretaker's dementia thing. When I heard the game proper's version it definitely reminded me of that, although I'm glad they made something new instead of abusing the song's internet hype.
The song used is from Stage 3 of Everywhere at the End of Time, "And Heart Breaks". "Just a Burning Memory" and "And Heart Breaks" both sample Al Bowly's "Heartaches", but are different songs. They likely couldn't use it in the full build, since they didn't have any contact with Leyland Kirby (the Caretaker) so it'd be a violation of copyright, I'm pretty sure. I know EATEOT & some of Kirby's other music has been used in those analog horror series, which Poppy takes "inspiration" from, which explains why they used it as a placeholder.
I remember playing chapter 2 and thinking the music during PJs game sounded eerily like something taken from Everywhere At The End Of Time. Sure enough, the music during the debug/prototype version actually *is* from Everywhere At The End Of Time. If you don't know, Everywhere At The End Of Time is an absolutely terrifying series of ambient albums that use samples of old ballroom music to symbolize the stages of dementia... which makes it all the more terrifying.
HA, when me and my friends where watching Chapter 2, I said that the puggapillar music sounds like heartaches from the caretaker or at least sounds like it's from the soundtrack and HAHA THE UNFINISHED VERSION IS LITERALLY HEARTACHES never felt so proud about guessing a game LMAO Edit: Also I find it oddly interesting that the puggapiller thas blood on it on the debug mode? Only pointing it out cuz I haven't seen someone else say it lol
It's so similar that I, not knowing the original song, and only having watched a single playthrough when it first came out, didn't even notice a difference until it was mentioned
I like the fact that they use the song "burning memory " when they make PJ's part of the game before they use their own music, it was one of my favorite song to listen to before I fall asleep, nice and weirdcore vibe.
29:55 That speech aligns so much more with many theories that people have been making. I suspect that the developers did something like the developers of sb did. Keep heavy lore implications in the files because they would give too much away. I feel as though people may poke around the game files and use these in theories. Great video spigg I really enjoyed it :D
@@yoitsdeath Not exactly, they know for certain that people that love lore in games would datamine them or search for anything in other sources aside just playing the game normaly, so hiding stuff in an easily available prototype version of the game would be nice for the 'lore hunters'.
Now that I think about it, if Gregory was one of the orphans that was experimented on by Playtime Co., he could've set the whole place in fire in less than half a day
6:30 - music gives me a heavy "Everywhere At The End Of Time" vibe. Even feels like it could be taken from stage 2, I think? Edit: Stage 3 - are they playing "And heart breaks" from that album? What I see in the release it's different. Did they use "And heart breaks" in the debug build? lol
love how the placeholder music they chose for the creepiest minigame happens to be the Caretaker song that creeps me out the most. THAT definitely won't keep me up tonight 🙃
The music for statues is actually "Heartaches" or more popularly "just a burning memory" from the album "the caretaker" when playing the game I thought the song was similar but definitely not the same, turns out in the demo it's straight up heartaches, neat!
I always thought it was a coincidence that the music in this part of the finished game sounded similar to something you would hear in stage 1 of everywhere at the end of time but I guess not. It’s cool to know the demo song was just heartaches.
I can tell you exactly why it's still in there. It's because if they took it out, the build would break for no reason anyone could discern. (Source: nah, I'm only guessing - it's just surprisingly common for stuff like that to happen due to weird dependencies)
@@The-Branch The coconut is used for a taunt and does not break the game when deleted. In fact, you can delete virtually every texture and the game will still run, albeit with a lot of black-purple checkerboards.
2:08 Fun Fact: In Unity this shape is referred to as a "Capsule" and it is the most common thing used to represent a player in Singleplayer Unity games.
Honestly, for singleplayer games I find this stuff really interesting, I like trying to look at how the game calculates stuff, plus it's probably useful for it's intended purpose, debugging, which could just be used for actually removing bugs from the main game, or if someone wants to mod the game which is something I enjoy.
This moment I saw this, I sent it to my friend…even though it’s late and we just spent hours playing don’t starve together. We both watch your videos and when she saw it she said, “you’re tempting me…with the forbidden fruit…at 1 am…wtf”
2:54 Matpat actually got this to happen in his playthrough! He died at the end of the section, and the game just...bugged out when he respawned back at the beginning, and it just went zooming ahead of him.
I like some aspects of it like the “they’ve been gone for a long time, terrible things have happened “ and “so much is unknown to you” cause they obviously hint at the story and kinda call back to the letter but i kinda prefer the villain tone from the released game Edit: nvm I think thise lines might be in the released version but both versions are cool
Is it just me or does the song that plays in the pugapillar section had ALWAYS been Heartaches by Al Bowlly? I've watched a few playthroughs of this game and never found out about this until now.
I think I actually have an explanation for why the worm and Mommy are so fast in the debug build. Keep in mind, I'm not actually a programmer, so technically I actually have no clue what I'm talking about. I have no way of checking this, since I dont own Poppy Playtime myself, but my theory is that the enemy chase speed was dependent on framerate. The debug build probably ran terribly at some point - 30 fps or lower? And if enemy speed is dependent on framerate, then a lower framerate means the enemies need to move faster. Which means if they fixed the (theorized) performance issues but never changed the enemy speed, suddenly all the enemies move twice as fast, because the framerate was doubled. idk though, im just some random dude lol
It could also be because the devs wanted to make sure it made it to the end of the maze without problems so they made it faster for the dev build and simply reverted it back for the final build once they had it working.
No, game engines like Unreal typically use something called "delta time" to make movement truly independent of fps* Put simply, it asks the OS or whatever how much "real time" has passed between this and the last frame (the delta), and multiplies the speed by that delta to advance. So if it moves 1 unit per second, at 30 fps it'd advance 1/30th of a unit every frame (since the distance between frames is 1/30th of a second), at 60 it'd be 1/60th every frame, etc. If the processing rate ever dips, the speed is adjusted automatically by the very nature of the algorithm. * ok, it's still not 100% independent, but that's irrelevant.
I don’t know why seeing the army of different Mommies brings me so much laughter and joy, but it does. Don’t get me wrong, I’m still pretty terrified of her, but that fear has decreased significantly after watching this😂
You are a hidden gem of a youtuber/streamer Edit: i love that as a stand in song thay used heartache aka just a burning memory or the dementia song it legit works for the game
considering the game is about a toy company shutting down, and it's corruption, it makes sense why burning memory was used, as it's from an album depicting the corruption of memories. interesting stuff!
turns out it's an even more distorted version from the stage 3 album, e2 "and heart breaks" i recognized it immediately because it used to be my favourite song in there
The fact that he thought the worm's jumpscare would be normal from that perspective because of the other jumpscares, but it just exceeds expectations 😭😭🤣
That should have been in the game, but maybe it wouldn't have worked for that particular scene so it got cut. Hopefully it comes back in a later chapter
13:02 ACTUAL IDEA AS TO WHY THIS IS A THING: Some of the toys are drastically different sizes, yeah? Well… If this is the room where they were doing all the weird science shit, what if these wheelchairs weren’t made for humans? What if they were made for the toys? From Kissy Missy’s movements, it seems like some toys don’t have instinctual control of their limbs. What if these wheelchairs were to help train the toys, before they can walk? The big wheelchair is likely for Huggy or Kissy, though I’m guessing Kissy due to the prevalence of her posters. I don’t know who the small wheelchair is for, though.
17:29 there's some players (most well known moistcritical) who actually skipped past the first chase right into the second just by walking into the wrong direction and going right to the second
My favorite part about dissecting a game like this is finding out the original lines. Her saying that a lot of people have died to become toys definitely confirms more than the vague lines we get at the end. Confirming a lot of the theories. Cool stuff definitely like this chapter.
6:30 _The fact that the original song for that section was _*_"It's just a burning memory"_*_ makes it even more terrifying since I immediately associate it with the backrooms._ 😭
My guess is that they changed Poppy's speech at the end to play with the mystery a bit more but left that in the files in order for people to find out and theorize about it. In this way they are free to continue with that line (or not) if they want without being totally committed at that yet and leaving even more intrigue to the players. 🤔
8:21 so when an engine "BUILDS" a copy it has to essentially BAKE geometry to file, if theres any interruption it can mess with things. Like removing collision and deleting variables that connect things.
4:30 that's "it's just a burning memory" from Everywhere at the End of Time. the music from this chapter reminded me of it when I played through but I didn't think they'd literally use samples from it loool.
Actually, its "And heartbreaks", A Version of burning memory played later on into the Album/stages of Everywhere at the end of time! (But overall, you're not wrong, friend!) But I was really shocked to hear it play, though. I love EATOFT and i like to think the music in the game was based off of his albums just a tad.
While you're not wrong that the song was used by the caretakers in their Recording 'Everywhere at the end of time'. I do have to say that the song isn't called that, the correct title is 'Heartaches', a 1931 song composed by Al Hofman with lyrics written by John Klenner. Specifically, the version used is one sung by British Jazz vocalist Al Bowlly. He was known for this sort of style of music, with songs such as 'If anything happened to you', 'It's all forgotten Now', and 'Midnight and the Stars and you'. The latter two of which were used in the horror movie, 'The Shining'. I'm sorry for this, it's just I've seen all these people refer to it as such like the Caretakers created it, but I know that while the song became known as 'it's just a burning memory', as a fan of songs of that time period I just felt the need to shed light onto the truth of the song's title and origin.
@@Nic2121 You're alright, lad! But thank ya for explaining it with a lot more information than what I usually see about where Burning Memory's sample came! :D
Imagine you trespass in the Poppy Playtime building and instead of the ominous tape that plays, you just get Sun Man going off with "SECURITY ALERT! SECURITY ALERT! WEE WOO WEE WOO!"
The best part about an asset pack and a release that isn't totally finished are the ideas which never make it through to the final stage. It is the very reason why you get that room filled with a bunch of answers.
I feel like the fact they used a lot of unused models in the room with the crack in the wall was for a really good reason. The rest of the place doesn’t exactly fit any sort of medical or hospital theme, and in the finished game, a door opens up into the area that we don’t actually get to see. I feel it either tries to work the illusion we’re about to/supposed to uncover something big by seeing something new and unusual through the crack in the wall, or it’s to signify foreshadowing through lore? Maybe the medical equipment was used in the so-called “lab” that the workers in the tapes did their experiments in. Either way we don’t see it up-close in the finished game, unfortunately :(
There is no WAY they used the fucking Dimentia Music is in the game, like they must have used it for inspo for the tape Music as well as the base game Music. That is so funny. "Mommy Long Legs, why do you hate the staff so much?" "I forgor 💀"
Spiff I really want you to upload some of these without context. 7:38 the balls video (but maybe with lighting effects on) 8:28 T-posing Poppy grab 18:09 hello there There's just so much meme potential in this
@@deusgamer7154 Everywhere at the End of Time. It's an album created by The Caretaker that symbolizes the stages of dementia. It's interesting to listen to and to read about, it got very popular last year despite it being released a few years back.
With the caterpillar, he's also always showing on top of any other objects in the scene, likely so the jumpscare can't be blocked by anything. Additionally it seems to drift towards the camera as you move, creating a disorienting overlay once the scare finishes.
12:29 i never thought it was specifically children i just assumed they collected any type of organs, animal or human. and put them inside of toys in a specific way to make it living. like it's own species of creature. perhaps they are evil because they are starving. i think the prototype can feel hunger but doesn't need to eat
fun fact: the old music in the prototype build is actually the first song from the "everywhere at the end of time" album, and the original song name is called heart aches i believe
4:21 there's probably already comments about this, but the unused music is the caretaker -it's just a burning memory from everywhere at the end of time (might've gotten title wrong)
I actually really love this version of poppy’s speech at the end gives more a bit of understanding but I understand if it was too much information given out
Noob
I agree it good
Gives me a much bigger understanding on whats next to come, and gives more clues that poppy might just be the daughter, though its still a theory
On one hand, I like how it gives us a better idea of Poppy as a character, she's definitely coming across as more of an antihero than a villain in this version. She knows she's being selfish, but clearly just wants to end the suffering that Playtime Co has caused.
I especially find it interesting that they edited the line "I can't let you leave, yet" to just "I can't let you leave."
I can't see Poppy keeping the protagonist hostage after she completes her goal. I would think she'd want to pass on as well. And I can't see her causing the protagonist any harm, espeically since if she did, they'd be another victim, more blood on her hands, and based on her tone, it's very clear she's regretful of all the sacrifices that were made to bring her to life.
I also find it interesting and sad to hear that the co-workers of the protagonist are dead and have been for a while. That does beg the question, however. Were the coworkers killed before or after it was sent? And if it was before, then who sent the letter? Certainly not Poppy, maybe there's another person working on our side that we haven't even seen yet.
Of course this could be scrapped because Poppy's going to be a more antagonistic character, but I like to think it's actually because it just gives away a lot of exposition and is pretty damn long. If I were In the ending cutscene, with nothing to do but sit and listen to Poppy talk, It would feel like a major exposition dump, rather than a natural speech.
But the og version, while vauge, really worked in shifting the tone from one of calm victory, to concern, and finally panic as the train starts to go off the rails, as well as tease a bit of what's to come.
For people interested in the plot (like me), it's quite a good info dump!
"we've got a month until launch and we haven't even used all the assets!"
"just shove them all in that room you can barely see"
Nice reference.
from where is that qoute?
yeah where is it from
its from the movie "The Amazing Bulk" which is an obvious rip-off of the hulk, the scene in question is at the end of the film where bulk has to run to some place far away and they just mash all the stock footage leftover into it, the quote comes from the title of a popular video of the scene called "We are almost at the end of the movie, and we haven't even used all of our stock-footage yet." and the description says "Just mash it all in the final sequence. I'm sure you can make sense of it somehow."
@@redboy6314 i didn't even know the description said that i just saw the video in my recommended once lol
24:03 love how she stops, then willingly puts her hand in the machine and starts screaming with such a kind smile!
LOL
And final game still had her “old” animation but same time the final mommy long legs appeared as normal animation. That’s known as double mommy long legs bug.
💀💀
@@lishantong9742 I want video
and then gets absorbed by the machine then turned into a monkey soup
24:04 I love how mommy literally just looks at the grinder, and sticks her hand in
Something a Karen would do
Its like people who will pretend someone hit them and fall over and start screaming on camera
Ooh! This looks interesting. What does this do? *Sticks her hand in the grinder* AAAAAH!!! WHAT HAVE YOU DONE!?!?!?! *shoves inside the grinder* HE'LL MAKE ME A PART OF HIM!!!!! YOU... CAN'T... DO THIS TO ME!!!!!!!!
Idk why but its kinda satisfying to watch mommy get crushed-
Sorry lol
Introducing "Mommy Long Legs: Insurance Fraud"
12:20 This room feels like the single personification of "Look busy, the boss is coming"
i love those types of scenes lol
It looks like a room in danganronpa
Interesting that they use The Caretaker music for the chase as a placeholder. The music in the release build, and also the title screen, very much reminds me of caretaker music. Seems that is intentional.
I thought it sounded familiar.
Yes! I thought the same thing, that distorted brass really sounded similar to parts of Everywhere At The End Of Time. Of course they knew what they were doing lmao.
Man… sure reminds me of some old album i listened too. If i remember at best I can, it was by a fellow named The Caretaker. YEAH! They wrote some old timey music… i think…
That's what I was thinking about it's playing anywhere at the end of time
for those who are wondering which song of the album it is
'And heart breaks' at 1:27:33
I am a game developer, so I was surprised they left it in there since a debug build is not something you just put in the game's assets. Also, there were mentions of OpenXR, a common VR standard for all major headsets, so they either added it by accident or are planning a VR version. Since the game involves so much locomotion, I think it's just a result of a rushed launch. The debug messages are useless without seeing the source code.
@ThatCattieroGuy There even used to be a "silly" bug where UE4 games would refuse to launch if you had a VR headset plugged in because the game would always try to go in VR mode. I can't believe that a game engine could have such a dumb issue built in
Golly gee I wonder why it’s rushed
@@kodicraft Or some very much non vr games would force boot my mixed reality headset causing my computer to slow down for a easy to run game and break visually.
@@kodicraft i still cant play the joy of creation for this reason
its odd but i guess not enough people had vr headsets to report it as a serious issue
Yeah I am pretty sure they didn't know this was in here because the youtuber BijuuMike accidentally opened this version instead of the main game and they had no clue on how he did what he did, and you can see it on his first video of the playthrough
The giant wheelchair is probably just an oversight, but to be fair - it’d need to be that size to fit a creature the size of Huggy or Mommy.
oversize*
@@0oh_no "yo mama SO fat..."
@@0oh_no No, oversight idiot.
They’re talking about how their sight went over the fact that the wheelchair might be too big.
oversight**
also oversight=an unintentional failure to notice or do something.
"he had simply missed Parsons out by an oversight"
@@clxo1273 meant it as a joke 👍
The best part is 24:03. Making it look like she sticks her hand in the machine on purpose and she immediately screams, blaming you for what she did and proceeded to crawl into the machine that doesn't look on while screaming bloody murder. I couldn't get enough of that.
Mommy's feeling a little silly. She then proceeds to shove herself into the machine, watches you leave, and then gossips with the other toys at how barbaric you are, she barely escaped with her life. XD
I prefer poppy’s speech in the unreleased version
Its a bit too “showy” but it gives her more personality. I think her degradation into a full monster should be slower
I agree Poppy is nice but then is like “I *need* you”
1000th like
Game dev here, the "bean" actually always exists on the player you just can't see it. All that is is the visual representation of the players hitbox, likely visible for testing purposes just like everything else that is different mechanically in that build.
Hitbox moment. Whenever I am making a first person game with no player body I always make a bean boi for the hitbox
Interesting...
The beeping at the end of Poppy talking sounds like an old alarm clock. The prototype had an alarm clock. Super creepy, I love this stuff.
Especially with the "wake up" line from Poppy at the start of the chapter
@@lamplight404 true
Just right after that, you can hear the same sound effect played at the end of the Elliot Ludwig VHS tape
BEAN!!!!!!!!!!!!!!!!!!
@@kezottle Dang, I never noticed that.
It is intresting, that it's in the game. They really did 'forget' a lot of stuff about the game huh. It does make really good content and easter eggs though ig.
*heartbreaks starts playing *
They forgor
*a*
Glad I wasn’t the only one that noticed it lol- I had this playing in the background and I’m like “waitwaitwaitwait I recognize that trauma”
Speaking of forgot, its cool that in the early version, the statues song was its just a burning memory
4:55 In case it wasn't obvious before, this 1000% proves that EATEOT was a major inspiration on Poppy Playtime's music. In this beta version, they're literally playing a track from it (as a placeholder, I'm guessing).
That's probably why the music in the game freaks me out so much- I have some traumas associated with the music from EATEOT (and The Caretaker's work in general) so learning that was their inspiration for their music makes a lot of sense.
Also goes to show they did a damn good job of replicating the style of that album.
I was thinking that! It totally has those vibes.
@@rtay_ how tf did a music album traumatize you? like, actual question.
@@rapidmagic0705 "associated with", probably songs that are associated with traumatic events and not the songs traumatizing OP themselves. Like losing a loved one from dementia, for example.
yeah as soon as i heard the title music for chapter one i thought "what is this discount heartaches?" and then they just straight up used stage 2's version, it doesn't even make sense (to me, I'm probably missing something) but isn't this supposed to bendy and the ink machine, but instead of the 1920s its the 1970s/1980s
Hearing "It's Just a Burning Memory" while PJ Pugapillar slowly approaches you while you're trapped in a cramped slide with no way out is weirdly horrifying.
is that ingame or did spiff add it? also i really like eateot
Bro I've been hearing Heartache every where since I've listened to that album. Legit can't escape it
I knew it was caretaker
I started.. idk
I got very uneasy
I was just about to comment somthing simmilar to this, as it was a shock to hear it
I was like "wait is that?" then it hit me, and it was
It actually isn’t the original song, it’s a reproduction by the devs which knowing them was for shady reasons
Can we just talk about poppy’s speech in the old version it reveals so much more and shows us that poppy really is good
I feel like they changed it because game theory called it, but I dunno.
maybe she still is good but they wanted it to be more like secret and think shes bad idk
@@renownerd.276 The old speech doesn′t necessarily contradict anything the established lore already shows, so I don′t think they changed it because of Game Theory.
@@renownerd.276 My guess is that they changed it to play more with the mystery but left that in the files for people to discover and theorize about. That way they are free to continue with that line (or not) later if they want, but without having to fully commit yet.
@Rosie game theory really got me into the lore of fnaf, I’m sad that you think that 😞
Yo that second poppy speech is odd, it sounds like she is trying to help you fix everything instead of commanding you to do what she wants, it also tells you what’s gonna happen next which is cool
I think they want to make the players think that Poppy is evil, so they changed it in the final version
@@dangamertop9253 that would be why, yeah, i saw a theory recently that all toys have 2 personalities, a playful and an evil which is mostly indicated by their eyes(mommy’s eyes getting black at the end when she’s on the hunt) and they noticed that poppy’s eyes were bigger after you saved her, as if it wasn’t the poppy from earlier
@@thedarknut2997 personally I don't think the toys have evil split personalities, because Mommy Long Legs happily threatened/endangered the player of her own free will before the chase scene, but something could definitely be manipulating them or making them more aggressive.
they said they removed it because it "spoils" important story info, so she's probably good but trying to keep you so you can help them
@@nahhitsnotnys well now it is spoiled for everyone that watched the video so
I opened UA-cam to find something to listen to as I fall asleep (woke up too early). Was pleasantly surprised to see this uploaded one minute ago, it’s always a joy to listen to these videos. I’ll watch more attentively later haha
Lol UA-cam says that this comment was posted 2 hrs ago but the video was posted 1 hr ago
@@BIMSKIMBLES magic
Spiff’s videos are my go to nap time videos
Fr I’ll just do homework or nap with videos on bc I like background noise and then I’ll just watch it again later
I wish I could fall asleep in 33 minutes
i love how in the unfinished version, the voice actor adds a little "blegh" at the end of her scream
As a game developer, stuff like the sliders working and then suddenly not working anymore is one of the most things that just randomly happen
In my last project this happened to a font which worked perfectly when testing it but when we released it (changed nothing with the font anymore) the font was gone haha
I've had several people try to convince me to get into programming since I am very interested in the details of how games (especially old ones) work, and all I can think of is how often this sort of thing happens.
Astral: lets get a look at the jumpscare. I feel like this would be the most normal looking.
*jumpscare*
Astral: *instant regret*
For real tho like in game the pugapillar jumpscare is very simple. I didn’t expect all the theatrics
It reminds me of the pogchamp face personally
grrrrrrrr his name is spiff not astral 🤬😡😡😡🤬🤬🤬🤬🤬
@@turtleboi456 NO ONE CARES because they didn't know that
@@naomisanimated_toons1804 they were joking, notice the extensive emojis?
12:27
“The toys are like, children who have been turned into toys.”
Speech 100
Makes sense to me
Some pointed out the red liquid next to the toys are the Poppy flower's "juice" and not actual blood.
@@theotv5522 what is that?
@@user-he8nj6fy7p I don't know if I'm taking it the wrong way, but poppy flowers are where opium comes from and opium is used to produce other opiates, medically used to relieve pain. Seeing as experimentation is very common in the lore, the use of poppy derived narcotics is obvious.
"I think this is gonna be the most natural looking, personally"
PJ: **turns into a gigant accordion being**
Oh how wrong he was. How very, very, *VERY* wrong
I actually prefer the final poppy speech from the demo because it doesn't make her sound like a villain, she just want's to fix things just like in the final game but in the final they just made her way too evil.
Yeah I agree with you on that
I love the "This is your fault" at 26:39, the way you said it made it sound so funny
Yeah my favorite part in the whole video
Poppy doesn’t sound like a maniac in the prototype. She sounds like a person with reasons for her actions.
Yeah, I'm kinda hoping the devs see this video and change it back, that one is way better than the final version.
@@danielm.595 it’s better but it definitely breaks the “show don’t tell” rule. it’s too much exposition. i do like how much nicer she is in the early build though
@@missdarling7806 yeah, they made her sound too evil in the final version
@@danielm.595 From what I saw, she was nice/polite when you first meet her, but I guess after seeing Mommy again she got PTSD from when Mommy mistreated her so she went sicko mode at the end.
WHAT THE FUCK 153 LIKES???????
Okay but it would've been absolutely sick if they programmed mommy to chase you on eye contact next to that lever. Would've been terrifying for anyone who saw
Don't give the devs ideas, they might be watching-
@@LevenLappi Nah devs too busy resolving their pety UA-cam drama.
@@LevenLappi Yeah, but was kind of lazy they didn't make Mommy chace you or that they just locked ways with spider webs instead of making actual places for hidding from her or left dead ends when she was chasing you, so disapointing.
@@adr1x_x948 not really but ok lmao
@@adr1x_x948 it’s a chase lmao not hiding
I would've liked to see what the kissy missy cutscene looked like in the debug version, if it's even in there. I like the early version of the poppy speech a little better than the final, too.
@Jarreth Oglesbee Yeah, unfortunately they kind of killed the writing quality for the sake of vagueness. The final version lacks any trait of coherence, being composed of harsh sentences barely connected to each other. I just can't take it seriously when it tries so hard to be mysterious. This version of the speech feels much more satisfying and actually hooks the player to the story, leaving them interested to see what's next.
@@namity1305 too much info tho
@@namity1305 yeah, if something is _too_ vague it just becomes boring/annoying since there's no reason to care. "Fear of the unknown, so spooky, wooo" only takes you so far. Hopefully the next chapters expand on the actual current story a bit, the lore is fine but they're leaning on it a bit too much.
@@Starkor990 Yeah, it revealed a bit too much honestly, it's probably for the best, sure they maybe went a bit too vague. It's a VERY difficult balance to give players enough information to keep them interested, but not so much that it kills all of the mystery. They needed to get a better balance of vagueness and information.
Definitely think that the finalized version of her lines were a last minute change. Especially since they left the og lines in the demo, it definitely feels like a rushed change. The vagueness is certainly too blunt. Rather than hooking players with anticipation, it’s more so like running head first into a brick wall, with no tantalizing secrets to lure the audience in. Of course I think the og lines definitely splurged a bit too much on the info but all the same, I feel like for a finalized version, it would have been better to revise and cut down on the original script rather than scrap it in favor of a new one. Even if it meant the chapter release being delayed a bit more, the quality of the ending can probably benefit from it. The main issue is that you’ll have casual players who won’t ever hear the scrapped og lines and may turn away from the game due to its lackluster cliffhanger. But, in truth we don’t really have an inside look to the difficulty’s of a developer for this game so in the end, we can just thank them for giving us the original diolauge to compare to.
I have a theory for the giant wheelchair; It's not fo just really tall people, it's for those who were turned into Huggy or Kissy, considering they are the tallest among the characters, even towering over the player themselves. The wheelchair being such a large size would make sense for the "recovery" phase of the experiments, as a child wouldn't normally fit for how small they would be compared to it, that is, unless they became much larger for other means. Hell, even going so far as to say a child that became Mommy Longlegs would still fit for this theory.
Something I realized is that in the “beta” version of the game, the music for the Pugapillar map is (I believe) a variation of The Caretaker, which proves that most Poppy Playtime music is inspired by The Caretaker
Well, if one thing's for sure, we were DEFINITELY not supposed to hear that version of Poppy's speech. I think it definitely confirms that Poppy at one point was NOT a doll, and the only explanation is that she was a human. And I've heard a theory that she was Ludwig's daughter, and he created Poppy to bring her back, then the other toys were brought to life because he was trying to figure out how to make her human again? Not so sure on that final bit. But considering she says "It's cost so many lives" when referring to her own existence as a doll, that at least says that she was the first one.
Agreed. That info really works for being ludwigs daughter and then when he passed the other scientists kept wanting to see how far they could take it and make the perfect human like dolls, so they kept experimenting after having success with poppy.
that makes a lot of sense considering she is a circus baby ripoff according to the creator himself
so like william afton and his daughter?
Game theory
@@kate-os5ww Not surprising, with what they did to Baby in that Don't Come Crying Animation and all.
The settings things is something easy to explain. The version you are playing has been compiled as a debug or development build. (Notice specially the log messages they use for debugging).
Many beginners and people who have no experience with UE4 use console commands for settings, which work on all builds... except Shipping, because in Shipping the console gets destroyed.
So it's very likely they just made a shipping build thinking those settings would just work when they don't. Which is why things work on the debug build and not in the actual game.
Lorge brain
The wall that lost it's collision though LMAO
@@nervehammer1 Hey maybe they accidentally forgot to unselect it when deleting an object and deleted the collision mesh by accident.
@@cookiecreeperplayz I have low experience in Unreal Engine. But you can change Object Assets. But I have no idea why that wall only have no collision while other using the same asset with collision.
It's weird cause they obviously know how to do it. The settings on chapter 1 worked perfectly from day one.
I find it interesting that in the early version of the game, the song used for the pugapiller section is "And Heart Breaks", a song in The Caretaker's dementia thing. When I heard the game proper's version it definitely reminded me of that, although I'm glad they made something new instead of abusing the song's internet hype.
the actual song title is Heartaches
the actual song title is Heartaches
Most likely the song was there as a sorta "hey composers here's the song we want to emulate"
The song used is from Stage 3 of Everywhere at the End of Time, "And Heart Breaks". "Just a Burning Memory" and "And Heart Breaks" both sample Al Bowly's "Heartaches", but are different songs.
They likely couldn't use it in the full build, since they didn't have any contact with Leyland Kirby (the Caretaker) so it'd be a violation of copyright, I'm pretty sure. I know EATEOT & some of Kirby's other music has been used in those analog horror series, which Poppy takes "inspiration" from, which explains why they used it as a placeholder.
@@leosuzaku9638 its just a burning memory is a remake of Heartaches to make it sound more disturbing it also has no vocals
I remember playing chapter 2 and thinking the music during PJs game sounded eerily like something taken from Everywhere At The End Of Time. Sure enough, the music during the debug/prototype version actually *is* from Everywhere At The End Of Time.
If you don't know, Everywhere At The End Of Time is an absolutely terrifying series of ambient albums that use samples of old ballroom music to symbolize the stages of dementia... which makes it all the more terrifying.
the song is question is "and heart breaks"
HA, when me and my friends where watching Chapter 2, I said that the puggapillar music sounds like heartaches from the caretaker or at least sounds like it's from the soundtrack and HAHA THE UNFINISHED VERSION IS LITERALLY HEARTACHES never felt so proud about guessing a game LMAO
Edit: Also I find it oddly interesting that the puggapiller thas blood on it on the debug mode? Only pointing it out cuz I haven't seen someone else say it lol
It's so similar that I, not knowing the original song, and only having watched a single playthrough when it first came out, didn't even notice a difference until it was mentioned
4:21 they really had heartaches as the placeholder music wow
I was about to say
Ikr lol
oh yeah they did
wow. im kinda glad they changed it
@@willzsocial same, the song is good on its own but using it in PP is kinda weird XD
please leave the game open for hours to see the presents stack
I love seeing how games like this work. The mommy chase is hilarious. You get a mommy. And YOU get a mommy. And YOU get a mommy. EVERYONE gets a mommy
Mommy waifu uwu
@@mysterymastermind175 OwO what's this? An army of mommies?
Mommy issues would be resolved if that was the case
The orphans will be so happy...oh wait...
@@mysterymastermind175 seek immediate help
I like the fact that they use the song "burning memory " when they make PJ's part of the game before they use their own music, it was one of my favorite song to listen to before I fall asleep, nice and weirdcore vibe.
It's very interesting to see the words floating in space describing each Mommy's action, like a Storyboard but for a video game sequence.
29:55 That speech aligns so much more with many theories that people have been making. I suspect that the developers did something like the developers of sb did. Keep heavy lore implications in the files because they would give too much away. I feel as though people may poke around the game files and use these in theories. Great video spigg I really enjoyed it :D
Since it didn't make it to the final release, does that mean it's not part of the lore anymore?
@@BimDaTitanicNerd it’s honestly a toss up because it wasn’t in the actual game.
@@yoitsdeath Not exactly, they know for certain that people that love lore in games would datamine them or search for anything in other sources aside just playing the game normaly, so hiding stuff in an easily available prototype version of the game would be nice for the 'lore hunters'.
Now that I think about it, if Gregory was one of the orphans that was experimented on by Playtime Co., he could've set the whole place in fire in less than half a day
"Orphan 1006"
who is Gregory
@@yutubechannel-Y from fnaf security breach I think
@@yutubechannel-Y I was talking about the protag of Security Breach, Gregory, who managed to literally set the whole mall the game took place in fire
gregory is a serial arsonist
That ending was great. The definition of the reason why 'Well done, Gregory' is always going to have a sarcastic undertone.
6:30 - music gives me a heavy "Everywhere At The End Of Time" vibe. Even feels like it could be taken from stage 2, I think?
Edit: Stage 3 - are they playing "And heart breaks" from that album? What
I see in the release it's different. Did they use "And heart breaks" in the debug build? lol
love how the placeholder music they chose for the creepiest minigame happens to be the Caretaker song that creeps me out the most. THAT definitely won't keep me up tonight 🙃
The music for statues is actually "Heartaches" or more popularly "just a burning memory" from the album "the caretaker" when playing the game I thought the song was similar but definitely not the same, turns out in the demo it's straight up heartaches, neat!
I hate to nitpick but the name of the album is “Everywhere at the End of Time” and the artist is The Caretaker
@@Lainferno and the song is and heart breaks
I always thought it was a coincidence that the music in this part of the finished game sounded similar to something you would hear in stage 1 of everywhere at the end of time but I guess not. It’s cool to know the demo song was just heartaches.
@@Lainferno If we're really being nitpicky, the song is called Heartaches and the artist is Al Bowlly
Or you can just be like me and call it "the dementia music"
The old poppy speech has crazy lore implications.
She trained wisely in the arts of initial D
I guess that's the reason why they don't use it
it basically confirms the SuperHorrorBro's theory
@@peeka_ I really hope they didn't change stuff just because of theorists. That almost never goes well.
@@errortryagainlater4240 i suspect they realized they were revealing too much of the plot at once (and also breaking the show don't tell "rule")
I can tell you exactly why it's still in there. It's because if they took it out, the build would break for no reason anyone could discern.
(Source: nah, I'm only guessing - it's just surprisingly common for stuff like that to happen due to weird dependencies)
*The TF2 Coconut.jpg*
@@The-Branch The coconut is used for a taunt and does not break the game when deleted. In fact, you can delete virtually every texture and the game will still run, albeit with a lot of black-purple checkerboards.
@@Ze_eT
I assume you’ve also seen that shounic video?
@@sirapple589 most likely
Tf2 cow
3:23 is perhaps the weirdest death to look at out of bounds. His head just grows twice the size and part of their body has a meltdown. Very funny tho!
2:08 Fun Fact: In Unity this shape is referred to as a "Capsule" and it is the most common thing used to represent a player in Singleplayer Unity games.
Honestly, for singleplayer games I find this stuff really interesting, I like trying to look at how the game calculates stuff, plus it's probably useful for it's intended purpose, debugging, which could just be used for actually removing bugs from the main game, or if someone wants to mod the game which is something I enjoy.
Source Engine Console Menu Intensifies
The surgery room (the room that you can see from the crack) is one of the most disturbing parts of the game.
Seriously, freaky asf.
How old are you
@@TheSonOfRyan Who wants to know, skeleboi?
@@wobblewokgaming655 because if you're old enough to be on UA-cam, being disturbed by anything in playtime is embarrassing
@@TheSonOfRyan it's called an opinion. And this is a video game involving child experimentation, so yeah, it's disturbing.
24:03 i like that she just stops before inserting her hand intentionally 😁😁 Its like Mommy Death in A Nutshell bruh lol
8:51 its so terrifying yet so perfectly timed on how “And Heart Breaks, (EATEOT E2)” plays when PJ shows up
19:33 "Thanks for the head pat mommy" aw lol
This moment I saw this, I sent it to my friend…even though it’s late and we just spent hours playing don’t starve together.
We both watch your videos and when she saw it she said, “you’re tempting me…with the forbidden fruit…at 1 am…wtf”
I love don’t starve. Glad you enjoy !
@@AstralSpiff Yeah it’s lots of fun, we had a good time, no problem man 👍
It’s true, I was the friend. Horrible being awake rn but I must watch anyways
2:54
Matpat actually got this to happen in his playthrough! He died at the end of the section, and the game just...bugged out when he respawned back at the beginning, and it just went zooming ahead of him.
29:56 I actually think I prefer the music and poppy’s speech in this version than the final game.
Fun fact: that music is from half life alyx, which also has a train crash caused by pulling a lever.
Me too
@@radial8955 oh YEAH
I like some aspects of it like the “they’ve been gone for a long time, terrible things have happened “ and “so much is unknown to you” cause they obviously hint at the story and kinda call back to the letter but i kinda prefer the villain tone from the released game
Edit: nvm I think thise lines might be in the released version but both versions are cool
I like how they used the “everywhere at the end of time” caretaker music and based the obstacle course chase sequence tune after that.
Bubblegum under a desk is like: 24:42
finally someone who actually says about how she would have been fine if she didn’t get her leg stuck
Is it just me or does the song that plays in the pugapillar section had ALWAYS been Heartaches by Al Bowlly? I've watched a few playthroughs of this game and never found out about this until now.
in the old debug build, yes
but they changed it in the full release
i caught it immediately as 'everywhere at the end of time stage 1' which is just a slight remix of heartaches
@@MiLk-ie8yh kinda, this is "and heart breaks" from part 3 iirc but yeah based on heart aches
The version they used was from an album called "Everywhere at the End of Time." But yeah, I agree. I feel like they already used it.
I noticed that too
Being able to play any movie file on screens in the game has such incredible meme potential.
I love how in the end of the unfinished version, mommy just looks like she sticks her arm in on purpose.
i love that just a burning memory is used for the chase, its exactly what i thought of in the released version during the chase
its actually “and heart breaks”
11:46 that would take "let's game it out" levels of patience. But i would love to see that place full of presents
we gotta get josh on this game. Hell give us the answers we desire
*framerate proceeds to break*
“Time to play my favorite game: is there a limit?”
6:25 (Pay attention to the music)
*You are starting to forget.*
I think I actually have an explanation for why the worm and Mommy are so fast in the debug build. Keep in mind, I'm not actually a programmer, so technically I actually have no clue what I'm talking about.
I have no way of checking this, since I dont own Poppy Playtime myself, but my theory is that the enemy chase speed was dependent on framerate. The debug build probably ran terribly at some point - 30 fps or lower? And if enemy speed is dependent on framerate, then a lower framerate means the enemies need to move faster. Which means if they fixed the (theorized) performance issues but never changed the enemy speed, suddenly all the enemies move twice as fast, because the framerate was doubled.
idk though, im just some random dude lol
As a novice programmer
Yes
And we are impatient
It could also be because the devs wanted to make sure it made it to the end of the maze without problems so they made it faster for the dev build and simply reverted it back for the final build once they had it working.
@@cookiecreeperplayz that too
No, game engines like Unreal typically use something called "delta time" to make movement truly independent of fps*
Put simply, it asks the OS or whatever how much "real time" has passed between this and the last frame (the delta), and multiplies the speed by that delta to advance.
So if it moves 1 unit per second, at 30 fps it'd advance 1/30th of a unit every frame (since the distance between frames is 1/30th of a second), at 60 it'd be 1/60th every frame, etc.
If the processing rate ever dips, the speed is adjusted automatically by the very nature of the algorithm.
* ok, it's still not 100% independent, but that's irrelevant.
10:40
can we talk about how the toys are still being made despite no one running, stocking or maintaining the factory
I don’t know why seeing the army of different Mommies brings me so much laughter and joy, but it does. Don’t get me wrong, I’m still pretty terrified of her, but that fear has decreased significantly after watching this😂
You are a hidden gem of a youtuber/streamer
Edit: i love that as a stand in song thay used heartache aka just a burning memory or the dementia song it legit works for the game
considering the game is about a toy company shutting down, and it's corruption, it makes sense why burning memory was used, as it's from an album depicting the corruption of memories. interesting stuff!
turns out it's an even more distorted version from the stage 3 album, e2 "and heart breaks" i recognized it immediately because it used to be my favourite song in there
The fact that he thought the worm's jumpscare would be normal from that perspective because of the other jumpscares, but it just exceeds expectations 😭😭🤣
Something about being stuck in the course with the pug worm popping into view and slowly inching forward is so unnerving
That should have been in the game, but maybe it wouldn't have worked for that particular scene so it got cut. Hopefully it comes back in a later chapter
13:02
ACTUAL IDEA AS TO WHY THIS IS A THING:
Some of the toys are drastically different sizes, yeah?
Well…
If this is the room where they were doing all the weird science shit, what if these wheelchairs weren’t made for humans? What if they were made for the toys?
From Kissy Missy’s movements, it seems like some toys don’t have instinctual control of their limbs. What if these wheelchairs were to help train the toys, before they can walk? The big wheelchair is likely for Huggy or Kissy, though I’m guessing Kissy due to the prevalence of her posters. I don’t know who the small wheelchair is for, though.
17:29 there's some players (most well known moistcritical) who actually skipped past the first chase right into the second just by walking into the wrong direction and going right to the second
My favorite part about dissecting a game like this is finding out the original lines. Her saying that a lot of people have died to become toys definitely confirms more than the vague lines we get at the end. Confirming a lot of the theories. Cool stuff definitely like this chapter.
6:30 _The fact that the original song for that section was _*_"It's just a burning memory"_*_ makes it even more terrifying since I immediately associate it with the backrooms._ 😭
It wasn't "It's Just A Burning Memory", it was "And Heart Breaks"
Wait you associate it with the backrooms...... Bruh.....
@@reddodeado301 Chads associate it with… wait what was it again?
@@subnau0424 I forgor 💀
My guess is that they changed Poppy's speech at the end to play with the mystery a bit more but left that in the files in order for people to find out and theorize about it. In this way they are free to continue with that line (or not) if they want without being totally committed at that yet and leaving even more intrigue to the players. 🤔
that’s smart asf
14:47 this scared the living crap out of me 💀
25:11 is just perfect 😂
8:21 so when an engine "BUILDS" a copy it has to essentially BAKE geometry to file, if theres any interruption it can mess with things. Like removing collision and deleting variables that connect things.
Cannot comprehend what this means but thank you
@PointsofData Computer game go stupid and forget things if it gets interrupted
4:30 that's "it's just a burning memory" from Everywhere at the End of Time. the music from this chapter reminded me of it when I played through but I didn't think they'd literally use samples from it loool.
Yeah I think they used it as a placeholder before they actually had their own music
Actually, its "And heartbreaks", A Version of burning memory played later on into the Album/stages of Everywhere at the end of time! (But overall, you're not wrong, friend!)
But I was really shocked to hear it play, though.
I love EATOFT and i like to think the music in the game was based off of his albums just a tad.
While you're not wrong that the song was used by the caretakers in their Recording 'Everywhere at the end of time'. I do have to say that the song isn't called that, the correct title is 'Heartaches', a 1931 song composed by Al Hofman with lyrics written by John Klenner.
Specifically, the version used is one sung by British Jazz vocalist Al Bowlly. He was known for this sort of style of music, with songs such as 'If anything happened to you', 'It's all forgotten Now', and 'Midnight and the Stars and you'. The latter two of which were used in the horror movie, 'The Shining'.
I'm sorry for this, it's just I've seen all these people refer to it as such like the Caretakers created it, but I know that while the song became known as 'it's just a burning memory', as a fan of songs of that time period I just felt the need to shed light onto the truth of the song's title and origin.
@@Nic2121 You're alright, lad! But thank ya for explaining it with a lot more information than what I usually see about where Burning Memory's sample came! :D
Poppy released speech: gives a villain tone
Poppy early speech: too innocent were just heading playcare good
"She looks like Mrs. Incredible"
_Well I mean there's a mod that makes that a reality_
WHAT
PLEASE OMG TELL ME
Already? Damn modders are quick
Sorry I'm late to clarify (5 hours jezus) but go check out ToastedShoes for the mod, he mixed a bunch of others in too
@@Sandra-faith B O N K
Imagine you trespass in the Poppy Playtime building and instead of the ominous tape that plays, you just get Sun Man going off with "SECURITY ALERT! SECURITY ALERT! WEE WOO WEE WOO!"
The best part about an asset pack and a release that isn't totally finished are the ideas which never make it through to the final stage. It is the very reason why you get that room filled with a bunch of answers.
I feel like the fact they used a lot of unused models in the room with the crack in the wall was for a really good reason. The rest of the place doesn’t exactly fit any sort of medical or hospital theme, and in the finished game, a door opens up into the area that we don’t actually get to see. I feel it either tries to work the illusion we’re about to/supposed to uncover something big by seeing something new and unusual through the crack in the wall, or it’s to signify foreshadowing through lore? Maybe the medical equipment was used in the so-called “lab” that the workers in the tapes did their experiments in. Either way we don’t see it up-close in the finished game, unfortunately :(
"Mom, can we have multi track drifting?"
"We have multi track drifting at home"
Multi track drifting at home:
29:40
Lol
There is no WAY they used the fucking Dimentia Music is in the game, like they must have used it for inspo for the tape Music as well as the base game Music. That is so funny.
"Mommy Long Legs, why do you hate the staff so much?"
"I forgor 💀"
DEMENTIA MUSIC- 😭😭
@@beebissUNUSED
Pyrocynical called the song that a while ago, it has stayed with me since
@Lonely Skiddadle
Ik ik, I left a goofly long comment on Pyro's video saying where it's from, such an amazing... album? Painful experience?
Spiff I really want you to upload some of these without context.
7:38 the balls video (but maybe with lighting effects on)
8:28 T-posing Poppy grab
18:09 hello there
There's just so much meme potential in this
15:32 You could almost call it...
An aBUNdance of Bunzos
4:21 So they really did took inspiration from the caretaker's EATEOT.
So it made sense that the music sound very eerily similar.
What is that?
@@deusgamer7154 Everywhere at the End of Time. It's an album created by The Caretaker that symbolizes the stages of dementia. It's interesting to listen to and to read about, it got very popular last year despite it being released a few years back.
It’s an excerpt from the album. It’s the first song on a different level (I think it’s level 2, I love eateot)
3:43 As soon as this happened, I immediately said, in terror “Why is it making the poggers face?!” And because I noted that, now i cant unsee it.
if you're wondering what that prototype puggles map music is, that is "burning memory" but more distorted. go search it up.
I think it’s from like stage 2-3 using the same sample
8:33 just straight up t poseing 😂
Him saying the words "Mighty Bean" at 2:08 game me flashbacks to 10 years old me with my grandparents at the dollar store where they were everywhere
With the caterpillar, he's also always showing on top of any other objects in the scene, likely so the jumpscare can't be blocked by anything. Additionally it seems to drift towards the camera as you move, creating a disorienting overlay once the scare finishes.
I love how mommy slowly put her hand in the machine and starts screaming in the debug version
12:29
i never thought it was specifically children i just assumed they collected any type of organs, animal or human. and put them inside of toys in a specific way to make it living. like it's own species of creature. perhaps they are evil because they are starving. i think the prototype can feel hunger but doesn't need to eat
fun fact: the old music in the prototype build is actually the first song from the "everywhere at the end of time" album, and the original song name is called heart aches i believe
4:21 there's probably already comments about this, but the unused music is the caretaker -it's just a burning memory from everywhere at the end of time (might've gotten title wrong)