On the note of Bendy comparisons, the actual plot of Poppy Ch. 2 is remarkably similar to Bendy Ch. 3. A female antagonist sends you on a highly dangerous errand run, which you only go along with because it gives you a chance at escape, then tries to kill you once you're done. Hell, the train sequence at the end of Poppy Ch. 2 is almost exactly the same as the elevator sequence at the end of Bendy Ch. 3, just as you're about to escape, an antagonist crashes your escape vehicle, because they REALLY want to keep you around, the only real difference being that in Bendy, it's the same antagonist you've reluctantly sided with the whole chapter, while in Poppy, it's a complete non-character suddenly deciding you're "too good to leave", or whatever.
@Phillip Clearman considering they seem to have a clear plan laid out, I have a feeling it might be better. Bendy's story was a clusterfuck since they wrote it piece by piece, not having a clear goal in the end. This is why there's a lot of inconsistencies, plot holes, and a fucking cop-out with the "it's a time loop" ending that literally came out of nowhere.
Poppy is just another example of everyone wanting to be the next fnaf. They want the merch sales and the super lore obsessed fan bases but they forget that fnaf didn't start out like that. The lore was barely in the first game and was only expanded on later, and the merch didn't start coming out until after the first few games were already out and the fan base was already established. I guess they just forget that because it all happened so fast
FNAF is a good example of a good game, but every game is gonna have it’s flaws, no game is perfect. For FNAF, I think it was the lore that also made it sell, while it didn’t leave you completely in the dark, it did give you bits and pieces of what happened like five kids went missing and no one knows what happened to them and I think the overall design of FNAF was also what really made it sell. And let’s not forget the amazing dev who actually cared to listen to his fans and interact with them and was just overall amazing.
@saimin I think what made that tolerable is they weren't an absolute merchandising empire til around 4 or Sister Location. And for all of what it became, it had humble beginnings as a "one last attempt" project. There was no cynical cash grab angle at first, and I think that's what made it work. Poppy Playtime will always be the third restaurant trying to make a fried chicken sandwich: it may not be totally horrible, but it wasn't the first, and it definitely isn't the best.
Basically they are doing the same mistakes WB/DC did when they tried to rush their Cinematic Universe to compete with Marvel, without carefully planning for the long run or you know, not rushing an entire decade worth of build up in just two movies like they did with Batman v Superman and Justice League.
problem is portal was very unique and specific, the puzzles were built around a game mechanic that cant really be adapted or evolved, only copied. seriously, whats the logical progression of doing puzzles with portals? there isnt one and there doesnt need to be one ion the portal games because its what theyre about. but if another dev just outright copied portal itd be very obvious. honestly i think indie devs need to look at puzzles as a whole and not just puzzles in videogames. look at the shadow puzzles from resident evil 7, theyre very similar to those physical puzzles where the goal is to remove a ring from some contraption, usually by orienting it a certain way. such a unique design in a videogame, thats the kind of thing indie devs need to look at. new ideas to adapt, not old ideas to copy.
Also portal was just pretty. I think a game too similar to portal wouldn’t do well because portal is so big. Sure, fans like me *want* more. But i would prefer more from Valve themselves, rather than a game by a separate company taking too much inspo. Portal supremacy.
That's another thing, the core mechanic is somewhat similar *to* the portal gun in general function- your main method of interaction with the world being a device that has two variants of the same gimmick.
This game always hit me as a Bendy clone, for more aspects than you may think at first. Structure and elements included: - Multi-chapter structure - Short first chapter with virtually no threat until the very end and an abrupt cliffhanger ending that means nothing - Title character barely appears - Lore plastered everywhere for depth - Seemingly important characters killed off very quickly - A character using the remains of others to make itself stronger - “Your childhood/old classics made EVIL!!!1!1” Trope - Chapter ending involving a betrayal with something crashing and a tease for the next chapter following the crash. - Jacksepticeye cameo put in a spot almost no one will miss (it was actually previously more out of the way in Poppy in the beta build accidentally left in the game, probably moved so more people could see it) (Edit: For everyone seeing this and feeling the need to defend Poppy Playtime, I think both it and Ink Machine are mid as hell lol. And we can agree Dark Revival steamrolls them both in quality and interesting story/gameplay lol) (Edit 2: I know I could really scrape the bottom of the barrel to say that PPC3 is a rip off too but tbh they beat the allegations and made something good, I'll let em cook)
@@nighthitstudios Yeah, you're actually right! Bendy is a constant throughout most of the game. And he does have a few more instances of where he's actually relevant. Poppy has maybe 4-5 chunks of dialogue and has been kidnapped, and that's it. You could replace her with a cardboard box and nothing would change, because she has no presence besides “OOOOOO MYSTERIOUS LORE”. (Edit: And her monologue at the end of Chapter 2 gives you nothing besides “lmao get betrayed”, when they weirdly cut a massive number of lines from the prototype version that makes her seem more justified in keeping you there rather than a twist that literally surprises no one)
While I will never be playing these games/giving EnchantedMob any money, I will give the devil his due and acknowledge that the art/animation team at Mob Games is incredibly on point. All of the actual designs and especially the animation are phenomenal, with Kyle being almost hypnotic to me in how they make her move. It's just a shame these aesthetic goods are saddled with... ALL of the bad
That’s what I was thinking when I saw her. Normally animators don’t deal with stuff like that making it more of a feat to pull off well, and it’s almost a shame these clearly very talented people are working for a terrible company.
True! I actually love how some of the characters look, and also how those fake vintage posters look but the game is just so bad. I tried to watch the first chapter when it exploded in popularity but it was so boring I couldn't get through. Not a good thing for a horror game meant to keep you on the edge. So I guess the designs will go in the trash unless they do some 180 spins in the future
Yes! Like that one scene in chpt2 with Kissy Missy and the lever. I thought it was kinda funny, with her looking between you and the lever and all that. But knowing who the artists have to work for just.. ugh. Wish we could support them directly, and not the brothers.
@@cadendicky1855 Not much, but if I had a nickle for every time I heard an obnoxiously overused phrase, it would make me laugh way harder than it should.
when i saw this game my first thought was “Game Theory bait!” and not much else. The mascot horror trend that’s directed towards kids and advertising is absolute dog shit. It’s clear to me that Poppy Playtime is merely a cash grab for the higher ups in the company. I’m not saying that *all* the people working on it are bad cause i can see some passion leaking through. I do have to give it some points cause, yeah, it looks good, it looks *really* good, but putting sprinkles on a pile of shit won’t make it taste better. It’s the love child of Security Breach and the last chapter of BATIM.
It’s defenitly not a cash grab as for 1 people forget good games need money to be made cus have u seen a single free game that’s been hood without micro transactions to bring in any money to pay they’re team whatsoever people hate spending money on game but forget they’re made by people and it’s there job and they need money to live as it’s the only way to survive
@@esmeraldakolaj1682 I don't know but if you are saying that bendy and the ink machine chapter 1 and 2 are better than poppy playtime chapters, I think you have a problem
I find it interesting that one of the good things in presentation of chapter 1, that being Huggy standing in the middle of a room on an elevated stage standing still and then disappearing, is something that also seems directly taken from Bendy. In chapter 4, this exact scenario happens. You walk into a room with an elevated stage, looking onward at three inky humans standing still in various poses. You move to a different room, and if you decide to come back, the people aren’t there anymore. Something else we can put on the list of PP and BATIM comparisons.
@@SpringyGirl69 that's not his point? like at all, what also i kinda forgot, what are you talking about with the disappearing inky humans in chapter 4? I don't entirely remember that
Literally any game does that..just because Bendy was more popular doesn't mean it's the first to do so..they do it in horror movies anyways.. and in Poppy the lights being on Huggy was most likely intentional and probably by Poppy so we know he's our big bad
My biggest problem with poppy aside from the creators being generally shit is that there is nothing original about any of the concepts or story beats. It feels like an amalgamation of every indie horror for kids game of the last ten years.
The indie horror games like FNAF or Bendy aren't for kids. Popular with kids =/ made for kids. Poppy playtime is the only one that is really for them. But I agree with the rest of the comment.
The funny thing about Poppy Playtime devs is that they actually run a animation channel on UA-cam, which are mostly an amalgamation of different IPs that are extremely popular and trendy with the demographic of young children, such as FNAF, Bendy, Squid Game, and FNF. Watching these videos almost felt like a fever dream to me.
@Ronald Nygma Looked on Steam, cannot confirm it says FNAF or Bendy are for kids. Bendy is rated T for teen, which... while teenagers are kids, this rating is based on the content of the game, and the game is not for younger children, which is usually what people mean by "kids." FNAF isn't rated anywhere I can see and includes no tags that tell that it's for kids, either. It just says "horror," "lore-rich," etc. But ratings shouldn't be your only reason something is "for kids" anyway. It's a nuanced topic, and saying ratings completely determine whether something is safe for children is like saying the law dictates morality. Morality is subjective, and the law can and should be changed to account for new developments and errors in it.
the ONE thing I wanna give Poppy's Playtime is that all the little colorful illustrations of Huggy Wuggy really make the character look like a fun character that children could conceivably like. I feel like a lot of times, horror based around 'evil kids stuff' make the characters look creepy even before they start killin, and it's refreshing to see something that's legit kinda cute at first. Too bad about the rest!
Its kinda messed up how hyper-fundable kids horror games exist nowadays. Its always “squimbly bimbles super fun barnhouse” and the main character only exists to sell plush toys as the series gets less and less scary.
"What if a cute little plush toy was actually the devil?" (hey, kids, remember to buy your own little plush toy, it's not the devil, we promise!) You know what's funny is that I highly doubt a single *adult* who watched Child's Play ever wanted a Chucky doll, because that thing is terrifying, yet apparently these devs make such immersive and scary horror games that kids are willing to buy the same toy in real life.
yeah and you used to work at the super fun barnhouse and then you get trapped inside and squimbly bimbles is barely a threat because he never shows up in-game
poppy playtime is less "for kids" because of its content and difficulty level, and more because a lot of kids won't recognize the glitchy half-baked builds, repetitive and unoriginal gameplay, and bare-bones scary imagery as Signs of a Bad Game. (and of course, it's already a bad sign to create a game with the intention of scaring your audience when your audience is... elementary schoolers)
its for kids because the iconography and background of a toy factory is for children in the first place, similar to how fnaf was around the entertainment/birthday party animatronic setup
I'm sorry but what are those "flaws" you listed? I feel like you have a bias here against the game. The game and it's devs are good. The people on top and in control are bad
@@notmocka im talking about the actual influence of fnaf itself being chuck e cheese. A place where kids go to have parties and teens could remember in possibly nostalgic tones. A kid friendly mascot gone wrong is a childlike character turned nightmare to a younger audience
Y'know Danerade, your videos never cease to impress me. You really do a good job at trying to understand a game and take in all of what it holds and critique it to the most respectable and comprehensive degree. Great work!
my main complain with the game is that it's so bad at guiding the player. It's important to subtly nudge the player in the right direction, games usually do that with light, color, movement, sound... For example, on the pugapillar chase, they could have had a strong light pointed at the exit. It wouldn't have been subtle, but from the beggining you would know your objective. For the chase of the first chapter, make the dead ends obvious, and make the actual path obvious. Unless the trial and error was intentional, but that would be very bad design
PJ Pug a Pillar was intentional because the player was supposed to feel betrayed by Mommy, because the exit was hidden behind the rocks but with the rest, you're right
@@lolipop66 it's still bad design, but instead of poor execution, it's because of a bad decision. I think it's cool to use gameplay to portray narrative stuff, but if confusing the player was made on purpose, it should have been more obvious, so the player knows that's what's meant to happen, instead of feeling dumb or feeling bertrayed by the game itself
I immediately remembered that section in portal where Glados tries to incinerate the player on a slow moving platform. Its a nice section to portray Her betrayal, yet you get enough time and pointers to know how to get out.
I feel like as something that is supposed to be horrifying, mommy long legs is a dissapointment. For such an interesting character concept, the execution was poor. How interesting would it have been if you had to carefully navigate through a moving web with one wrong move attracting unwanted attention. Instead, we got 3 minigames and a chase scene, which felt. Disapointing. Imagine if instead of poppy playtime being chapter based, you would instead travel through the factory with each toy having its own territory, and the player needing to be mindful of how to avoid it. The player must find upgrades throughout the factory to eventually take down these toys, and escape.
@@TimmyDaTurtle It's A Anime Battle For Survival, As You Lived In A Wild World Full of Dangers And Your Only Options Is Run Or Find A Way To Defeat A Specific Monster.
Another thing that gets me about Mommy Long Legs is whenever I see her, I swear she looks a lot like a fanart a girlfriend once showed me of that one My Little Pony character people used to really like.
I honestly hate how Mommy Longlegs talks so much. With all the stuff added to make her cinematic chase more engaging with the animalistic movements like Huggy’s, I wish she wasn’t speaking. Isn’t the lore suggesting that these things are basically living beings now and only surviving by eating one another? If they want her to “play with her food” then she shouldn’t be lore dumping.
It's really unfortunate honestly, she has a very interesting design but her constant droning on and her annoying way of speaking gets you more sick of her than interested. If she's gonna do nothing but lore dump they could at least get to the damn point faster.
The line “or I’ll eat your insides, while you’re still alive” just sounds like the last part was slapped on in a desperate bid to make it sound more threatening. It comes off as the writers condescending to the player, as if we couldn’t clue in to the idea that someone eating your insides is a bad thing. This line haunts me, it’s so awkward and stunted to listen to.
As a Polish person, I was NOT expecting a reference to a Polish Elections and Rafał Trzaskowski in a review of an indie-horror game... Literally got me speechless and I had to go back because I forgot to listen to what you're saying for a fewish secodnds xD Good vid btw, really enjoyed :)
A weird thing about this game is its appearance in the "Minecraft" section of UA-cam livestreaming. Lots of weird stuff involving this character in the thumbnails.
Thr big problem with the VHS video lore format in chapter two is how uninteresting it is. This is a problem a lot of games suffer from that I like to call "lore dump." It's when a game will just dump a bunch of lore on you inbetween gameplay segments instead of incorporating the story into the gameplay. It's incredibly lazy. Imagine if you were play FNAF and inbetween each night you hear phone guy tell you all about Freddy and Bonnie and such? I'm not saying FNAF as they eventually started lore dumping in later games but in the first few they kept it vague and interesting. Along with that, this games gameplay is *super* disconnected from the whole style. That's a major problem with a lot of indie horror games nowadays. They come up with the story, then come up with gameplay for it instead of trying to link the gameplay and story together. It really makes the game not scary at all.
Yeah I agree! I love when games tell their story through the actual gameplay and environment, and it's annoying how a good portion of indie horror games follow so many similar decisions in how they tell their story -Walk around and pick up tapes, recordings, or random letters lying around for no reason so you can read/watch/or listen to some random person go on about how "spookE and scari" the totally spooky and scary monster is and about how "science has gone too far" or "I made a deal with the devil" for the billionth time with little substance -Enemy characters just flat out monologue to you about how "things used to be so great at company/town until vague spooky event happened and everything went wrong and they were left alone"...blah blah... -The game covers it's "dark themes" purposefully vague and half baked so popular fan theorists like Game Theory or Superhorrobro do all the heavy lifting in actually explaining the lore and making sense of things -It's almost always a mascot horror themed game that gets hyped up then forgotten about. Every time.
there all fnaf except undertale which is kinda indie horror in some aspects idk all the poppy game needs is just a good ending that is not like bendy's ending
"inbetween each night you hear phone guy tell you all about Freddy and Bonnie and such" is EXACTLY what happens in fnaf 1. there is no lore besides the newspaper and the phone calls.
Honestly, I don't mind lore dumps, but I'm probably biased because personally I got sick to death of the whole "let's sprinkle tiny tidbits of a story but not put any of it together or have any of it make sense in context" format that a lot of horror games were doing. Basically leaving the fanbase to try to make sense of some brief cryptic dialogue, resulting in a mass wave of cringey "theories" that are usually just some kid's fanfics/head-canons being presented as theories with little to no canon evidence to back them up, then by the time the game finally decides to just tell the damn story, some fans are pissed because "WAAAH MY PREDICTIONS GOT DISPROVEN". Not saying that's any excuse for lore dumps to lack subtlety or nuance, just saying I prefer it over being given bread crumbs because it's less of a headache X'D There's nothing wrong with vague lore, the only downside is it got to the point where being as vague as humanly possible for the sake of being vague was seemingly prioritized over actually telling a story
After playing chapter 1 I can conclude that the game is just bad. A combination of puzzles made for children, incomprehensible lore, poor story, bad execution, and a wasted premise really do it for me in terms of how bad it is. It feels like it is trying to capitalize off of the current analogue horror trend with none of the charm or tension of analogue horror. The trial and error nature of the game makes the game feel tedious
It's an ok premise but is just another fnaf lore horror game. I am not even a huge horror fan but I just hope that when new indie devs decide on making a horror game they try something more original.
I feel like the biggest issue is an issue it shares with bendy and the ink machine. The gameplay, story, and world as a whole is bland and uninspired beyond a basic surface level which fnaf already breached half a decade ago. Only reason bendy went anywhere was the art style was cool. Only reason Poppy's going anywhere is because people are comparing it to bendy and fnaf. It'll die out but it won't matter, the creators will have still made their money
At least Poppy Playtime has better production values than Bendy and the early FnaF games. I kind of like watching the games, but I would never purchase them (or the merch).
@@prufan At the very max as soon as the 5th chapter dropd out, if not before Then it will have some more months of sucess when they announce the unrelated short game telling something about some character and then it will die out
I feel like the first chapter was okay, but the second one was kind of lame, and I think it’s because I just don’t find Mommy Long Legs as scary as Huggy Wuggy, tbh. I think what left such a big impression from the first chapter was definitely, for the most part, Huggy Wuggy’s stage presence, as silly as it sounds. HW seemed almost animalistic in his pursuit of the player, with just enough intelligence and sadism to wait you out. His chase was perhaps the best part of the first chapter; It made him intriguing, but also made his true intentions unclear, which made him more terrifying. The combination of his animalistic behavior and his ability to trick or wait out the player makes him almost alien. Mommy Long Legs probably doesn’t scare me as much because she’s so talkative and does that generic thing where a cutesy evil character makes thinly veiled threats using innocent and childish euphemisms (“let’s play a game” and the game is you getting murdered). It might have been fresh a while ago, but it’s kind of a tired trope for me. She’s, by contrast, an open book where she clearly sadistic and childish, but this makes her seem a lot less intimidating by contrast. To be fair, I think her design is actually really cool and creepy (especially when her eyes turn black), and the way she moves is pretty intimidating, and her death scene was actually pretty well done. One praise I’ll give this game is that the monster designs are REALLY good; they manage to combine cutesy designs with monstrous tendencies that make their monsters super unique. I just wish they put more faith in her off putting design instead of giving her so much dialogue to make her creepier, because to me it gives the opposite effect.
I liked the second chapter more because it was more fun and longer. However, I do agree that HW is much scarier than MLL. I feel like her actions are out of pure hatred and she tortured us by these anxiety inducing games not minding it if we die or not. HW on the other hand feels like an animal, the lack of dialogue and him only getting aggressive when we get closer to Poppy, makes him so mysterious
EXACTLY! When I watched people playing the game I swear my eyes were rolling back into my head everytime she opened her mouth. It came off cringy and like it was written by a edgy child rather than something actually threatening. I found the dog caterpillar sequence actually made me jumpy though. Obviously the more silent monsters scare better.
I feel like they made a mistake making any of the characters speak except Poppy. Imagine if they made Huggie Wuggie talk! Mommy Long Legs lost her threat immediately by talking. They shouldn’t have used her to lore dump or talk to you, having one character, such as Poppy be the only “voice” to do that would be best, especially as Poppy just works better with her voice and how it isn’t as easy to interpret it as completely threatening or friendly, both in tone and the ambiguous things she says. The “cutesy but opaquely evil” voice and characterisation of Mommy Long Legs starts to go into the so absurd it’s more cringe than scary territory. The more “human” you make your monster characters, the less of a “monster” threat you feel from them. Kind of like in Security Breach, part of the reason the animatronics in that game weren’t scary, especially if compared to other FNAF games, is they lost that unsettling feel you can only get when you see just a BIT of sentience in something that shouldn’t have any. I think a big problem is indie developers are usually animators first, game devs second, revealing their lack of gaming background by not knowing interactive and/or non linear storytelling very well. They make decent enough designs/game assets, can animate cinematic events well and in theory have a coherent story if spoken aloud in summary but they have no idea how to pace a game, not fully understanding the uniqueness of the medium. Like how they think basic puzzles are compelling gameplay, they don’t know how to integrate it in to feel like an authentic part of the world. FNAF worked as everything you did was a proper mechanic you could imagine doing if you were in that office. You were “playing a game” yes, but in the context of the game you were just doing what I’ve would do if really inside it, making it immersive and not a constant reminder you’re playing a game. As an animation graduate who ended up wanting to write a novel afterwards I struggled with it, despite being a storyboard artist where storytelling is my strongest skill, that is until I realised how different the rules are for each medium and studied it, I couldn’t approach a novel like I did a storyboard. I feel we’re seeing games made by people who haven’t come to understand or have even tried to study games, mistaking knowledge in one story telling medium as applicable to other mediums and it just isn’t the case! The Poppy Playtime team could make a better animation series with this concept than they can a game, the quality of those chase scenes really makes that clear. They need someone who had studied game design, as slapping the skills of an animator and coder is an incomplete formula for game creation.
Your Commentary Is Very Useful Since I'm Planning To Be A Developer As Well, But I Don't Have A Computer Yet, So I'm Staying At Artistic Part: Training My Artstyle In My Cellphone.
I have to disagree with you about monsters talkings there are plenty of games that have monster talk that can be scary like horror with humans as the monster And actually I think huggy wuggy talking could work.
@@aronestone100 I guess it depends on the Monster and how it's developed. In my opinion I think Mommy Long Legs would've been better if she didn't talk.
@@zelmo5683 Yes, It's Depends On The Monster Should or Shouldn't Talk. Not Only Mommy Long-legs Shouldn't Talk, But All The Monsters Shouldn't Talk (Although They Aren't Yet At The Game). 'Cause I Theorizes That Some Monsters (Toys) Behave Like Wild Animals, They Are Affected And Most "Em Can't Talk. Only Poppy, 'Cause I Think She Is More Rational Than Others. But Is Not Like That At The Game.
I'll admit never playing this game before (I guess now I can cause CH1 is free) but watching others play it, as someone who's grew up during the whole big indie horror boom, this one felt particularly like souless to me. Like future drama aside, something in particular just didn't land for me and it felt not formulaic but like those kinds of cash grabs you'd see.
@@PhoxphorusKitKat It's not a totally substantiated conspiracy theory but, like, come on look at how fast they went to pumping out merchandise. There's no way it _wasn't_ the plan
@@Graknorke I mean you're not wrong. It's very surprising how fast they went from release to merch (I'm still baffled as to the fact that there's a merch button on the title screen) to a movie deal before I think we got any (meaningful) teases that Chapter 2 was even happening! How does this even happen??? I feel like the answer is "they won't" but I swear, I wanna know what a kid fan must be thinking of all of this. Like I'm wondering when this shit won't fly even for kids they're marketing towards.
@@Graknorke Most of the games aren't even for kids. Poppy is the first "indie" ( because it's not indie by definition ) horror game that was made for minors.
What I really like about the PP character design is that they manage to be creepy without going into the "I would never give this to/let this near a child" territory
Given how quickly the devs waited to shill out their non functioning testicle currency and claim they hid important lore secrets within them and then also make those important lore secrets just images that are already in the game, if i remember correctly, i don't have much faith that the following chapters will be too terribly interested in stepping things up to any extent or taking feedback from digruntled fans or critics, instead only listening to you if you are a child and are giving them suggestions on how to best convince you why you should steal your mothers credit card to take place in some technically-legal-for-children gambling.
This video was super dude! It’s a shame how the indie market is becoming “corporate” in a sense. It really ruins the fundamentals of the genre and stains the market as a whole.
If you want a great example of what indie horror games should’ve been in the first place and was actually made by passionate devs, I’d highly recommend checking out Inscryption, Omori, and Little Nightmares respectively. I think all three of these games did an impressive job at incorporating lore into the gameplay experience in a natural progression.
I want to say, the chase scene in chapter 1 seemed more about reflexes and context clues with the written warnings and welcomings on the walls, so it was pretty fun. But the chapter 2 one actually got me a little tilted since the context clues weren't as strong
Indie Horror game starterpack: -Player walking aimlessly for the full gameplay -Huge monster following the player -Player getting involved in several puzzles -Monster chasing the player then dying at the end -Monster emitting a cheap jumpscare -First person player having always an item on their hands like if it were a FPS game -Player visiting abandoned building -Abandoned building being an actual restaurant/company etc. -Trailers having a stereotypic horror movie feel -Sprinting enabled -Title screen showing inside the building in a mildly ominous angle coming with flickering lights, water leaking, something crumbling etc.
Some of these are so generic/common that it seems redundant and kind of dumb to put them in - the "constantly holding an item in First Person" and "sprinting enabled" in particular feel like reaches for the sake of bashing on the game, when those are fairly basic features in just about any first-person game. "Abandoned building" is also a fairly common horror trope, to the point that pointing it out here seems kind of pointless.
@@syweb2 The original comment legit reads like one of those shite Cinemasin videos where they just list basic film techniques and bash them as "cliches". It's like, yes. You do interact with objects in First Person games. Yes, you do have the ability to move slightly faster like most video games since like Super Mario for the NES. Literally out of anything to shit on, you crap on basic game design decisions.
@@cjgg4885 While none of those things _in isolation_ are bad, when all of the mentioned elements are present in a game then it is indicative of a lack of creativity, culminating in a generic and perceivably soulless game.
@@derekrequiem4359 _Basic game design elements_ should be excluded from the list because _literally almost every game uses them._ Including the ability to see what you're holding isn't lazy or uncreative, it's just basic design clarity.
@@derekrequiem4359 I'm not talking about the devs using the tropes that are present in FNAF and Bendy, I'm talking about basic game design. You can't be pissy about a game having a fucking sprint feature, most games since the fucking 80s have that. You can't be pissy about a game using one of two camera views. Frivolous and nonsensical complaints like that just make everyone who has actual criticisms towards Poppy Playtime seem like dipshits who haven't even played a video game.
Sounds like you could use a good indie horror game. May I suggest the somewhat popular but under appreciated game of Mr. Hopp’s Playhouse? Edit: Everyone who’s interested in Mr. Hopp’s Playhouse go to the channel Moonbit, the trailer for Mr. Hopp’s Playhouse 3 just released!
@@familydogguy it’s not all lost, Markiplier make a let’s play of manner escape and Moonbit is working on Mr. Hopp’s Playhouse 3. Which looks to be a massive improvement of the first 3 games.
Wait! Mr. Hopp's Playhouse? Poppy Playtime? OOOOH NOOOO POPPY COPIED MR. HOPP'S TITLE!!! Just Kidding, I Was Making Fun of Both Titles Bcuz of The "PLAY" Word, Lol!
5:36 I half-agree half-disagree with this. I fully agree that when done right, other elements like atmosphere and horror can greatly enhance a game especially in ways raw mechanics and gameplay can't do. The problem however is that fun is subjective. We can't really argue about what is or isn't "fun". Saying that games should aim to be fun is an agreeable statement, but is ultimately pointless in practice because we can't necessarily translate said statement into game design.
I Know Gameplay Is Important, But In My Opinion, All The Games Should Be Fun Which Is Depends At The Gameplay And Others Elements. My Sister Thinks That Game Story Is Important, She's Not Wrong. The Game Should Be Focused And Not Put A Bunch of Puzzles Like Poppy Does, At Least If Your Game Is About Puzzles.
Some things that make games fun are objective: 1. Rewarding the player for making good choices 2. Satisfying ways of fixing a challenging problem (either visually, intellectually, musically etc) 3. Responsive and easy to understand controls 4. Giving as much to the player's skill level as possible with limiting RNG elements or making it possible to counter them with proper training While some things are either great or good from this list in Poppy Playtime I feel like the swinging mechanic suffers from lack of proper responsiveness which can be from definition considered as "not fun". Also the puzzles are hardly challenging so completing them isn't really satisfying
@@billcipher8645 Like Stardew Valley, Oh Boy I Love That Game That I Even Played At Night, When My Sister And Her Husband Are Out. Stardew Valley Is Fun, Satisfy, Gets Challenger And It Just Everything To Me.
After few days, I kinda changed my opinion. I know the "fun" is Important than gameplay but I think characters are more important than anything for a game, cuz they have goals that makes the story goes on and that's why I love making characters so badly! While PP characters, tbh they don't make me feel I care about 'em; it would be their lack of charm? yeah, their lack of charm as characters and the worst I think that most of PP characters "seems" they'd be just background characters or wouldn't ever return, but we dunno is true, we had to wait until the chapter 3 released. No way I'm gonna buy to play those chapters, not for I don't trust the PP Devs, cuz I don't wanna play an incomplete game and slightly uninteresting to me.
I noticed how it follows a lot of beats from bendy and the ink machine. Five chapters Both have a worker coming back to there place of work from a letter Have jack septic eye Female monster in later chapter Etc Feel free to comment any other similar things you noticed
honestly i may be biased but i really think bendy did a lot of the aspects better. when i first saw chapter 2 i put 2 and 2 together and i saw the resemblance between alice and mommy longlegs and i think alice was written better because i feel like she was fleshed out more & we saw more content of her and what really happened. though we only have 2 chapters of poppy playtime. wont be supporting it because of the creator but i’d like to see where the story goes if this made zero sense that is probably because i havent slept in 3 days
I have to agree on a lot of these points, One thing I think bendy does better than poppy is having Henry talk, By having Henry talk it gives the devs a way to give small hints on what to do next, I think if poppy had the player character talk (or at least have internal dialogue) it could have avoided the problem with people not seeing the grab swing in the third mini game, and help in the chase sequence at the end as well.
Because I haven't followed a lot of the LPs on here, I legit had no clue what those weird knockoff Cookie Monster and Wal*Mart Pinkie Pie characters were. So it was nice to be informed that they're just another "they killed the children" generic horror game with nothing to keep me personally interested.
The lore doesn't work because it's the same, "Oh noooooo the *insert place* went baaaaaaad, now we're all deaaaaaaad!!!!!!" We've seen done over and over again for nearly a decade with no change at all and with no deeper meaning other than "bad shit happened". Someone brought up how the original RE and Bioshock have similar structures (Player character comes into a run down place after a terrible incident and must escape and save the day) but Bioshock and RE do it so much better. Bioshock as a series doesn't just have the story of "Rapture fell.... oops!" It has characters with wildly different philosophies explored and discussed and meta commentary on how video games and their narratives interact via gameplay. That oversimplified explanation of Bioshock is already infinitely more interesting than whatever in depth explanation MatPat cooks up that just boils down to "Company killed kids again". And RE is literally a playable b-grade horror movie, you know what your getting into when playing that game, while games like Playtime and Bendy borderline trick the audience into thinking its gonna be something original where it just lazily rehashes what FNAF did in terms of story and just does it in an even stupider fashion. And the lore just isn't as overly convoluted in RE and the individual notes you can read are so much more interesting than whatever "kid soul" thing mainstream indie horror games have going on. That one note of that scientist that slowly devolved into animalistic hunger is infinitely more interesting than any of the shit cooked up in these games.
I am surprised that to this day no one had pointed out that huggy wuggys mouth design is ripped straight from minstrel makeup. It's like a common known thing for illistators that you avoid drawing like that :/
The game ain’t even that visually stunning Games it took inspiration from look far better. Hell, even Bendy looks nicer in my opinion despite it’s TWO FUCKING COLORS. (Maybe three if we count interactive objects, but whatever.) The “underground” aesthetic is giving major portal 2 vibes, but it’s not even close to how good Portal 2 looks. Sure the game is pretty. The lighting is nice. But it’s so dark and feels.. flat. And i’m a sucker for lighting, which is one of the reasons i love portal so much (other than the characters because oh my god i could be friends with some of them) It is in a dark, old factory, but it doesn’t feel.. old. There’s no visual indication of the passage of time, unlike games like Portal, and in a way, Bendy. Both utilized the concept of age, and in some parts as an obstacle, in others as an aesthetic component. Portal 2’s early, moss covered levels, and the old, massive environments in chapters 6 and 7 are gorgeous. The slow movement and creaks and the failing machinery make the player understand that you’re in an old, run down facility. As for Bendy over there, the look of the building is supposed to be old fashioned. It’s messy. There’s cobwebs amd dust everywhere in the later chapters, which i think look kinda pretty. Sometimes things just.. don’t work as they should because they’re old. Poppy didn’t have this immersion. I don’t feel like i’m there. Even just watching playthroughs of the games i mentioned before, i feel like i’m there, in the environment. The visuals should tell a story, and engage your player into your story. I know this sounds really stupid but it doesn’t feel real enough. Another reason i adore games like portal are because they feel so real. In some distant future, is it too much of a stretch to say elements of portal are possible? It’s story feels real. And, maybe i cannot use this excuse for Bendy, but the sense of realism i gain from that game is the characters and how they treat the situation. It helps. (Also realistic character personalities? Love that, love that so much.) This game is cool, there’s obvious effort put in, but it doesn’t work. The story feels clunky, already. In other games, i was ready for lore. I was excited. The story made little sense, and even if it spiraled into utter bullshit, it still felt smooth. It just sped up at the end. Really fuckin fast. Chapter 2, in most games like this i’ve seen, is more interesting and lore revealing than.. this. It’s literally the next step. Why does it still feel like the first? Anyway, yeah. This was mainly an excuse for me to infodump about how much i love visuals. And.. to gush about portal because portal is amazing and it came out in the short timeframe i was born in so that makes things better I hope chapter 3 is more original, and fun, for that matter.
I was just thinking about this. In terms of visual fidelity, it's ok. But stylistically and such, I find it very meh. Games have done far more while having far less fidelity.
“I know this sounds really stupid but it doesn’t feel real enough.” It doesn't sound stupid at all. I totally agree that the level design somehow doesn't convey the idea that what you're looking at could be a real place. I haven't played the game, but while watching this video the levels just seemed very “video gamey” so to speak.
When you realize the main driving force behind both Poppy Playtime and Bendy is through a letter from an old companion And both have Jacksepticeye for goodness sake
Putting the drama aside (because you can sperate the art from the artist) I never really got that interested in this game. I'm happy others have been having fun with it, and the lore seems interesting. But gameplay wise itself? Meh.
imagine playing chapter based games when the games are finished. like, the games dont feel like complete games, they feel like several small demos and it really ruins the pacing of the game
Funny you would mention the cassette tape thing that Poppy took from Bendy. Especially since Bendy took that from BioShock, which was a major inspiration for BatIM, to the point of there being BioShock easter eggs within the game
I quite like poppy but I don't get why it's so hyped. In comparison to other horror games I love like little nightmares.it's not quite my cup of tea. Although it's fun making theories about the game
Poppy Playtime is so frustrating to me personally because the character designs & non-game things like the retro commercials are so well done, yet that never reaches the actual gameplay.
i was in europe last summer, and all over the street vendor stands in prague and rome had hubert plushies on em. the franchise died before it even got off the ground lmao
One of the things that most bothers me about poppy playtime is that the toy designs look way too contemporary. I think huggy wuggy is the only one that i could believe was released in the 80s.
I have never personally played Poppy playtime but I have really enjoyed watching people play the game. It seems fun enough and it’s enjoying to watch. It very much is a lore grab but for me, someone who can’t really play games due to limited mobility but loves to watch games, it works really well!
It’s really funny that you described the chapter 1 chase as very difficult and the chapter 2 button press mini game as easy. I’ve seen a UA-camr clear the chapter 1 chase in one go, and died to the chapter 2 button press. I guess they both require different parts of the brain in a way.
I think that the reason why I just don't even get fazed by jump scares any more, is because every single game that uses them, has an annoying death loop that just won't end unless you either look it up, or spend FOREVER looking for what your meant to do. This just ruins the whole scare factor. Witch is, you know, kinda sorta the whole selling point of the games.
I am forever calling Huggy Wuggy, Hubert. I am forever calling Mommy Long Legs, Kyle. Also part of the reason security breach was so buggy, is because they were being rushed to get it out. People were getting restless with all the setbacks so they released the version they’d finished, and people got mad it was buggy, even though they were the ones putting pressure on the developers.
The fans weren't to blame. They were given a hard deadline by the publisher and failed to complete the game before it because they were in over their head. It had nothing to do with the fans.
You're editing has gotten so much better overtime. Iv been watching sense you still had a watermark on the video from the editor lol It's really cool to see how far you've gotten
If you want some good anthology-style horror with different stories being broken up into chapters, I would recommend the Fears to Fathom series. Chapters 1 and 2 are out right now, with more on the way. They're not long stories nor do they have complicated gameplay mechanics, but the general atmosphere of them is very unsettling and gives you a sense of dread all the way through. While the player doesn't have a lot of agency in the game and mostly follows a scripted series of events, I think the style and feel of the game are stronger compared to something like Poppy Paytime, which values lore above all else, even at the expense of their own gameplay experience. They're definitely not the same type of game, but if you want a game that will scare you without relying completely on jumpscares and a brief 2-minute chase scene, Fears to Fathom has Poppy Playtime beat.
5:48 another great example imo is walking by kanoguti. it's also a walking simulator, but the disjointed music, bizarre visuals, and disturbing chance events (paired with the assumption you're gonna get jumpscared because that's what most current horror is) make it scary. i was personally on edge the whole time
@@themememaster6775 with their greedy nature, idk about Bendy but I know something bad happened. And it just makes smaller developers look bad, though it might not really
@@derple8524 New game of Bendy's creators flopped, and some merch company went bat shit insane a sued them for half a FUCKING BILLION. Imo, It's not Bendy's fault
I've noticed a pattern when it comes to successful franchises. If it's a hit then there's obviously going to be a sequel in the future, but the sequel either rushed out immediately after the first one and is resultingly crap/the person behind the original returns for the sequel but wants it to be as good as the original so they spend years working on it until the original is no longer relevant and it comes out a disappointment/the creator of The originals replaced by someone else who Lacks the same vision so it no longer has the same charm as the original/ or the sequel is in development hell to the point where it's just in limbo and any news regarding it's status in production is unknown to the public. There are slant few times where this doesn't happen and the sequel is either just as good or better than the original, but nine times out of 10 it just disappoints the audience, I say this because both Poppy and Bendy for having trouble getting future installments off the ground, they got too greedy with the success of their first game and it's all gone downhill.
I think the main things this game nails are the animation and atmosphere - the characters move in a natural yet also novel way, skewing away from the "horror with chonky robots" trend in favor of "horror with lanky things", and the set design and composition are pretty good as well for the most part. 12:25 Its speed is actually dependent on how close it is to you - in essence, it has rubber-band AI, save for the fact that if you get behind it (which isn't super hard, given its predetermined path), it will get faster as it gets farther ahead of you until it respawns either near the beginning or somewhere around the cube pit. 15:38 O shit u rite
I think there's also a lot to be said about how heavily this game is marketed to literal children. People cite FNAF as an early example, but I'd argue that the target audience for that game was teens/adults who had a fear of animatronics as a child. The early merch for the games were figures and plushies that were high quality and high priced items, aimed at collectors. As time went on, with games like Hello Neighbor, Bendy, and now Poppy, I think devs have realized that toy sales can be FAR more profitable than a game, and getting kids hooked means parents will buy anything and everything with a characters face on it. (I grew up having a spongebob bedroom, toys, clothes, and lunchbox. My girfriends 7 year old brother is the same with Huggy Wuggy.) I think thats part of why poppys playtime feels so watered down. It's hard to market a true "horror" title to kids.
Well the thing is that the game seems to be focused on teenagers but it's marketed towards children. the game has pretty dark lore for sure but the devs were being greedy and trying to market it towards children not just for the mature audience that's playing the game.
This game became irredemable once NFTs came into the play, these devs don't give half a shit about the genre, they just want to milk people for money first and foremost. Awful.
With what danerade said about the trial and error of the chapter 1 chase scene, I completely agree. I remember my first time playing Half Life: Alyx and seeing Jeff for the first time. As soon as I saw him, my number one priority was to not be caught by him, and the game was well made enough that I never was. This kept the tension extremely high throughout the entire experience, and I actually remember being quite proud of myself, more so than in every other part of the game, for getting past each section, all culminating in me killing him with possibly some of the biggest relief I've ever felt in a game. Eventually, I watched someone else play that chapter, and I was kind of disappointed that his getting caught animation was somewhat underwhelming. But then I realized, no death animation ever would have lived up to the fear I felt of getting that death, that fear of the unknown. What happens when the horror monster catches you is probably the most important part of its scare factor. While Hubert's death animation is good, them forcing you to experience it over and over completely ruins the entire encounter
Honestly i am just waiting for more of this game despise everything in outside happening, the way is done and the story is definitly making me want to see a little more.
Poppy is just a weird amalgamation of all the indie horror games that got popular with kids. Designs of the characters are a combo of Fnaf animatronics and Bendy where it's creepy in its after-hours/ abandoned setting but could be lovable characters in a different context. The puzzles remind me of Hello Neighbor but completely dumbed down in order to appeal to an even younger audience. It just screams rip-off to me and I've seen it done before. Fnaf, Hello Neighbor and Bendy all appealed to the same demographics but they all had something different about them and never blatantly took ideas from each other (other than lore dump but that is probably what brought in the young fans-- it's like a creepy fairytale y'know) Even the story is taking from all these games but just rearanging them a little. The original $5 price later being changed to free shows that people realized it wasn't worth it even though Fnaf is sold at that price. Despite being a much simpler game, Fnaf actually had worth in how unique it was at the time. Poppy was strategically designed to be the next big kids horror game for the sole reason of how profitable the genre is. It's pretty devoid of passion and creativity.
The thing i still like about the 4 first FNAFs is that the lore is there and it's so fun to try and discover what happened in the past of the game, who was the Purple Guy, why were the kids murdered, etc. And it's a damn heavy lore, but it's not shoved down your throat, you could ignore it if you just wanted some jumpscares.
I saw someone make a good point when the game was first released: it’s not an indie horror game. It’s just a horror game. It has a whole team of devs working on it. An entire studio.
I love how danerade calls Huggy Wuggy “Hubert” instead
We can’t forget Kyle :)
Yes it's a joke it's supposed to be funny, but a comment is supposed to be useful but instead we gor that
@@lukyvod9940 really?
i thought you go to comment sections to just talk about the video including making jokes about it
a better name to be honest
@@lukyvod9940Wow. Look at Mr Party Pooper here
On the note of Bendy comparisons, the actual plot of Poppy Ch. 2 is remarkably similar to Bendy Ch. 3. A female antagonist sends you on a highly dangerous errand run, which you only go along with because it gives you a chance at escape, then tries to kill you once you're done. Hell, the train sequence at the end of Poppy Ch. 2 is almost exactly the same as the elevator sequence at the end of Bendy Ch. 3, just as you're about to escape, an antagonist crashes your escape vehicle, because they REALLY want to keep you around, the only real difference being that in Bendy, it's the same antagonist you've reluctantly sided with the whole chapter, while in Poppy, it's a complete non-character suddenly deciding you're "too good to leave", or whatever.
Also the whole game Is devided in to a bunch of Little mini activites like chapter 4
Also jacksepticeye cameos in the hidden lore tapes in both games
YES OMG SOMEONE FINALLY AGREES WITH ME
@Cold War Is Awesome ok the coffee machine though
@Phillip Clearman considering they seem to have a clear plan laid out, I have a feeling it might be better.
Bendy's story was a clusterfuck since they wrote it piece by piece, not having a clear goal in the end. This is why there's a lot of inconsistencies, plot holes, and a fucking cop-out with the "it's a time loop" ending that literally came out of nowhere.
Poppy is just another example of everyone wanting to be the next fnaf. They want the merch sales and the super lore obsessed fan bases but they forget that fnaf didn't start out like that. The lore was barely in the first game and was only expanded on later, and the merch didn't start coming out until after the first few games were already out and the fan base was already established. I guess they just forget that because it all happened so fast
It's the MCU vs DCEU problem all over again; wanting to be the thing that was successful, but rushing it, and as a result having a mess.
Poppy looked at FNAF and said “I want that but money!” And they just kinda shove lore in there to make people like Matpat give them more clout
FNAF is a good example of a good game, but every game is gonna have it’s flaws, no game is perfect. For FNAF, I think it was the lore that also made it sell, while it didn’t leave you completely in the dark, it did give you bits and pieces of what happened like five kids went missing and no one knows what happened to them and I think the overall design of FNAF was also what really made it sell. And let’s not forget the amazing dev who actually cared to listen to his fans and interact with them and was just overall amazing.
@saimin I think what made that tolerable is they weren't an absolute merchandising empire til around 4 or Sister Location. And for all of what it became, it had humble beginnings as a "one last attempt" project. There was no cynical cash grab angle at first, and I think that's what made it work. Poppy Playtime will always be the third restaurant trying to make a fried chicken sandwich: it may not be totally horrible, but it wasn't the first, and it definitely isn't the best.
Basically they are doing the same mistakes WB/DC did when they tried to rush their Cinematic Universe to compete with Marvel, without carefully planning for the long run or you know, not rushing an entire decade worth of build up in just two movies like they did with Batman v Superman and Justice League.
If Indie Devs want good examples of puzzles literally just look at anything Portal related
They did. That's why they have off brand Cave Johnson in the game.
problem is portal was very unique and specific, the puzzles were built around a game mechanic that cant really be adapted or evolved, only copied. seriously, whats the logical progression of doing puzzles with portals? there isnt one and there doesnt need to be one ion the portal games because its what theyre about. but if another dev just outright copied portal itd be very obvious. honestly i think indie devs need to look at puzzles as a whole and not just puzzles in videogames. look at the shadow puzzles from resident evil 7, theyre very similar to those physical puzzles where the goal is to remove a ring from some contraption, usually by orienting it a certain way. such a unique design in a videogame, thats the kind of thing indie devs need to look at. new ideas to adapt, not old ideas to copy.
Also portal was just pretty.
I think a game too similar to portal wouldn’t do well because portal is so big.
Sure, fans like me *want* more. But i would prefer more from Valve themselves, rather than a game by a separate company taking too much inspo.
Portal supremacy.
portal is too underrated it feels like a indie game
That's another thing, the core mechanic is somewhat similar *to* the portal gun in general function- your main method of interaction with the world being a device that has two variants of the same gimmick.
This game always hit me as a Bendy clone, for more aspects than you may think at first. Structure and elements included:
- Multi-chapter structure
- Short first chapter with virtually no threat until the very end and an abrupt cliffhanger ending that means nothing
- Title character barely appears
- Lore plastered everywhere for depth
- Seemingly important characters killed off very quickly
- A character using the remains of others to make itself stronger
- “Your childhood/old classics made EVIL!!!1!1” Trope
- Chapter ending involving a betrayal with something crashing and a tease for the next chapter following the crash.
- Jacksepticeye cameo put in a spot almost no one will miss (it was actually previously more out of the way in Poppy in the beta build accidentally left in the game, probably moved so more people could see it)
(Edit: For everyone seeing this and feeling the need to defend Poppy Playtime, I think both it and Ink Machine are mid as hell lol. And we can agree Dark Revival steamrolls them both in quality and interesting story/gameplay lol)
(Edit 2: I know I could really scrape the bottom of the barrel to say that PPC3 is a rip off too but tbh they beat the allegations and made something good, I'll let em cook)
"barely appears" At least bendy appears and actually trys to kill you.
@@nighthitstudios
Yeah, you're actually right! Bendy is a constant throughout most of the game. And he does have a few more instances of where he's actually relevant. Poppy has maybe 4-5 chunks of dialogue and has been kidnapped, and that's it. You could replace her with a cardboard box and nothing would change, because she has no presence besides “OOOOOO MYSTERIOUS LORE”.
(Edit: And her monologue at the end of Chapter 2 gives you nothing besides “lmao get betrayed”, when they weirdly cut a massive number of lines from the prototype version that makes her seem more justified in keeping you there rather than a twist that literally surprises no one)
poppy didn't really betrayed you got that wrong
seemingly important character huggy wuggy will return in future chapter I think
I won't say poppy barely appears she was seen in ch 1 and 2 I would say rarely seen
While I will never be playing these games/giving EnchantedMob any money, I will give the devil his due and acknowledge that the art/animation team at Mob Games is incredibly on point. All of the actual designs and especially the animation are phenomenal, with Kyle being almost hypnotic to me in how they make her move. It's just a shame these aesthetic goods are saddled with... ALL of the bad
Who’s Kyle?
@@cookies_and_mustard6414 Mommy Long Legs; Danerade calls her "Kyle" in the video and I decided to roll with it.
That’s what I was thinking when I saw her. Normally animators don’t deal with stuff like that making it more of a feat to pull off well, and it’s almost a shame these clearly very talented people are working for a terrible company.
True! I actually love how some of the characters look, and also how those fake vintage posters look but the game is just so bad. I tried to watch the first chapter when it exploded in popularity but it was so boring I couldn't get through. Not a good thing for a horror game meant to keep you on the edge.
So I guess the designs will go in the trash unless they do some 180 spins in the future
Yes! Like that one scene in chpt2 with Kissy Missy and the lever. I thought it was kinda funny, with her looking between you and the lever and all that. But knowing who the artists have to work for just.. ugh. Wish we could support them directly, and not the brothers.
“Oh boy another chapter based horror game.”
That line made me laugh way harder than it should
It's like DUSK all over again, oh boy.
The only thing that'll make it better if he was doing a Mickey Mouse impersonation.
If I hear "that made me laugh way harder than it should" one more time I swear to god
@@r.henryjr.1533 What'll happen? Will it start making you laugh harder than it should?
@@cadendicky1855 Not much, but if I had a nickle for every time I heard an obnoxiously overused phrase, it would make me laugh way harder than it should.
when i saw this game my first thought was “Game Theory bait!” and not much else. The mascot horror trend that’s directed towards kids and advertising is absolute dog shit. It’s clear to me that Poppy Playtime is merely a cash grab for the higher ups in the company. I’m not saying that *all* the people working on it are bad cause i can see some passion leaking through. I do have to give it some points cause, yeah, it looks good, it looks *really* good, but putting sprinkles on a pile of shit won’t make it taste better. It’s the love child of Security Breach and the last chapter of BATIM.
i can guarantee that the last chapter of the game is bendy chapter 5 but even worse
It’s defenitly not a cash grab as for 1 people forget good games need money to be made cus have u seen a single free game that’s been hood without micro transactions to bring in any money to pay they’re team whatsoever people hate spending money on game but forget they’re made by people and it’s there job and they need money to live as it’s the only way to survive
@@arya4378 well to make a game good you need money if it was a cash grab they wouldn’t out time into the game to make the animations good
@@xxcrestor3088 before you start debating, learn some spelling and grammar, or maybe just finishing pre-k.
@@esmeraldakolaj1682 I don't know but if you are saying that bendy and the ink machine chapter 1 and 2 are better than poppy playtime chapters, I think you have a problem
Can't wait for the eleventh chapter to be called "Questionable Ethics"
NFT
freeman?
"We are pulling out. Forget about Freeman"
Or make it "The Part Where He Kills You"
@@alvianekka80 Killing you and giving you good advice aren't mutually exclusive.
I find it interesting that one of the good things in presentation of chapter 1, that being Huggy standing in the middle of a room on an elevated stage standing still and then disappearing, is something that also seems directly taken from Bendy. In chapter 4, this exact scenario happens. You walk into a room with an elevated stage, looking onward at three inky humans standing still in various poses. You move to a different room, and if you decide to come back, the people aren’t there anymore. Something else we can put on the list of PP and BATIM comparisons.
It’s not really trying to be the best looking game out there
@@SpringyGirl69 that's not his point? like at all, what
also i kinda forgot, what are you talking about with the disappearing inky humans in chapter 4? I don't entirely remember that
@@marcostheblinkedscout1309 they edited the comment so now my reply doesn’t make sense
@Barbie Pop
It’s basically a BATIM rip off
Literally any game does that..just because Bendy was more popular doesn't mean it's the first to do so..they do it in horror movies anyways.. and in Poppy the lights being on Huggy was most likely intentional and probably by Poppy so we know he's our big bad
My biggest problem with poppy aside from the creators being generally shit is that there is nothing original about any of the concepts or story beats. It feels like an amalgamation of every indie horror for kids game of the last ten years.
The indie horror games like FNAF or Bendy aren't for kids. Popular with kids =/ made for kids. Poppy playtime is the only one that is really for them. But I agree with the rest of the comment.
@@redpanda6497 Exactly.
The funny thing about Poppy Playtime devs is that they actually run a animation channel on UA-cam, which are mostly an amalgamation of different IPs that are extremely popular and trendy with the demographic of young children, such as FNAF, Bendy, Squid Game, and FNF. Watching these videos almost felt like a fever dream to me.
@Ronald Nygma Explain why.
@Ronald Nygma Looked on Steam, cannot confirm it says FNAF or Bendy are for kids.
Bendy is rated T for teen, which... while teenagers are kids, this rating is based on the content of the game, and the game is not for younger children, which is usually what people mean by "kids."
FNAF isn't rated anywhere I can see and includes no tags that tell that it's for kids, either. It just says "horror," "lore-rich," etc.
But ratings shouldn't be your only reason something is "for kids" anyway. It's a nuanced topic, and saying ratings completely determine whether something is safe for children is like saying the law dictates morality. Morality is subjective, and the law can and should be changed to account for new developments and errors in it.
the ONE thing I wanna give Poppy's Playtime is that all the little colorful illustrations of Huggy Wuggy really make the character look like a fun character that children could conceivably like. I feel like a lot of times, horror based around 'evil kids stuff' make the characters look creepy even before they start killin, and it's refreshing to see something that's legit kinda cute at first. Too bad about the rest!
Its kinda messed up how hyper-fundable kids horror games exist nowadays. Its always “squimbly bimbles super fun barnhouse” and the main character only exists to sell plush toys as the series gets less and less scary.
"What if a cute little plush toy was actually the devil?" (hey, kids, remember to buy your own little plush toy, it's not the devil, we promise!)
You know what's funny is that I highly doubt a single *adult* who watched Child's Play ever wanted a Chucky doll, because that thing is terrifying, yet apparently these devs make such immersive and scary horror games that kids are willing to buy the same toy in real life.
Was it ever scary? I literally cannot convince myself to be scared by hUgGy WuGgY the design looks too derpy. I'm always amused by how flat it looks
Unlike the squimpus grimpus super VHS extravaganza, which got scarier as it went along.
yeah and you used to work at the super fun barnhouse and then you get trapped inside and squimbly bimbles is barely a threat because he never shows up in-game
@@jackknifevideoworks it’s actually some other character with half the care put into its design, that ends up chasing you once, then dying/giving up
poppy playtime is less "for kids" because of its content and difficulty level, and more because a lot of kids won't recognize the glitchy half-baked builds, repetitive and unoriginal gameplay, and bare-bones scary imagery as Signs of a Bad Game. (and of course, it's already a bad sign to create a game with the intention of scaring your audience when your audience is... elementary schoolers)
its for kids because the iconography and background of a toy factory is for children in the first place, similar to how fnaf was around the entertainment/birthday party animatronic setup
@@gouth9515 animatronic entertainment was not for kids at the time fnaf was launched, MAYBE teens remember chucky cheese, not actual kids
I'm sorry but what are those "flaws" you listed? I feel like you have a bias here against the game. The game and it's devs are good. The people on top and in control are bad
@@notmocka im talking about the actual influence of fnaf itself being chuck e cheese. A place where kids go to have parties and teens could remember in possibly nostalgic tones. A kid friendly mascot gone wrong is a childlike character turned nightmare to a younger audience
The game itself isn’t very good but I do like huggy as a character, and the vent chase is done well imo
Y'know Danerade, your videos never cease to impress me. You really do a good job at trying to understand a game and take in all of what it holds and critique it to the most respectable and comprehensive degree. Great work!
It’s quite impressive for a kid his age
Yeah, and my dad loves me.
Thank you so much I really appreciate it! Always trying to improve :)
my main complain with the game is that it's so bad at guiding the player. It's important to subtly nudge the player in the right direction, games usually do that with light, color, movement, sound... For example, on the pugapillar chase, they could have had a strong light pointed at the exit. It wouldn't have been subtle, but from the beggining you would know your objective. For the chase of the first chapter, make the dead ends obvious, and make the actual path obvious. Unless the trial and error was intentional, but that would be very bad design
PJ Pug a Pillar was intentional because the player was supposed to feel betrayed by Mommy, because the exit was hidden behind the rocks but with the rest, you're right
@@lolipop66 it's still bad design, but instead of poor execution, it's because of a bad decision. I think it's cool to use gameplay to portray narrative stuff, but if confusing the player was made on purpose, it should have been more obvious, so the player knows that's what's meant to happen, instead of feeling dumb or feeling bertrayed by the game itself
In the first chapter's chase sequence, the correct path is signalled by the writing on the walls. Only the correct paths have scribbles on the walls.
I immediately remembered that section in portal where Glados tries to incinerate the player on a slow moving platform. Its a nice section to portray Her betrayal, yet you get enough time and pointers to know how to get out.
I feel like as something that is supposed to be horrifying, mommy long legs is a dissapointment. For such an interesting character concept, the execution was poor. How interesting would it have been if you had to carefully navigate through a moving web with one wrong move attracting unwanted attention. Instead, we got 3 minigames and a chase scene, which felt. Disapointing. Imagine if instead of poppy playtime being chapter based, you would instead travel through the factory with each toy having its own territory, and the player needing to be mindful of how to avoid it. The player must find upgrades throughout the factory to eventually take down these toys, and escape.
@HypnoSpace Outlaw similar to it, but not 100% like it
@@TimmyDaTurtle It's A Anime Battle For Survival, As You Lived In A Wild World Full of Dangers And Your Only Options Is Run Or Find A Way To Defeat A Specific Monster.
@@TimmyDaTurtle Like How The Game Venge Did.
Another thing that gets me about Mommy Long Legs is whenever I see her, I swear she looks a lot like a fanart a girlfriend once showed me of that one My Little Pony character people used to really like.
@@EdmondDantes224 you mean pinkie pie? lol
I honestly hate how Mommy Longlegs talks so much. With all the stuff added to make her cinematic chase more engaging with the animalistic movements like Huggy’s, I wish she wasn’t speaking. Isn’t the lore suggesting that these things are basically living beings now and only surviving by eating one another? If they want her to “play with her food” then she shouldn’t be lore dumping.
It's really unfortunate honestly, she has a very interesting design but her constant droning on and her annoying way of speaking gets you more sick of her than interested. If she's gonna do nothing but lore dump they could at least get to the damn point faster.
The line “or I’ll eat your insides, while you’re still alive” just sounds like the last part was slapped on in a desperate bid to make it sound more threatening. It comes off as the writers condescending to the player, as if we couldn’t clue in to the idea that someone eating your insides is a bad thing. This line haunts me, it’s so awkward and stunted to listen to.
And You Also Hates How She Speaks In Third-person pronoun? Like: "Is It Exciting, Mommy? Very Exciting, Mommy!"
@@wynandcore Like: "C'mon! Be Scared!"
@@wynandcore That line sounds like what a 14 year old thinks is scary.
As a Polish person, I was NOT expecting a reference to a Polish Elections and Rafał Trzaskowski in a review of an indie-horror game... Literally got me speechless and I had to go back because I forgot to listen to what you're saying for a fewish secodnds xD Good vid btw, really enjoyed :)
that took me off guard so much omfg
Literally same
Literally immediately went to comments to see if anybody acknowledged this im-
I like how he pronounced “Rafał” in such a way that at first I didn't even know what he meant, lol.
Same
The monkey from Toy Story 3 is infinitely scarier than Musical Memory.
They even put sharp teeth on the rabbit and it just looks dumb. He still looks like Max's loser brother.
That monkey seriously scared me as a kid. But I still love Toy story 3.
That darn monkey was the single reason I haven’t watched toy story 3 for years. His face is made of nightmares
Fr
🐰 So to be fair, it's hard to beat that monkey for horror 😅 Him and Bunzo being relatives, I still felt the latter was a worthy Captain Ersatz 🐒
A weird thing about this game is its appearance in the "Minecraft" section of UA-cam livestreaming. Lots of weird stuff involving this character in the thumbnails.
Popularity = Minecraft's worst nightmare
Well the creative leads behind the studio are minecraft animators.
Enchanted Mob and Zamination
It appears on the Fnaf UA-cam section too, and a lot.
Like that video where Circus baby wanted to start a family with Huggy wuggy? Yeah.
@@redpanda6497 that video where WHAT NOW
Thr big problem with the VHS video lore format in chapter two is how uninteresting it is. This is a problem a lot of games suffer from that I like to call "lore dump."
It's when a game will just dump a bunch of lore on you inbetween gameplay segments instead of incorporating the story into the gameplay. It's incredibly lazy. Imagine if you were play FNAF and inbetween each night you hear phone guy tell you all about Freddy and Bonnie and such? I'm not saying FNAF as they eventually started lore dumping in later games but in the first few they kept it vague and interesting.
Along with that, this games gameplay is *super* disconnected from the whole style. That's a major problem with a lot of indie horror games nowadays. They come up with the story, then come up with gameplay for it instead of trying to link the gameplay and story together. It really makes the game not scary at all.
Yeah I agree! I love when games tell their story through the actual gameplay and environment, and it's annoying how a good portion of indie horror games follow so many similar decisions in how they tell their story
-Walk around and pick up tapes, recordings, or random letters lying around for no reason so you can read/watch/or listen to some random person go on about how "spookE and scari" the totally spooky and scary monster is and about how "science has gone too far" or "I made a deal with the devil" for the billionth time with little substance
-Enemy characters just flat out monologue to you about how "things used to be so great at company/town until vague spooky event happened and everything went wrong and they were left alone"...blah blah...
-The game covers it's "dark themes" purposefully vague and half baked so popular fan theorists like Game Theory or Superhorrobro do all the heavy lifting in actually explaining the lore and making sense of things
-It's almost always a mascot horror themed game that gets hyped up then forgotten about. Every time.
there all fnaf except undertale which is kinda indie horror in some aspects idk all the poppy game needs is just a good ending that is not like bendy's ending
But on the bright side, you can literally replace all of the VHS video files with your own, making every single one of them a shitpost
"inbetween each night you hear phone guy tell you all about Freddy and Bonnie and such" is EXACTLY what happens in fnaf 1. there is no lore besides the newspaper and the phone calls.
Honestly, I don't mind lore dumps, but I'm probably biased because personally I got sick to death of the whole "let's sprinkle tiny tidbits of a story but not put any of it together or have any of it make sense in context" format that a lot of horror games were doing. Basically leaving the fanbase to try to make sense of some brief cryptic dialogue, resulting in a mass wave of cringey "theories" that are usually just some kid's fanfics/head-canons being presented as theories with little to no canon evidence to back them up, then by the time the game finally decides to just tell the damn story, some fans are pissed because "WAAAH MY PREDICTIONS GOT DISPROVEN". Not saying that's any excuse for lore dumps to lack subtlety or nuance, just saying I prefer it over being given bread crumbs because it's less of a headache X'D There's nothing wrong with vague lore, the only downside is it got to the point where being as vague as humanly possible for the sake of being vague was seemingly prioritized over actually telling a story
After playing chapter 1 I can conclude that the game is just bad. A combination of puzzles made for children, incomprehensible lore, poor story, bad execution, and a wasted premise really do it for me in terms of how bad it is. It feels like it is trying to capitalize off of the current analogue horror trend with none of the charm or tension of analogue horror. The trial and error nature of the game makes the game feel tedious
It's an ok premise but is just another fnaf lore horror game. I am not even a huge horror fan but I just hope that when new indie devs decide on making a horror game they try something more original.
@@Robospy1 last time I got apooked by an horror game was 2017 with DDLC. This was interesting. Poppy Playtime is just worse BaTIM
I managed to understand the lore🤷♂️, and I did enjoy the story(I'm an adult by the way).
But it's all opinions in the end.
>charm
>analog horror
@@flow185 DDLC isn't even scary
I feel like the biggest issue is an issue it shares with bendy and the ink machine. The gameplay, story, and world as a whole is bland and uninspired beyond a basic surface level which fnaf already breached half a decade ago. Only reason bendy went anywhere was the art style was cool. Only reason Poppy's going anywhere is because people are comparing it to bendy and fnaf. It'll die out but it won't matter, the creators will have still made their money
The only redeeming quality both games have, IMO, is the characters.
At least, speaking ones.
It aids in the slightest bit, but not much.
At least Poppy Playtime has better production values than Bendy and the early FnaF games. I kind of like watching the games, but I would never purchase them (or the merch).
"it'll die out" but you don't know when that'll be.
Almost an intire decade, it is 8 years old already
@@prufan At the very max as soon as the 5th chapter dropd out, if not before
Then it will have some more months of sucess when they announce the unrelated short game telling something about some character and then it will die out
I feel like the first chapter was okay, but the second one was kind of lame, and I think it’s because I just don’t find Mommy Long Legs as scary as Huggy Wuggy, tbh.
I think what left such a big impression from the first chapter was definitely, for the most part, Huggy Wuggy’s stage presence, as silly as it sounds. HW seemed almost animalistic in his pursuit of the player, with just enough intelligence and sadism to wait you out. His chase was perhaps the best part of the first chapter; It made him intriguing, but also made his true intentions unclear, which made him more terrifying. The combination of his animalistic behavior and his ability to trick or wait out the player makes him almost alien.
Mommy Long Legs probably doesn’t scare me as much because she’s so talkative and does that generic thing where a cutesy evil character makes thinly veiled threats using innocent and childish euphemisms (“let’s play a game” and the game is you getting murdered). It might have been fresh a while ago, but it’s kind of a tired trope for me. She’s, by contrast, an open book where she clearly sadistic and childish, but this makes her seem a lot less intimidating by contrast.
To be fair, I think her design is actually really cool and creepy (especially when her eyes turn black), and the way she moves is pretty intimidating, and her death scene was actually pretty well done. One praise I’ll give this game is that the monster designs are REALLY good; they manage to combine cutesy designs with monstrous tendencies that make their monsters super unique. I just wish they put more faith in her off putting design instead of giving her so much dialogue to make her creepier, because to me it gives the opposite effect.
I liked the second chapter more because it was more fun and longer. However, I do agree that HW is much scarier than MLL. I feel like her actions are out of pure hatred and she tortured us by these anxiety inducing games not minding it if we die or not. HW on the other hand feels like an animal, the lack of dialogue and him only getting aggressive when we get closer to Poppy, makes him so mysterious
The cutesy evil talk is so overdone now.
EXACTLY! When I watched people playing the game I swear my eyes were rolling back into my head everytime she opened her mouth. It came off cringy and like it was written by a edgy child rather than something actually threatening. I found the dog caterpillar sequence actually made me jumpy though. Obviously the more silent monsters scare better.
Mommy just outright isn’t scary. Concept wise she could’ve been, but they just went out of their way to make her as lame as possible
Huggy Wuggy is just feral,he has no goal or intention further than kill you cause he is beast
I feel like they made a mistake making any of the characters speak except Poppy. Imagine if they made Huggie Wuggie talk!
Mommy Long Legs lost her threat immediately by talking. They shouldn’t have used her to lore dump or talk to you, having one character, such as Poppy be the only “voice” to do that would be best, especially as Poppy just works better with her voice and how it isn’t as easy to interpret it as completely threatening or friendly, both in tone and the ambiguous things she says. The “cutesy but opaquely evil” voice and characterisation of Mommy Long Legs starts to go into the so absurd it’s more cringe than scary territory.
The more “human” you make your monster characters, the less of a “monster” threat you feel from them. Kind of like in Security Breach, part of the reason the animatronics in that game weren’t scary, especially if compared to other FNAF games, is they lost that unsettling feel you can only get when you see just a BIT of sentience in something that shouldn’t have any.
I think a big problem is indie developers are usually animators first, game devs second, revealing their lack of gaming background by not knowing interactive and/or non linear storytelling very well. They make decent enough designs/game assets, can animate cinematic events well and in theory have a coherent story if spoken aloud in summary but they have no idea how to pace a game, not fully understanding the uniqueness of the medium.
Like how they think basic puzzles are compelling gameplay, they don’t know how to integrate it in to feel like an authentic part of the world. FNAF worked as everything you did was a proper mechanic you could imagine doing if you were in that office. You were “playing a game” yes, but in the context of the game you were just doing what I’ve would do if really inside it, making it immersive and not a constant reminder you’re playing a game.
As an animation graduate who ended up wanting to write a novel afterwards I struggled with it, despite being a storyboard artist where storytelling is my strongest skill, that is until I realised how different the rules are for each medium and studied it, I couldn’t approach a novel like I did a storyboard. I feel we’re seeing games made by people who haven’t come to understand or have even tried to study games, mistaking knowledge in one story telling medium as applicable to other mediums and it just isn’t the case!
The Poppy Playtime team could make a better animation series with this concept than they can a game, the quality of those chase scenes really makes that clear. They need someone who had studied game design, as slapping the skills of an animator and coder is an incomplete formula for game creation.
Exactly.
Your Commentary Is Very Useful Since I'm Planning To Be A Developer As Well, But I Don't Have A Computer Yet, So I'm Staying At Artistic Part: Training My Artstyle In My Cellphone.
I have to disagree with you about monsters talkings there are plenty of games that have monster talk that can be scary like horror with humans as the monster
And actually I think huggy wuggy talking could work.
@@aronestone100 I guess it depends on the Monster and how it's developed. In my opinion I think Mommy Long Legs would've been better if she didn't talk.
@@zelmo5683 Yes, It's Depends On The Monster Should or Shouldn't Talk. Not Only Mommy Long-legs Shouldn't Talk, But All The Monsters Shouldn't Talk (Although They Aren't Yet At The Game).
'Cause I Theorizes That Some Monsters (Toys) Behave Like Wild Animals, They Are Affected And Most "Em Can't Talk.
Only Poppy, 'Cause I Think She Is More Rational Than Others. But Is Not Like That At The Game.
I'll admit never playing this game before (I guess now I can cause CH1 is free) but watching others play it, as someone who's grew up during the whole big indie horror boom, this one felt particularly like souless to me. Like future drama aside, something in particular just didn't land for me and it felt not formulaic but like those kinds of cash grabs you'd see.
that's because it is. it's a big company trying to get in on the "indie children's horror" market
@@Graknorke I mean of course.
Something tells me that fact alone is probably why it didn't click with me.
@@PhoxphorusKitKat
It's not a totally substantiated conspiracy theory but, like, come on look at how fast they went to pumping out merchandise. There's no way it _wasn't_ the plan
@@Graknorke I mean you're not wrong.
It's very surprising how fast they went from release to merch (I'm still baffled as to the fact that there's a merch button on the title screen) to a movie deal before I think we got any (meaningful) teases that Chapter 2 was even happening!
How does this even happen??? I feel like the answer is "they won't" but I swear, I wanna know what a kid fan must be thinking of all of this. Like I'm wondering when this shit won't fly even for kids they're marketing towards.
@@Graknorke Most of the games aren't even for kids. Poppy is the first "indie" ( because it's not indie by definition ) horror game that was made for minors.
What I really like about the PP character design is that they manage to be creepy without going into the "I would never give this to/let this near a child" territory
Given how quickly the devs waited to shill out their non functioning testicle currency and claim they hid important lore secrets within them and then also make those important lore secrets just images that are already in the game, if i remember correctly, i don't have much faith that the following chapters will be too terribly interested in stepping things up to any extent or taking feedback from digruntled fans or critics, instead only listening to you if you are a child and are giving them suggestions on how to best convince you why you should steal your mothers credit card to take place in some technically-legal-for-children gambling.
non-functioning testicle currency😭😭😭
💀💀 non funtioning testicle currency
The last part aged bad, definitely seems like chapter 3 is trying to improve
This video was super dude! It’s a shame how the indie market is becoming “corporate” in a sense. It really ruins the fundamentals of the genre and stains the market as a whole.
If you want a great example of what indie horror games should’ve been in the first place and was actually made by passionate devs, I’d highly recommend checking out Inscryption, Omori, and Little Nightmares respectively. I think all three of these games did an impressive job at incorporating lore into the gameplay experience in a natural progression.
Yea
I want to say, the chase scene in chapter 1 seemed more about reflexes and context clues with the written warnings and welcomings on the walls, so it was pretty fun. But the chapter 2 one actually got me a little tilted since the context clues weren't as strong
What tilts me is that it’s not Hide and Seek but more of a Complicated chase
Indie Horror game starterpack:
-Player walking aimlessly for the full gameplay
-Huge monster following the player
-Player getting involved in several puzzles
-Monster chasing the player then dying at the end
-Monster emitting a cheap jumpscare
-First person player having always an item on their hands like if it were a FPS game
-Player visiting abandoned building
-Abandoned building being an actual restaurant/company etc.
-Trailers having a stereotypic horror movie feel
-Sprinting enabled
-Title screen showing inside the building in a mildly ominous angle coming with flickering lights, water leaking, something crumbling etc.
Some of these are so generic/common that it seems redundant and kind of dumb to put them in - the "constantly holding an item in First Person" and "sprinting enabled" in particular feel like reaches for the sake of bashing on the game, when those are fairly basic features in just about any first-person game. "Abandoned building" is also a fairly common horror trope, to the point that pointing it out here seems kind of pointless.
@@syweb2 The original comment legit reads like one of those shite Cinemasin videos where they just list basic film techniques and bash them as "cliches". It's like, yes. You do interact with objects in First Person games. Yes, you do have the ability to move slightly faster like most video games since like Super Mario for the NES. Literally out of anything to shit on, you crap on basic game design decisions.
@@cjgg4885 While none of those things _in isolation_ are bad, when all of the mentioned elements are present in a game then it is indicative of a lack of creativity, culminating in a generic and perceivably soulless game.
@@derekrequiem4359 _Basic game design elements_ should be excluded from the list because _literally almost every game uses them._ Including the ability to see what you're holding isn't lazy or uncreative, it's just basic design clarity.
@@derekrequiem4359 I'm not talking about the devs using the tropes that are present in FNAF and Bendy, I'm talking about basic game design. You can't be pissy about a game having a fucking sprint feature, most games since the fucking 80s have that. You can't be pissy about a game using one of two camera views. Frivolous and nonsensical complaints like that just make everyone who has actual criticisms towards Poppy Playtime seem like dipshits who haven't even played a video game.
Sounds like you could use a good indie horror game. May I suggest the somewhat popular but under appreciated game of Mr. Hopp’s Playhouse?
Edit: Everyone who’s interested in Mr. Hopp’s Playhouse go to the channel Moonbit, the trailer for Mr. Hopp’s Playhouse 3 just released!
I wish that game didn't die
It was somewhat popular again when the Mr hopps playhouse 2 came out but it died after
@@familydogguy it’s not all lost, Markiplier make a let’s play of manner escape and Moonbit is working on Mr. Hopp’s Playhouse 3. Which looks to be a massive improvement of the first 3 games.
@@AftonThePlushGuy420 ooh,I didn't know this,this is interesting
Or Inscryption
Wait! Mr. Hopp's Playhouse? Poppy Playtime? OOOOH NOOOO POPPY COPIED MR. HOPP'S TITLE!!! Just Kidding, I Was Making Fun of Both Titles Bcuz of The "PLAY" Word, Lol!
5:36 I half-agree half-disagree with this. I fully agree that when done right, other elements like atmosphere and horror can greatly enhance a game especially in ways raw mechanics and gameplay can't do. The problem however is that fun is subjective. We can't really argue about what is or isn't "fun". Saying that games should aim to be fun is an agreeable statement, but is ultimately pointless in practice because we can't necessarily translate said statement into game design.
I Know Gameplay Is Important, But In My Opinion, All The Games Should Be Fun Which Is Depends At The Gameplay And Others Elements.
My Sister Thinks That Game Story Is Important, She's Not Wrong. The Game Should Be Focused And Not Put A Bunch of Puzzles Like Poppy Does, At Least If Your Game Is About Puzzles.
Some things that make games fun are objective:
1. Rewarding the player for making good choices
2. Satisfying ways of fixing a challenging problem (either visually, intellectually, musically etc)
3. Responsive and easy to understand controls
4. Giving as much to the player's skill level as possible with limiting RNG elements or making it possible to counter them with proper training
While some things are either great or good from this list in Poppy Playtime I feel like the swinging mechanic suffers from lack of proper responsiveness which can be from definition considered as "not fun". Also the puzzles are hardly challenging so completing them isn't really satisfying
@@billcipher8645 Like Stardew Valley, Oh Boy I Love That Game That I Even Played At Night, When My Sister And Her Husband Are Out.
Stardew Valley Is Fun, Satisfy, Gets Challenger And It Just Everything To Me.
After few days, I kinda changed my opinion.
I know the "fun" is Important than gameplay but I think characters are more important than anything for a game, cuz they have goals that makes the story goes on and that's why I love making characters so badly!
While PP characters, tbh they don't make me feel I care about 'em; it would be their lack of charm? yeah, their lack of charm as characters and the worst I think that most of PP characters "seems" they'd be just background characters or wouldn't ever return, but we dunno is true, we had to wait until the chapter 3 released.
No way I'm gonna buy to play those chapters, not for I don't trust the PP Devs, cuz I don't wanna play an incomplete game and slightly uninteresting to me.
I noticed how it follows a lot of beats from bendy and the ink machine.
Five chapters
Both have a worker coming back to there place of work from a letter
Have jack septic eye
Female monster in later chapter
Etc
Feel free to comment any other similar things you noticed
Not sure female monster in later chapter counts (Gender isn't important), nor the Jacksepticeye thing, but the rest you got.
it never said it had five chapters
but yeah your right
@@mr.machine3328 lol that just leaves the worker thing
edit: replied comment deleted after the fact
honestly i may be biased but i really think bendy did a lot of the aspects better. when i first saw chapter 2 i put 2 and 2 together and i saw the resemblance between alice and mommy longlegs and i think alice was written better because i feel like she was fleshed out more & we saw more content of her and what really happened. though we only have 2 chapters of poppy playtime. wont be supporting it because of the creator but i’d like to see where the story goes
if this made zero sense that is probably because i havent slept in 3 days
I have to agree on a lot of these points,
One thing I think bendy does better than poppy is having Henry talk,
By having Henry talk it gives the devs a way to give small hints on what to do next,
I think if poppy had the player character talk (or at least have internal dialogue) it could have avoided the problem with people not seeing the grab swing in the third mini game, and help in the chase sequence at the end as well.
Because I haven't followed a lot of the LPs on here, I legit had no clue what those weird knockoff Cookie Monster and Wal*Mart Pinkie Pie characters were. So it was nice to be informed that they're just another "they killed the children" generic horror game with nothing to keep me personally interested.
It’s really satisfying seeing this channel evolve since back then when he used KineMaster
True
I can't even call this product an indie horror.
The lore doesn't work because it's the same, "Oh noooooo the *insert place* went baaaaaaad, now we're all deaaaaaaad!!!!!!" We've seen done over and over again for nearly a decade with no change at all and with no deeper meaning other than "bad shit happened". Someone brought up how the original RE and Bioshock have similar structures (Player character comes into a run down place after a terrible incident and must escape and save the day) but Bioshock and RE do it so much better. Bioshock as a series doesn't just have the story of "Rapture fell.... oops!" It has characters with wildly different philosophies explored and discussed and meta commentary on how video games and their narratives interact via gameplay. That oversimplified explanation of Bioshock is already infinitely more interesting than whatever in depth explanation MatPat cooks up that just boils down to "Company killed kids again". And RE is literally a playable b-grade horror movie, you know what your getting into when playing that game, while games like Playtime and Bendy borderline trick the audience into thinking its gonna be something original where it just lazily rehashes what FNAF did in terms of story and just does it in an even stupider fashion. And the lore just isn't as overly convoluted in RE and the individual notes you can read are so much more interesting than whatever "kid soul" thing mainstream indie horror games have going on. That one note of that scientist that slowly devolved into animalistic hunger is infinitely more interesting than any of the shit cooked up in these games.
Both you and FoeKoe called it “Poopy Playtime”
I am surprised that to this day no one had pointed out that huggy wuggys mouth design is ripped straight from minstrel makeup. It's like a common known thing for illistators that you avoid drawing like that :/
The game ain’t even that visually stunning
Games it took inspiration from look far better. Hell, even Bendy looks nicer in my opinion despite it’s TWO FUCKING COLORS. (Maybe three if we count interactive objects, but whatever.)
The “underground” aesthetic is giving major portal 2 vibes, but it’s not even close to how good Portal 2 looks.
Sure the game is pretty. The lighting is nice. But it’s so dark and feels.. flat. And i’m a sucker for lighting, which is one of the reasons i love portal so much (other than the characters because oh my god i could be friends with some of them)
It is in a dark, old factory, but it doesn’t feel.. old. There’s no visual indication of the passage of time, unlike games like Portal, and in a way, Bendy. Both utilized the concept of age, and in some parts as an obstacle, in others as an aesthetic component.
Portal 2’s early, moss covered levels, and the old, massive environments in chapters 6 and 7 are gorgeous. The slow movement and creaks and the failing machinery make the player understand that you’re in an old, run down facility.
As for Bendy over there, the look of the building is supposed to be old fashioned. It’s messy. There’s cobwebs amd dust everywhere in the later chapters, which i think look kinda pretty. Sometimes things just.. don’t work as they should because they’re old.
Poppy didn’t have this immersion. I don’t feel like i’m there. Even just watching playthroughs of the games i mentioned before, i feel like i’m there, in the environment. The visuals should tell a story, and engage your player into your story.
I know this sounds really stupid but it doesn’t feel real enough. Another reason i adore games like portal are because they feel so real. In some distant future, is it too much of a stretch to say elements of portal are possible? It’s story feels real. And, maybe i cannot use this excuse for Bendy, but the sense of realism i gain from that game is the characters and how they treat the situation. It helps. (Also realistic character personalities? Love that, love that so much.)
This game is cool, there’s obvious effort put in, but it doesn’t work. The story feels clunky, already. In other games, i was ready for lore. I was excited. The story made little sense, and even if it spiraled into utter bullshit, it still felt smooth. It just sped up at the end. Really fuckin fast.
Chapter 2, in most games like this i’ve seen, is more interesting and lore revealing than.. this. It’s literally the next step. Why does it still feel like the first?
Anyway, yeah.
This was mainly an excuse for me to infodump about how much i love visuals. And.. to gush about portal because portal is amazing and it came out in the short timeframe i was born in so that makes things better
I hope chapter 3 is more original, and fun, for that matter.
the animation definitely looks unfinished in a lot of places
I was just thinking about this. In terms of visual fidelity, it's ok. But stylistically and such, I find it very meh. Games have done far more while having far less fidelity.
“I know this sounds really stupid but it doesn’t feel real enough.”
It doesn't sound stupid at all. I totally agree that the level design somehow doesn't convey the idea that what you're looking at could be a real place.
I haven't played the game, but while watching this video the levels just seemed very “video gamey” so to speak.
i am betting it’s a copy of chapter 2 or 4
When you realize the main driving force behind both Poppy Playtime and Bendy is through a letter from an old companion
And both have Jacksepticeye for goodness sake
Putting the drama aside (because you can sperate the art from the artist) I never really got that interested in this game. I'm happy others have been having fun with it, and the lore seems interesting. But gameplay wise itself? Meh.
You can’t exactly separate art from the artist when you’d be supporting them monetarily.
@@bloohazze except.... You can. Especially when the money is also benefiting... The majority of the people working on the game who aren't bad people.
the only thing i like about poppy playtime is the character designs and animation
@@bloohazze yea and that’s just a choice everyone’s gonna have to make
@@bloohazze you can separate them morally.
The German UA-camr Sev also made the same mistake during the Red light green light chase btw. So there are definitely more people who couldn't tell
Nice, I never expected under a English gaming channel someone mentioning Sev- mein Freund und ich gucken den immer zusammen beim Abendessen haha
@@obnoxious_alien ich hab jetzt auch keinen anderen erwartet, der hier Sev guckt lol
Er wird aber zum Glück langsam auch immer bekannter
I never expected Rafał Trzaskowski to be dragged into poppy playtime reviev lol
imagine playing chapter based games when the games are finished. like, the games dont feel like complete games, they feel like several small demos and it really ruins the pacing of the game
Funny you would mention the cassette tape thing that Poppy took from Bendy. Especially since Bendy took that from BioShock, which was a major inspiration for BatIM, to the point of there being BioShock easter eggs within the game
I quite like poppy but I don't get why it's so hyped. In comparison to other horror games I love like little nightmares.it's not quite my cup of tea. Although it's fun making theories about the game
Maybe we are a minority because I prefer little nightmares too
Poppy Playtime is so frustrating to me personally because the character designs & non-game things like the retro commercials are so well done, yet that never reaches the actual gameplay.
The pug caterpillar actually appears to move slowly because it moves relatively to your speed. @astral spiff figured that out
The editing just gets better and better with every video... AMAZING VIDEO!
Fun fact the beta end for this chapter actually explains why Poppy decided to keep you.
"I know horror is subjective, but I feel this genre just hasn't had justice in recent years"
Outlast 3 please be good and fix this...
i was in europe last summer, and all over the street vendor stands in prague and rome had hubert plushies on em. the franchise died before it even got off the ground lmao
One of the things that most bothers me about poppy playtime is that the toy designs look way too contemporary. I think huggy wuggy is the only one that i could believe was released in the 80s.
I have never personally played Poppy playtime but I have really enjoyed watching people play the game. It seems fun enough and it’s enjoying to watch. It very much is a lore grab but for me, someone who can’t really play games due to limited mobility but loves to watch games, it works really well!
i may have been one of the people who didnt want this video to be made. but this video is really good and you really analyzed this game well
It’s really funny that you described the chapter 1 chase as very difficult and the chapter 2 button press mini game as easy. I’ve seen a UA-camr clear the chapter 1 chase in one go, and died to the chapter 2 button press. I guess they both require different parts of the brain in a way.
You don't have to flip the script when you wanna make a dark Disney game. Just present the company more truthfully and you're already halfway there
"I am not making a bendy video pls don't ask"
Dark Revival: Allow me to introduce myself
Dude indie games are so ground breaking, they can scare kids with a slightly different texture :D
I think that the reason why I just don't even get fazed by jump scares any more, is because every single game that uses them, has an annoying death loop that just won't end unless you either look it up, or spend FOREVER looking for what your meant to do. This just ruins the whole scare factor. Witch is, you know, kinda sorta the whole selling point of the games.
I am forever calling Huggy Wuggy, Hubert. I am forever calling Mommy Long Legs, Kyle. Also part of the reason security breach was so buggy, is because they were being rushed to get it out. People were getting restless with all the setbacks so they released the version they’d finished, and people got mad it was buggy, even though they were the ones putting pressure on the developers.
The fans weren't to blame. They were given a hard deadline by the publisher and failed to complete the game before it because they were in over their head. It had nothing to do with the fans.
Don't forget that the creators of Poppy Playtime used the game to farm content on 2 "different" youtube channels
You're editing has gotten so much better overtime. Iv been watching sense you still had a watermark on the video from the editor lol
It's really cool to see how far you've gotten
"So I decided to play Bendy for the first time."
"Might I add, it wasn't that great."
The Dark Revival: *Lemme fix that*
Holy shit matpat came back from his banishing from the Discord server
If you want some good anthology-style horror with different stories being broken up into chapters, I would recommend the Fears to Fathom series. Chapters 1 and 2 are out right now, with more on the way. They're not long stories nor do they have complicated gameplay mechanics, but the general atmosphere of them is very unsettling and gives you a sense of dread all the way through. While the player doesn't have a lot of agency in the game and mostly follows a scripted series of events, I think the style and feel of the game are stronger compared to something like Poppy Paytime, which values lore above all else, even at the expense of their own gameplay experience.
They're definitely not the same type of game, but if you want a game that will scare you without relying completely on jumpscares and a brief 2-minute chase scene, Fears to Fathom has Poppy Playtime beat.
ngl 15:27 made me more scared than poppy playtime ever has 💀💀
The bootleg merchandise is already in your local mall kiosk. I thought a Hubert keychain was some knockoff fnaf
heyy man ive been absolutely loving your vids recently man there all so good
5:48
another great example imo is walking by kanoguti. it's also a walking simulator, but the disjointed music, bizarre visuals, and disturbing chance events (paired with the assumption you're gonna get jumpscared because that's what most current horror is) make it scary. i was personally on edge the whole time
Bendy and poppy make indie developers look bad in general by name alone
How
@@themememaster6775 with their greedy nature, idk about Bendy but I know something bad happened. And it just makes smaller developers look bad, though it might not really
@@derple8524 New game of Bendy's creators flopped, and some merch company went bat shit insane a sued them for half a FUCKING BILLION. Imo, It's not Bendy's fault
@@souptime8420 thanks for telling me, I didn't wanna watch a 50 min video explaining all that to me
@@souptime8420 mike mood was the one who did that. He’s the only one on the team to be blamed
The monkey from Toy Story 3 was 1000 times scarier than anything poppy playtime has to offer
I've noticed a pattern when it comes to successful franchises. If it's a hit then there's obviously going to be a sequel in the future, but the sequel either rushed out immediately after the first one and is resultingly crap/the person behind the original returns for the sequel but wants it to be as good as the original so they spend years working on it until the original is no longer relevant and it comes out a disappointment/the creator of The originals replaced by someone else who Lacks the same vision so it no longer has the same charm as the original/ or the sequel is in development hell to the point where it's just in limbo and any news regarding it's status in production is unknown to the public. There are slant few times where this doesn't happen and the sequel is either just as good or better than the original, but nine times out of 10 it just disappoints the audience, I say this because both Poppy and Bendy for having trouble getting future installments off the ground, they got too greedy with the success of their first game and it's all gone downhill.
The animations in poppy are so good, it’s the only reason I still follow it. They way the characters move and attack are just so fluid
I think the main things this game nails are the animation and atmosphere - the characters move in a natural yet also novel way, skewing away from the "horror with chonky robots" trend in favor of "horror with lanky things", and the set design and composition are pretty good as well for the most part.
12:25 Its speed is actually dependent on how close it is to you - in essence, it has rubber-band AI, save for the fact that if you get behind it (which isn't super hard, given its predetermined path), it will get faster as it gets farther ahead of you until it respawns either near the beginning or somewhere around the cube pit.
15:38 O shit u rite
I think there's also a lot to be said about how heavily this game is marketed to literal children. People cite FNAF as an early example, but I'd argue that the target audience for that game was teens/adults who had a fear of animatronics as a child. The early merch for the games were figures and plushies that were high quality and high priced items, aimed at collectors. As time went on, with games like Hello Neighbor, Bendy, and now Poppy, I think devs have realized that toy sales can be FAR more profitable than a game, and getting kids hooked means parents will buy anything and everything with a characters face on it. (I grew up having a spongebob bedroom, toys, clothes, and lunchbox. My girfriends 7 year old brother is the same with Huggy Wuggy.) I think thats part of why poppys playtime feels so watered down. It's hard to market a true "horror" title to kids.
Well the thing is that the game seems to be focused on teenagers but it's marketed towards children. the game has pretty dark lore for sure but the devs were being greedy and trying to market it towards children not just for the mature audience that's playing the game.
If you want some really good and actually terrifying indie horror with some serious themes i'd highly recommend fears to fathom
“The prototype” looks like the hand from Coraline at the end of the film where she tries to snatch the key.
When are you going to cover PvZ 3 again?
I love this guy’s voice acting. It does not sound scripted, and it’s really funny in places. Subscribing for that…
This game became irredemable once NFTs came into the play, these devs don't give half a shit about the genre, they just want to milk people for money first and foremost. Awful.
With what danerade said about the trial and error of the chapter 1 chase scene, I completely agree. I remember my first time playing Half Life: Alyx and seeing Jeff for the first time. As soon as I saw him, my number one priority was to not be caught by him, and the game was well made enough that I never was. This kept the tension extremely high throughout the entire experience, and I actually remember being quite proud of myself, more so than in every other part of the game, for getting past each section, all culminating in me killing him with possibly some of the biggest relief I've ever felt in a game.
Eventually, I watched someone else play that chapter, and I was kind of disappointed that his getting caught animation was somewhat underwhelming. But then I realized, no death animation ever would have lived up to the fear I felt of getting that death, that fear of the unknown. What happens when the horror monster catches you is probably the most important part of its scare factor. While Hubert's death animation is good, them forcing you to experience it over and over completely ruins the entire encounter
3:42 That framing request the slowest speed to see
I can’t believe matpat made a cameo in this video. That’s just absolutely amazing. Congratulations! Great video too
I’m still waiting for Bendy and the dark revival… if poppy ever gets a sequel I hope they won’t copy Bendy’s development time too ;)
True my ink Audrey plushie is sitting on my desk covered in cat fur in dust
*Catnap appears and is better than almost all of mascot horror*
Honestly i am just waiting for more of this game despise everything in outside happening, the way is done and the story is definitly making me want to see a little more.
It’s funny how every single time danerade makes a new video I watch it and then watch ALL his other videos up to pvz 3
Poppy is just a weird amalgamation of all the indie horror games that got popular with kids. Designs of the characters are a combo of Fnaf animatronics and Bendy where it's creepy in its after-hours/ abandoned setting but could be lovable characters in a different context. The puzzles remind me of Hello Neighbor but completely dumbed down in order to appeal to an even younger audience. It just screams rip-off to me and I've seen it done before. Fnaf, Hello Neighbor and Bendy all appealed to the same demographics but they all had something different about them and never blatantly took ideas from each other (other than lore dump but that is probably what brought in the young fans-- it's like a creepy fairytale y'know) Even the story is taking from all these games but just rearanging them a little. The original $5 price later being changed to free shows that people realized it wasn't worth it even though Fnaf is sold at that price. Despite being a much simpler game, Fnaf actually had worth in how unique it was at the time. Poppy was strategically designed to be the next big kids horror game for the sole reason of how profitable the genre is. It's pretty devoid of passion and creativity.
This was a lovely video, thanks king
Also nice one calling him Hubert
omg JD
How to make billions of dollars: make the most boring uninteresting horror game possible and add quirky marketable cartoon characters.
it's sad cause youtubers made this and they're extremely greedy
I got an ad for poppy's playtime while watching a critique against poppy's playtime. *Tragic*
The prototype lore sounds like a fazbear frights story
The stitch wrath?
“And instead flipping the script by making the Walt Disney company a world of lies and deception”
Oh so…Disney?
The thing i still like about the 4 first FNAFs is that the lore is there and it's so fun to try and discover what happened in the past of the game, who was the Purple Guy, why were the kids murdered, etc. And it's a damn heavy lore, but it's not shoved down your throat, you could ignore it if you just wanted some jumpscares.
So hard to decode
I saw someone make a good point when the game was first released: it’s not an indie horror game. It’s just a horror game. It has a whole team of devs working on it. An entire studio.