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Freddy mistakenly detects signs of activity, and tries to interact with an empty room.
Sister Location (2016) has a different approach to presenting the sentience of the animatronics compared to its predecessors, in that the company seems aware to some extent that their machines are 'alive'. They take advantage of the animatronics' inexplicable sense of self-preservation by incentivizing them to perform under the threat of torture, rather than just programming them differently like you would any normal computer.
In the case of Freddy, this way of thinking presents itself in the form of the Bonnie hand puppet, which is implied to be there specifically to calm Freddy's erratic behavior, in a way no robot should need. In the game, Bonnie acts as a speaker for a set of prerecorded words of comfort, directed at Freddy himself and not as part of any act. Freddy, in turn, actually responds to this the way a living creature would, and can be settled down from a state of agitation.
Freddy's dialogue here is taken from a set of unused takes which don't see any use in-game. If you don't recognize them, this would be why. I made a conscious choice to de-synchronize Freddy's mouth movements from the dialogue, to emphasize the idea that these are just a limited set of soundbytes the animatronic is pulling from and not true free speech. I think that comes off as much creepier, as opposed to when animatronics in these games seem to speak directly to the player in their own words. In that sense, I was taking more influence from how Funtime Freddy is described in the novels than shown in the games.
I wanted to do something a little more subdued this time, since I've been feeling rather burnt-out recently and I'm incredibly wary of falling into the old 'must keep topping myself' trap when it comes to my Five Nights shorts. That's a mentality I must admit I'm very prone to, and have had my fair share of brushes with in the past, so this animation has been a deliberate effort to reel myself back in: nothing too fancy.
External resources used: Textures and sound effects from Sister Location and Security Breach, plus additional textures from poliigon.com and additional sounds from KZbin's stock library. Everything else I made myself, be it foley for sound effects, procedural textures, or the models themselves.
Find the Unigoat.