Plot Tagged Articles RSS Feed | Plot RSS Feed on en Launch Media Network 8 Indies with Surprisingly Well-Crafted Stories Sat, 18 Nov 2017 07:00:01 -0500 bazookajo94

Look, I know what you're thinking. You see an article title with the word "Indie" next to "Well-Crafted Stories," and you suspect another writer praising the wonders of Undertale or LIMBO. And I am such trash for indie games that I'd probably be the one writing that article. 

But I'm also trash for the underdogs, for the stories and games that don't get noticed unless they're played by popular let's players who post two videos a day and need more to sustain their income than AAA games or featured Steam games. 

So here are just a few indie games with stories worth your time that might have gotten lost in the dark shadows of skeletons based on fonts or boys lost in the woods.

One Chance 

One Chance, released by Newgrounds in 2010, follows the story of John Pilgrim, a scientist who thought he created the cure for cancer but instead doomed all of humanity -- unless he could find a cure in six days. In this adventure-style pixelated game, walking, talking, and opening doors are about the extent of your control over the character, but these simple actions still have lasting effects, depending on where the player walks, who they talk to, and what door they open. 

At first glance, the story and concept might not seem that original. I Am Legend immediately comes to mind. And yet another game where our choices matter? Haven't faced the consequences of our actions enough?

But One Chance is different in that you only get just that: one chance. If you reload the browser, the website returns you to the point in the game you ended on. Whatever ending you got, you got. And this game, believe it or not, gets pretty sad. Because John Pilgrim is not alone in his life; he's got a wife and child, and his choices affect them, too. Even before the whole, you know, all-of-humanity-is-doomed ending. 

So good luck, because you've only got one shot to save everyone. 

That Dragon, Cancer

Following the vein of cancer and the tragedy it brings to life comes Numinous Games That Dragon, CancerWritten and created by Ryan and Amy Green, the point-and-click adventure game follows the true story of Ryan and Amy and their son Joel, who was diagnosed with cancer at twelve months old. The gameplay pairs exploration with the upsetting and uplifting moments the family experienced during the years Joel lived with his illness before his death in 2014. 

This is a sad story, but it's a good story, and one worth playing. Even for those who are not as religious as the Green's, whose faith seeped into some aspects of the game. The genuine emotional rawness of this story resonates with all players, even those who haven't personally experienced cancer in their lives.

You can buy That Dragon, Cancer on iTunes or the Google Play Store for $9.99.


Not all good stories have to be solely sad. They can be creepy and sad, like in the French RPG game OFFDeveloped by Mortis Ghost in 2008 and translated into English in 2011, this Unproductive Fun Time production follows the Batter as he makes his way through the Zones while defeating creatures on his "important mission." The gameplay follows standard RPG protocol: gaining experience after every battle and leveling up eventually, adding members to your party, and turn-based combat mechanics. 

As the player, The Puppeteer, guides The Batter on his quest alongside his cat guide, The Judge, The Puppeteer starts to question who's really evil, who really deserves to be "purified," and if they should be in charge of making that decision at all. 

You can download the game for free here and find out for yourself what's really going on in OFF. 

Calm Time

I've mentioned a pixelated game before and I'm going to do it again with free-to-play Calm Timedeveloped four years ago by GoosEntertainment. This short indie horror game introduces the player as someone who lives on their own in an isolated house with only the wind and stars as company. Tired of being lonely, they invite people to their house for a dinner party. 

And then people start dying. 

Though the game doesn't have an expansive story to captivate its players' hearts, there is just enough for players to start questioning their own morals. To make them sit back and think about their own life choices and whether or not they really think an isolated idea would be such a good idea after all. 

Download the game here and get ready for your peaceful night to get weird. 

Layers of Fear

Who says scary games can't have plot? Maybe the same people who say they read certain magazines for their articles...

Layers of Fear stars a man traversing his own house while trying to survive his crumbling psyche as he struggles to solve the mystery of his past. While being yet another game that's following in P.T.'s footsteps, this 2016 title succeeds by having an original plot that can get pretty spooky. 

Games that have protagonists with hallucinations bring a unique kind of fear, one that has players questioning everything they explore. And in Layers of Fear, they're going to have questions. Why is this guy seeing things? And what's up with his painting? Actually, just what's up with that guy in general? His deterioration into madness is "fun" to experience, and scary to witness. There are also three unique endings to the game, so you get to try three different times to make sure he gets the ending he deserves. 

Paint this game into your heart and nightmares for only $19.99 on Steam, PlayStation, or Xbox. 

Road Not Taken

Not every game has to be dark and depressing. They can be light and depressing, too, like Spry Fox's Road Not Taken. In this puzzle adventure game, players enter the forest and save the town's lost children from the brisk winter storm. Each level that passes is another year closer to retirement. The player also has the option to woo a town's member in an attempt to start a family of your own. But, much like real life, things don't always turn out as planned. 

The charming art style of Road Not Taken serves as an interesting contrast to the underlying starkness of its story. I'd like to say that everything turns out alright, but the developers didn't use Robert Frost's poem as a promise to its players. 

You can find this game for $14.99 on PlayStation, Steam, or Xbox. 

The Swapper

Maybe cute and sad isn't your scene, as mine apparently is. Well, don't worry, because Facepalm Game's sci-fi adventure The Swapper is here to satisfy your futuristic story needs. 

The game opens in an abandoned research facility with the player finding a device that allows them to clone themselves and then swap between their clones, which can only mean that they must use their clones in puzzles that lead them across the facility and closer to the answers surrounding its doomed fate. 

The story feels reminiscent of some of the abandoned vaults in a Fallout game, ones where dead things are everywhere and you can only piece together what happened through journals written and rooms abandoned. Plus, the game is beautiful. Like, seriously gorgeous. 

The Swapper is available on Steam or PlayStation for $14.99. 

Presentable Liberty

That's right. I did it. I saved the best for last. Or, at least, my favorite for last. Presentable Libertydeveloped by Wertpol in 2014 and free to play, tells the story of a prisoner in a cell with sparse interaction from the outside world save for the ticking of a clock and letters from someone the prisoner knows, someone they don't know, and the staff from the prison itself. 

The game begins with the players resigning themselves to the fate of their cell, and then the letters start to reveal more of the secrets behind why the player is locked up and what their friends are doing on the outside, and suddenly they are invested, suddenly they care, suddenly the game start playing tricks on the players mind, giving them a real sense of isolation and despair. 

Perhaps the best place to see the psychological toll this game takes on a player is to commit yourself to the hour of Markiplier's let's play of this game. 

Or, you know, you could play the game and experience it for yourself. You do you. 

As you might have noticed, many of these stories are rather sad, but good stories can be more than sad. They can be cute and sad, or scary and sad, or not sad at all (and thus probably not very good). However, no matter the emotion someone gets when playing a game and experiencing its story, if they finish the game having felt something, then something must have gone right. And though these games may be hard to find or don't have the best quality around, they deserve a chance to have their good (ie sad) stories heard. 

The Massive Plot Hole in Fallout 4 That Needs to be Filled Mon, 29 Feb 2016 18:32:40 -0500 Anthony Rossi

Large games can and will have massive amounts of lore to support them. The two concepts are inherently linked. The larger you make a game, the more "things" you have to explain. Introduce a new mechanic? Gotta explain it. Travel to a new location? Gotta explain it. New character pop up in the story? Gotta explain them, their backstory, and their personality. While you are at it, could you do us all a solid and link everything together to create a unique and immersive world? That would be great.

While the majority of my gaming has had solid writing, there are the occasions in which a chunk of the story was left out, not explained, or the player was supposed to "just go with it." In the case of RPGs, it usually chalks up to, "Shut Up, it's MAGIC!" Other times it could just be that idea was dropped during the course of the franchise's development, as with Dark Energy in Mass Effect. These ideas might even be great, but sometimes the creative process starts spinning out of control or the writers just can't fully develop it. It happens.

But then there are the rare instances where looking back, you just think to yourself, "Huh? Wait, what ever happened to (what's-his-name)?" Someone or something is referenced during the game, and then....nothing.

What Happened in Fallout 4

Below is a video from Enzo Gaultier, in which companion Nick Valentine tweaks out on us momentarily and gives us quite the scare:

So once again, here's what Nick Valentine/Kellog said,

"Hope you got what your were looking for inside my head. Heh, I was right. Should've killed you when you were on ice."

How Did This Happen?

For a little background on what you just witnessed, here is a quick rundown of the events that lead up to this little quirk. On your quest to find Shaun, you are directed to meeting with a Private Detective named Nick Valentine. With his help, you figure out that the guy who busted into your Vault, kidnapped your kid, and shot your wife is a merc named Kellogg.

Once you finally come face to face with this guy, you are able to get SOME information out of him, but it ends the way we all knew it would -- with a bullet to Kellogg's face. Or, a few bullets. OK, a lot of bullets. 

While you are pilfering the spoils of your conquest, you also pick up a Cybernetic Brain Augmenter off of Kellogg which you use back at the Memory Den to access his memories. You end up using Nick Valentine as a kind of "conduit" to explore Kellogg's memories and you walk around in a state reminiscent of Legion's "Virtual Reality of Geth Consensus" mission in Mass Effect 3. Admittedly, it is an interesting trip through the man's history as you get to learn his backstory and how he came to be, as seen in this video from Overlord Actual:

The conversation in question between the Kellogg and Valentine comes after everyone has disconnected from the machinery and you are on your way out. That is when we suddenly find out that there is a little bit of Kellogg left in Valentine, and it is kinda creepy. As you progress through the story line....


Poking around in a few forums I have found that Kellogg may or may not surface again while your are in the Glowing Sea, but there is nothing after that. I have no shame in admitting that the initial exchange left me creeped out, yet I was anxiously waiting to see if Kellogg would resurface at an inopportune time, but....nothing. Kellogg never resurfaced, never caused a ruckus in any capacity, just...nothing.

Hole To Be Filled?

This hole is way too large to remain. Bethesda, while jokingly known for releasing glitchy games, keeps tight control of their content. Two of my personally favorite franchises are Elder Scrolls and Fallout, and both have extremely deep lore reserves and never, in my years of playing, has there ever been a plot hole this insultingly obvious. Further more, I have never experienced a plot hole like this in ANY game. This kind of misstep in writing just does not happen.

Which leads me to believe that this hole will soon be filled. Bethesda has recently announced that the first round of DLC will soon be released over the course of this year. One of the DLC packs in particular, Far Harbor, even goes so far as to mention Nick Valentine by name in its description. Granted, it could only be because we are picking up a cold case from Valentine Detective Agency, but at least it is a start. There is also talk of additional content yet to be disclosed in the initial DLC announcement.

Perhaps there will be a continuation of this scene in one of the DLC packs? Maybe even its own DLC in which Valentine is compelled to resolve some of Kellogg's unfinished business? All we can do for now is wait for their release!

Face it, the FNAF franchise has some glaring plot holes and continuity issues Wed, 27 May 2015 12:25:33 -0400 Dani Gosha


Plot Holes? What Plot Holes?


Plot holes happen. In movies, books and games we see them everywhere and while some can easily be ignored some just leave you scratching your head.


One thing for sure is Five Nights at Freddy's isn't a a game without plot. It has a definite story but it just falls short in the complete telling. 


Hopefully, I didn't ruin the game for you too much. So now it is your turn; what are some plot issues you've noticed in the game?


I Recognize That Voice


I won't argue whether or not Phone Guy and Purple Guy are the same person but what isn't up for debate is that Phone Guy is prevalent in all three games which is a big issue in terms of continuity and plot. 


Remember how I mentioned that FNAF is obviously a linear story? Well, Phone Guy dies in FNAF 1 (or fakes his death, as some theorize) yet we hear his voice in FNAF 2 and FNAF 3. Now I know that Phone Guy's voice in FNAF 3 comes from found recordings, but in FNAF 2 there is no mention of the calls being recordings. Phone Guy also makes it clear that you are at a brand new location also notes the differences between the two offices i.e, no doors.  


I guess Scott couldn't get a second voice actor. 


I wonder if Phone Guy is going to make one last call in Five Nights at Freddy's 4: The Last Chapter


Oh Where, Oh Where Has Springtrap Gone?


I don't mean after the Freddy Fazbear Attraction burned down, I mean where was he during games one and two? I can't be the only one wondering and hoping his obscure whereabouts isn't just because Scott didn't think of him until the third game.  


According to a phone call in FNAF 3, there's a closed off room that no one has been in. So we assume that Springtrap was hiding in there the entire time. It also can be assumed as well that the Attraction was built off of one of the original Pizzerias, meaning he was there the entire time and not moved there. 


Given that all five children were killed in the first game, or at least prior to it, we assume that the killer met his fate in the same timeline. I don't know how long it takes for a spirit to come back and possess and animatronic but.. if Springtrap was still in the backroom or had gotten up, wouldn't someone on day shift gone back and noticed the pool of blood?


Ironically enough, the FNAF 3 Night 3 recordings specifically designate off-camera safe rooms for employees to go to bleed know, just in case the springs accidentally go off....


I've seen the argument that Springtrap is holding onto life. So you're telling me that within the last year or so, Springtrap hasn't bled to death? That is to say, he miraculously missed a spring going off into his head and insta-killing him. Sure.


But back to what I was saying, if a foul odor was coming from animatronics that bodies were never found inside of; assuming someone checked, I can just imagine the stench that would have been coming from Springtrap. You know, a fairly very noticeable strong stench that I think someone would have investigated. 


Where's the Blood and Guts?


Speaking of blood and mucus.....Springtrap, you have some explaining to do.


The whole idea behind Springtrap's character is that he is the murderer who lured and killed the five children that we learn about in the first installment. He also got spooked (according to FNAF 3) and jumped into a spring loaded suit accidentally killing himself in the process.


Ok, great. So we get the origin of his character. Even better, Scott threw in some randomly generated Easter Eggs that show there's a decomposing body within the mutilated costume. Even better! But once again, where's the blood and guts? 


Springtrap looks more like an abandoned costume that got treated a bit better than Mangle instead of a walking coffin mixed with a new-age Iron Maiden. Sure, the murderer's body might not have been so badly penetrated by springs to have his entrails hanging out but ideally, according to logic at least, blood stains would be all over the suit. If you're into horror, as I would assume you would be if you're playing this game, then you know how all that works. 


The Animatronics Sound Gross, But Really Aren't


Have you ever been told that something sounds worst than it really is? Well this is one of those times, especially in regards to the games antagonists. 


If you read the newspaper clippings in game one, you probably saw the complaint about the animatronics smelling bad and having mucus and blood coming from thier eyes and mouths. Unfortunately, we don't see any of this. In fact, throughout the entire game, the animatronics look well kept.


Ok, I hear the arguments. But let's assume that the animatronics are regularly cleaned up during the day time. Sure, but like any good horror movie or game, things go bump in the night and change. We play a security guard on the night shift which means we would see these changes but not once do we see blood or mucus. 


Also, the addition of mucus makes no sense to even be present let alone in the eye for a good reason; ready for an bio lesson? The main kind of mucus within the eye is typically found in the corner of the eyes and tends to accumulate when we sleep. These kids were murdered, not put to sleep. Other kinds of eye mucus would include that caused by allergies, infections such as pink eye, and viral conjunctivitis, which can cause itchy watery eyes. All forms of these eye mucus' are nowhere excessive that it would leak outside of the eye holes of any of the animatronics. 


Well, the mucus came from the mouth? Just as unlikely. Mucus in the mouth typically stems from allergy issues that have caused mucus from the nasal cavity to drain into the mouth and into the throat. Excessive salivation is a medical condition, but is more so associated with dehydration. Once again, the kids supposedly stuffed into the mascots are long dead and even if they managed to secrete mucus from the mouth just like with the eyes, you would not see it. 


Killer Convicted. Case Closed. 


I have many questions when it comes to FNAF but my first one has always been: if someone was arrested, why is there even a game?


I know after the first game, people wanted to theorize that there was no real security guard or even Fazbear's Pizzeria; we were actually playing as the murderer in a never ending nightmare of a guilty conscience. Really, the theory would have made sense had there not been two other games that pointed in a completely different direction.


It is points like this one that really makes me doubt that Cawthon had any intentions to turn the game into a franchise, thus not really thinking things through. 


But, wait! People get convicted of crimes that they didn't commit all the time, you say. True, but there is a second clipping prior to the one shown that says the man convicted was caught on video surveillance footage taking kids to the back room. 


It has already been decided that the murders happened before FNAF 2 and, despite initial thoughts, the game seems to be linear, yet games 2 and 3 suggest that someone else killed the five children. If that's true, what's the point of mentioning that someone has been arrested and charged for the murders? There is no mention anywhere else in the game that perhaps the wrong person was convicted and the killer still out know ,because Springtrap....


The mention, whether true or not, does nothing for the plot of the story at all. 


I'm going to be honest with all of you, I can't stop talking about Five Night's at Freddy's... but not for the right reasons. 


Five Night's At Freddy's might be a cult favorite given the unique style and gameplay it offers, but unique gameplay doesn't make up for the blatant missteps within the entire franchise in regards to the plot and consistency. There have been some excellent theories and FNAF easter eggs, but some things don't add up.


If it was just one game, maybe it could be easily overlooked but seeing as Scott Cawthon is working on a fourth and, thankfully, final Five Night's at Freddy's, all just can't be forgiven just yet.


Don't get me wrong, the game is certainly not a novel and I don't expect everything to be written out for me. Missing elements can be a great thing as it keeps fans thinking and interested; however, when things contradict other previously stated points there's an issue. Unfortunately FNAF has lots of contradictions. 


So, with that being said; here are the biggest plot issues within the current trilogy. 

Ubisoft Revisits Watch Dogs 2 Discussion Mon, 22 Sep 2014 17:26:25 -0400 Chris_Lemus

Ubisoft is set to release Watch Dogs’ first DLC, Bad Blood, Sept. 23 for Season Pass holders and publicly on Sept. 30, but plans are being discussed openly for the future of their vigilante title.  Lionel Raynaud, Ubisoft Montreal’s vice president of creative, is sharing glimpses into how the game development company will approach the Watch Dogs sequel.

"The reception (of Watch Dogs) has actually been pretty close to Assassin's Creed,” Raynaud said to CVG. “With the first one we didn't have such a good reception, and it was fair.”

Raynaud noted that Assassin’s Creed, which grew to be Ubisoft’s best selling series with over 70 million copies sold as of April 2014, was initially criticized for the replay value of gameplay loop.  Now, Ubisoft looks to capitalize on the delayed release of Watch Dogs by revisiting the initial title.

“We also kept parts of the game we felt didn't fit with the original for the sequel,” Raynaud said.  The other changes to be made will be “radical,” focusing on how players engage in the open-world. Content will be unlocked as gamers play the game based on creativity instead of narratives or characters.

This conversation by Ubisoft about the potential Watch Dogs sequel is not new. The company’s CEO, Yves Guillemot, discussed the criticism involving the game’s characters and the impact on development at E3 2014.

“We knew (the characters) would be polarizing; some people loved the characters and some didn’t,” Guillemot said to CVG. “It was difficult to please everybody with that character. Now, having seen the reaction, we know what we will do next to improve that.”

Other than interviews, Ubisoft mysteriously tweeted about New Jersey from the Watch Dogs Twitter account. It is still unconfirmed if the U.S. state will be the sequel’s location.

Five Nights at Freddy's: Lore Hints You May Have Missed Thu, 21 Aug 2014 13:08:58 -0400 Tobbpitt

At first glance, Five Nights at Freddy's is a straight-forward game of power management, reflexes, and jump scares. But did you know there's more to the mystery of Freddy Fazbear's Pizza than it first seems?

Five Nights at Freddy's 2 is (surprise) out now!

Wrapped semi-deeply in Freddy's is a bit of lore, quietly placed about the restaurant and in the nightly phone calls from the previous security guard. And that's not all: there are a number of unexplained spooks throughout the game that are easy to miss, unless you have luck and a good eye for detail.

Warning: Spoilers inbound!

Lore is doled out in small chunks in this game, and there is no direct correlation between everything. It gives you just enough to try to piece together what has and is happening in this children's restaurant, without giving it explicitly away.

If you've gotten your fill on lore, I've also pinpointed some rare camera screens you may be interested in taking a look at. On another note, I am super hype for Five Nights at Freddy's 2 and you should be too!

Phone recording lore hints

Pushing through nights 1 through 5, you will be greeted with a recording from one of Freddy Fazbear's Pizza's previous security guards. Each day's is different, with the fifth night's bringing the recordings to a close and leaving a lot of questions. Here are some key lore-related points in each night's phone call:

Night 1

Recording: "..upon discovery of death, a missing person's report will be filed within 90 days or as soon as the floors have been bleached and the carpets replaced.."
Conclusion: This basically says the company will clean up any trace of your death before contacting the authorities. They also do not say they will let tha authorities know you died on the job, but they will file a missing person's report. It seems they will essentially keep your death a secret, likely to their own means.

Recording: "..they're left on some kind of "free roaming mode" at night.."
Conclusion: This would explain why they move at night, and is followed up by something more unsettling.

Recording: "..they probably won't recognize you as a person... they'll most likely see you as a metal endoskeleton without its costume on... they'll probably try to forcefully stuff you inside a Freddy Fazbear suit."
Conclusion: So the security guard is telling you that if they catch you, you will probably be stuffed into a suit filled with hard metal components and wires, which will likely result in your death due to the pressure of the suit itself and the animatronic parts.

This is actually proven to be true by the Game Over screen, in which you can clearly see organic eyeballs and teeth coming from the Freddy suit in the back room.

Recording: "..then there was the bite of '87... it's amazing the human body can live without the frontal lobe.."
Conclusion: This tells us one of the animatronics bit a child in 1987. It's most likely the animatronic culprit is Foxy, the beaten up Fox found in Pirate Cove.

Night 2

There is only one real lore hint in night 2. There are plenty of gameplay hints, but only one pertaining to lore:

Recording: "..check on the curtain in Pirate Cove from time to time, the character in there seems unique in that it becomes more active if the cameras remain off for long periods of time. I guess he doesn't like being watched."
Conclusion: This isn't so much a conclusion, as pointing out a contradiction: Foxy is actually completely unpredictable, though it seems looking at Pirate Cove will make him come for you sooner.

Foxy is the only animatronic in disrepair, and is not even advertised by the restaurant. You don't see him in the trailer either, do you? It is most likely Foxy was the culprit of the bite of 1987, based on his sharp teeth and general disrepair. He doesn't even have a suit covering the bottom half of his animatronic legs.

Night 3

Recording: "..I had an idea: If you happen to get caught and want to avoid getting stuffed into a Freddy suit, uh, try playing dead... go limp. Maybe they'll think you're an empty costume instead. Then again, if they think you're an empty suit, they might try to stuff a metal skeleton into you"
Conclusion: This just explains to you why you cannot just sit still and live through the night, under normal circumstances. Furthermore, how can the animatronics think at all?

Basically this says you're screwed once caught. If this weren't bad enough, the fourth night's call brings the end to the previous security guard.

Night 4

The transcript for this call in itself is not worth mentioning outside of the guard requesting you check the suits in the back, presumably to see if he is alive.

The banging outside the doors sounds very much like Foxy, and you can clearly hear either Chica or Bonnie's groans in the background. Even worse is the power clearly goes out for him, as you can hear Freddy begin to play music in the background.

So the question this call poses: is the guard in the recordings still in a suit in the back room?

The answer to that is probably no. As you can see in the image below, all that is back there normally are some costume heads and an animatronic endoskeleton.

But the image that comes up when you die is a little telling (brightened and colors adjusted to give a good look):

The eyes popping out from the Freddy suit are organic, as you can see above. You can also see teeth, which are clearly different from the teeth found in the roaming animatronics.

You are in the Freddy suit in the game over screen.

Night 5

The call for the fifth night is the last in a series of progressively more ominous phone calls, and it is nearly impossible to decipher. One thing is clear: whoever recorded that message is not human (or is no longer fully human). Some speech can be made out when the audio file has been adjusted (video not by me):

One thing to note is this sounds similar to the voice Freddy uses when you see the IT'S ME hallucinations. This means it's most likely Freddy, and it is possible the last security guard was stuffed into the very same suit you are stuffed in should you be caught.

Further lore hints

Golden Freddy

The above is only further backed up by the 'Golden Freddy' suit, which is a rare event that only happens under certain conditions. If you leave both doors closed for a prolonged period of time and look at Cam 2B there is a chance he will spawn in your room. Even so, this is a rare event.

Golden Freddy is clearly lacking an endoskeleton. Furthermore, failing to deflect him by looking at your monitor will result in a unique death screen and close the game. He is also the only 100% proof something supernatural is going on in Freddy Fazbear's Pizza. He appears in your room even with the doors closed and induces hallucinations.


What's the big deal about posters, you ask? Well, there aren't exactly a lot of other ways to get hints about what's going on. There is one poster in particular that drops hints about the history of Freddy Fazbear's Pizza and its changes are elusive.

The poster in question is the one found on Cam 4B. It normally looks like this:

But has four other variations. These can be seen in the images below, with their text transcribed just below each one. Misspellings are simply as they are written in the images.

Kids vanish at local pizzaria - bodies not found.

Two local children were reportedly lured into a back room during the late hours of operation at Freddy Fazbear's Pizza on the night of June 26th. While video surveliance identified the man responsible and led to his capture the following morning, the children themselves were never found and are presumed dad.

Police think that the suspect dressed as a company mascot to earn the children's trust.

Five children now reported missing. Suspect convicted.

Five children are now linked to the incident at Freddy Fazbear's Pizza, where a man dressed as a cartoon mascot lured them into a back room.

While the suspect has been charged, the bodies themselves were never found.

Freddy Fazbear's Pizza has been fighting an uphill battle ever since to convince families to return to the pizzaria.

"It's a tragedy."

Local pizzaria theatened with shutdown over sanitation.

Local pizzaria, Freddy-Fazbear's Pizza has been threatened again with shutdown by the health department over reports of foul odor coming from the much-loved animal mascots.

Police were contacted when parents reportedly noticed what appeared to be blood and mucus around the eyes and mouths of the mascots. One parent alikened them to "reanimated carcasses".

Local pizzaria said to close by years end.

After a long struggle to stay in business after the tragedy that took place there many years ago, Freddy Fazbear's Pizza has announced that it will close by year's end.

Despite a year-long search for a buyer, companies seem unwilling to be associated with the company.

"These characters will live on. In the hearts of kids- these characters will live on." -CEO

These posters are the biggest hints in the game, and are the only source from which we can learn about the restaurant's history. Unfortunately they reveal very little of the situation.

Could the man who abducted those kids simply be an animatronic, one of the pizzeria's previous security guards, or a pervert? What happened to those kids?

The interesting part about the abduction incident is one of the posters states the suspect was caught the very next morning after the security tapes were seen. That is not a lot of time to move two (or more) bodies around, and the bodies themselves were never found. The security tapes would also see them being removed from the building, if they were -- it is fairly clear those children's bodies never left the walls of Freddy Fazbear's Pizza.

And to the heart of it all, what is causing the animatronics to act the way they do from midnight to 6AM? The answer to that question could be the key to the answers to the rest. What happened to Freddy Fazbear?

5 Tips Video Games Teach About Surviving Against Zombies Sun, 27 Jul 2014 15:46:57 -0400 Chris_Lemus


The zombie apocalypse never stops (Call of Duty franchise)

For researchers trying to discover the zombie strain source, look no further than the zombie game mode included whenever Treyarch develops a Call of Duty game. It seems like the outbreak stems from the first-person shooter franchise, as the endless game mode turns human brains to zombie mush. Countless hours mindlessly playing various zombie maps will have gamers asking “how many levels are there?” “How many levels can I survive?” “How many levels can friends help me out with?” Before they know it, they join and chase other zombies mindlessly across the screen. The zombie apocalypse never ends, it just infects more gamers.


Have a green thumb (Plants Vs. Zombies)

Getting ambushed by a coordinated group of mindless zombies? Plants Vs. Zombies is the perfect app that provides a list of useful vegetation to defend against the undead. Not only are vegetables good for you, but they can also ward off icky zombies. Try a row of fist flailing bok choy, and checkerboard some corn. Add pea-shooting plants, and the only green thumb you will need is to shovel dead zombies off the lawn.


Learn how to play baseball (Dead Rising)

Dead Rising was a visual representation of when men like Frank West, the main character, go to the mall - it is a horror story. Luckily for West, the zombies he must fight are a good reason to be scarred. The game offers guns and knives to ward off waves of zombies, but weapons require bullets and knives need precision cuts to be effective. Give West a baseball bat, and one simple swing has enough blunt force trauma to crack open a zombie cranium and spill its brains.


Befriend - or date - cheerleaders (Lollipop Chainsaw)

Sure, some zombie games feature cops and former athletes battling zombies, but Lollipop Chainsaw teaches to never count out the cheerleader. Juliet Starling, the pigtailed main character, may wear a uniform that leaves little to the imagination, but she is a zombie hunter. While the only thing about this game that is a ten is Starling, Lollipop Chainsaw is a hack-and-slash that satisfies with the combat and controls. If a hyper, spirited high school girl can take on entire teams of zombies, then maybe cheerleading is a sport after all.


Check online reviews for potential zombies (Dead Island)

Techland’s best selling game includes a successful combination of zombies and gruesome melee weapons, all of which are scattered throughout the open-world, fictional island of Banoi. In this game, players must survive long enough through quests to escape, all of which could have been avoided if they just checked the online reviews about zombies at their resort.


The undead have been living healthy throughout various generations of consoles and franchises of games. While it is fun to mindlessly hack, whack, and sack through massive amounts of zombies in the virtual world, it cannot be ignored that even the Centers for Disease Control recognizes people should take steps against the undead in real life. Here is a list of five different video games that teach valuable tips about surviving the zombie apocalypse.

Bioshock Infite: A Beautifully Executed Quantum Fantasy Game Fri, 29 Mar 2013 13:24:03 -0400 pSquibbs

Having just finished a marathon to finish Bioshock Infinite last night, I find myself compelled by its story and concept. I haven't had a game make me think and try to understand its meanings like this... ever. So, as a sucker for plot and great story development in games, I've got to hand it to the developers. The more I think about it, the more brilliant it becomes. I do also love the art and design style of the in game experience, but the part that makes me love this game is the story.

I want to be clear with all of you - Play this game slowly. Explore. Doing a speed run will leave you confused and disappointed because the game itself isn't actually incredibly long.

By now anyone who has read up on any of the story in Bioshock Infinite should know that there are some very drastic game element changes as compared to the previous chapters. If you don't, and don't want to be tainted with knowledge before playing the game yourself, STOP READING.

Editor's Note: Spoilers Ahead!



Still here?

Good. So, the idea of the "multiverse" is a very big deal in this game. The multiverse is a concept right out of quantum theory, where every choice or possibility comes to fruition and exists in one dimension or another. This means that in some universe (sadly not this one), I was the lead writer for this game, and could take credit for it.

The way that the plot develops and ends plays with this notion just beautifully. It introduces heavy cognitive dissonance from dimensional travel as well. See, as an experienced gamer, I know certain plot devices when I see them. There are a few clutch decisions throughout the game that I was positive were a setup for the ending, especially when you realize that Elizabeth can open up tears into other dimensions. I was shocked at how the game only has a single ending. At first, I was sad - disappointed, even. Then as I thought about it, I realized that this was intentionally done in order to be its own plot twist (Bioshock, you scoundrel you - you get me every time!). They made a game where they acknowledge the reality of infinite possibilities, and then funnel you to a reality where there is but one choice.Simply brilliant.

Bioshock Infinite has done what few games are able to do in my book - be vividly memorable after I'm done. They don't do this with eye candy, or cool guns and abilities (even though they have both) - they do it with a fantastic story concept and plot.

Take your time with this game. If you enjoy a good story, you won't be disappointed.