WEBVTT
Kind: captions
Language: en

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A fair warning: This video regards a horror game,&nbsp;
and it will feature some creepy sounds. It will&nbsp;&nbsp;

00:00:05.120 --> 00:00:10.000
not contain any jumpscares, though. I promise.&nbsp;
This is best experienced through headphones.
&nbsp;

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{What I Love!}

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&gt;&gt;Announcer: Hello! And welcome! This educational video&nbsp;
is designed to show you how a horror game&nbsp;&nbsp;

00:00:20.320 --> 00:00:25.760
and its soundscape can intensify each other. Any&nbsp;
other effects this video imparts are beyond the&nbsp;&nbsp;

00:00:25.760 --> 00:00:31.360
liability of Fazbear Entertainment. Now you&nbsp;
may be wondering: what is sound intensity?&nbsp;&nbsp;

00:00:31.360 --> 00:00:35.760
How does it work? How can it keep me safe&nbsp;
from any malfunctioning equipment in my&nbsp;&nbsp;

00:00:35.760 --> 00:00:40.720
business establishment? Rest assured, the Five&nbsp;
Nights at Freddy’s series can answer the first&nbsp;&nbsp;

00:00:40.720 --> 00:00:46.320
two questions. Due to budgetary considerations&nbsp;
and certainly not due to supernatural threats,&nbsp;&nbsp;

00:00:46.320 --> 00:00:53.280
this video will only be covering FNaF 2, 3,&nbsp;
4, Sister Location, and Pizzeria Simulator.&nbsp;&nbsp;

00:00:53.280 --> 00:00:58.080
But it should be noted that sound intensity&nbsp;
occurs in all horror games, in fact it occurs&nbsp;&nbsp;

00:00:58.080 --> 00:01:00.293
everywhere. There is no escape from—&nbsp;&nbsp;

00:01:00.293 --> 00:01:02.560
—experience. And without further ado,

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let’s hand it off to our guide, Scruffy, who needs&nbsp;
to deliver a concise review of sound intensity in&nbsp;&nbsp;

00:01:07.760 --> 00:01:12.240
the aforementioned games, if they wish to ward&nbsp;
off the animatronics approaching the studio.
&nbsp;

00:01:12.240 --> 00:01:14.960
&gt;&gt;Scruffy: Wait, what? That wasn’t in rehears—
&gt;&gt;Announcer: Remember to keep your eyes and&nbsp;&nbsp;

00:01:14.960 --> 00:01:18.560
ears peeled, and from all of us at&nbsp;
Fazbear Entertainment, good luck.
&nbsp;

00:01:18.560 --> 00:01:22.480
&gt;&gt;Scruffy: Wha… a-approaching the studio!?
[distant animatronic sounds]
&nbsp;

00:01:22.480 --> 00:01:24.400
Ohhhkay!
[thumps from air vent]
&nbsp;

00:01:24.400 --> 00:01:31.280
Uhh.. I-I’m Scruffy, and today, we gotta get&nbsp;
right into it: “sound intensity.” It’s a very&nbsp;&nbsp;

00:01:31.280 --> 00:01:37.760
subjective concept about how much tension a sound&nbsp;
raises. It’s not as quantifiable as sound volume,&nbsp;&nbsp;

00:01:37.760 --> 00:01:42.560
nor even as agreed upon as sound velocity, which&nbsp;
is the rough amount of force with which something&nbsp;&nbsp;

00:01:42.560 --> 00:01:50.480
is activated to create a sound. Though, generally&nbsp;
speaking, louder, more forceful sounds are&nbsp;&nbsp;

00:01:50.480 --> 00:01:55.920
more likely to be intense. But there are also&nbsp;
cases where softer sounds can be intense,&nbsp;&nbsp;

00:01:55.920 --> 00:02:02.240
for instance, someone yelling into a pillow. It’s&nbsp;
also intense perhaps because the sound raises&nbsp;&nbsp;

00:02:02.240 --> 00:02:07.600
questions. Where’s that yelling coming from?&nbsp;
Who is yelling? Why is it muffled? Or, sounds&nbsp;&nbsp;

00:02:07.600 --> 00:02:12.640
can become intense by association, which means&nbsp;
each person can find different sounds intense.&nbsp;&nbsp;

00:02:12.640 --> 00:02:17.120
But there are sometimes popular sounds like—
[jack-in-the-box jingle repeats]
&nbsp;

00:02:17.120 --> 00:02:22.240
Y-yeah, like that. That a great deal of people&nbsp;
have come to associate with rising tension for&nbsp;&nbsp;

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a sudden... jump... And it’s precisely this&nbsp;
sort of stress that can be exploited in a&nbsp;&nbsp;

00:02:29.840 --> 00:02:35.040
horror game to make the player even more uneasy.&nbsp;
So, let me share some examples that this handful of&nbsp;&nbsp;

00:02:35.040 --> 00:02:38.800
FNAF games do well. These aren’t exclusive&nbsp;
examples, they’re done well in other&nbsp;&nbsp;

00:02:38.800 --> 00:02:42.800
horror games that I’ll want to talk about&nbsp;
later, and there’s no story spoilers here,&nbsp;&nbsp;

00:02:42.800 --> 00:02:46.720
but it’d be good to know the jist of the&nbsp;
gameplay experience as we go through each game.&nbsp;&nbsp;

00:02:46.720 --> 00:02:51.520
So, let’s begin with:
FNaF 2: Unknown Drones
&nbsp;

00:02:51.520 --> 00:02:56.080
Sounds are easily intense when we don’t know&nbsp;
what their source is. Whether we can’t locate&nbsp;&nbsp;

00:02:56.080 --> 00:03:00.960
the sound, or we haven’t heard that kind of sound&nbsp;
before. FNaF2 gets pretty intense already just&nbsp;&nbsp;

00:03:00.960 --> 00:03:06.240
through pure gameplay, but in the slower moments&nbsp;
of the game where you have little to no control,&nbsp;&nbsp;

00:03:06.240 --> 00:03:11.920
a slew of untraceable sounds intensify the&nbsp;
experience. If any animatronics are in your&nbsp;&nbsp;

00:03:11.920 --> 00:03:18.080
office, primed to attack you, you get this TV&nbsp;
static in your ears, where is that coming from?&nbsp;

00:03:18.080 --> 00:03:23.840
If the Puppet’s music box isn’t kept wound, and&nbsp;
it escapes and is set to attack you, you literally&nbsp;

00:03:23.840 --> 00:03:29.200
hear the jack-in-the-box jingle anywhere you look,&nbsp;
how is it doing that? You can even confirm the&nbsp;&nbsp;

00:03:29.200 --> 00:03:35.760
location of one animatronic, Mangle, by the radio&nbsp;
static it’s constantly emitting. Sure, but why&nbsp;&nbsp;

00:03:35.760 --> 00:03:41.760
does it have to make such a garbled, incongruous&nbsp;
sound? And then, personally the creepiest for&nbsp;&nbsp;

00:03:41.760 --> 00:03:47.120
me are these interactive cutscenes between the&nbsp;
nights of gameplay, where you are inexplicably&nbsp;&nbsp;

00:03:47.120 --> 00:03:52.080
given the perspective of Freddy Fazbear, on&nbsp;
stage with Bonnie and Chica. Visually, not&nbsp;&nbsp;

00:03:52.080 --> 00:04:06.160
much is going on, but once we add the audio…
[unsettling noises from FNaF2's cutscenes]
&nbsp;

00:04:06.160 --> 00:04:10.160
I don’t know what’s making that collection of&nbsp;
sounds, I don’t know where they’re coming from,&nbsp;&nbsp;

00:04:10.160 --> 00:04:15.760
I don’t know if they’re real or hallucinatory.&nbsp;
While I’m playing, my guess is as good as yours.&nbsp;&nbsp;

00:04:15.760 --> 00:04:21.120
That is effective sound intensity.
Now, a related case of unknown sound is when we do&nbsp;&nbsp;

00:04:21.120 --> 00:04:26.560
recognize the sound, but it’s indicating something&nbsp;
that we haven’t or can’t immediately confirm.&nbsp;&nbsp;

00:04:26.560 --> 00:04:32.320
This is why alarms are intense. When we hear an&nbsp;
alarm before confirming that time has passed,&nbsp;&nbsp;

00:04:32.320 --> 00:04:36.640
when we hear an alarm before we know that there’s&nbsp;
smoke in a room, or that a car has been jacked,&nbsp;&nbsp;

00:04:36.640 --> 00:04:41.680
or that a message is so important that all&nbsp;
televisions need to broadcast it simultaneously.&nbsp;&nbsp;

00:04:41.680 --> 00:04:46.560
Alarms earn their intensity by&nbsp;
association, which is why this—
[FNaF hallway alarm plays]

00:04:46.560 --> 00:04:52.720
this alarm becomes intense in FNaF2, initially. It&nbsp;
indicates that an animatronic is in the vents,&nbsp;&nbsp;

00:04:52.720 --> 00:04:57.760
and you’d probably hear it before you confirm&nbsp;
it... yep, there they are! We need to move on.

00:04:57.760 --> 00:05:03.280
FNaF 3: Context is Everything
So, this sequel generally scales&nbsp;&nbsp;

00:05:03.280 --> 00:05:08.640
things back from FNaF2. You’re now only&nbsp;
dealing with one real animatronic instead of…&nbsp;&nbsp;

00:05:08.640 --> 00:05:13.760
at least ten. And though the sound design follows&nbsp;
in the footsteps of FNaF2, I’d argue the intensity&nbsp;&nbsp;

00:05:13.760 --> 00:05:18.960
is a bit scaled back as well. You have some alarm&nbsp;
sounds that definitely raise questions the first&nbsp;&nbsp;

00:05:18.960 --> 00:05:23.280
time you hear them. And, there’s another cool&nbsp;
between-night interactive cutscene where you&nbsp;&nbsp;

00:05:23.280 --> 00:05:28.400
explore an Atari-esque rendering of a pizzeria,&nbsp;
once again playing as Freddy and the gang,&nbsp;&nbsp;

00:05:28.400 --> 00:05:35.200
but with more incongruous audio of&nbsp;
thunder and… strange, quiet rustling.&nbsp;&nbsp;

00:05:35.200 --> 00:05:39.600
But again, I’d argue it’s not as immediately&nbsp;
intense, this game’s a little more reserved&nbsp;&nbsp;

00:05:39.600 --> 00:05:43.600
about creating auditory stress. And,&nbsp;
there’s an interesting shared sound&nbsp;&nbsp;

00:05:43.600 --> 00:05:48.800
effect between it and FNaF2. This is actually&nbsp;
an example of de-intensifying a sound.
&nbsp;

00:05:48.800 --> 00:05:54.080
So, back in FNaF2 we have one animatronic, Balloon&nbsp;
Boy, who will eventually try to get into your&nbsp;&nbsp;

00:05:54.080 --> 00:05:59.840
office to sap your flashlight power. Pretty sure&nbsp;
we’re safe for right now, but when he does move,&nbsp;&nbsp;

00:05:59.840 --> 00:06:05.440
it comes with little utterances like these:
[Balloon Boy voice]
&nbsp;

00:06:05.440 --> 00:06:09.920
And that’s really off-putting initially,&nbsp;
this human voice is suddenly coming from&nbsp;&nbsp;

00:06:09.920 --> 00:06:16.000
somewhere. That’s intense enough. Yet go over&nbsp;
to FNaF3, and now these Balloon Boy sounds are&nbsp;&nbsp;

00:06:16.000 --> 00:06:20.400
actually in your toolset to help you. You&nbsp;
can play these sounds in a specific room,&nbsp;&nbsp;

00:06:20.400 --> 00:06:24.640
and the animatronic you’re warding off,&nbsp;
Springtrap, will be coaxed to go there,&nbsp;&nbsp;

00:06:24.640 --> 00:06:30.080
thinking there’s someone in there. It’s one way to&nbsp;
keep Springtrap away from your office. And by all&nbsp;&nbsp;

00:06:30.080 --> 00:06:35.040
means, this was just a gamedev decision: it’s&nbsp;
easier to reuse sounds from a previous title.&nbsp;&nbsp;

00:06:35.040 --> 00:06:40.240
But, by recontextualizing them, these sounds are&nbsp;
now no longer intense, they are positive feedback&nbsp;&nbsp;

00:06:40.240 --> 00:06:45.680
for your actions, and we now know exactly where&nbsp;
this sound is coming from and why. Now it would be&nbsp;&nbsp;

00:06:45.680 --> 00:06:50.080
more intense not to hear them when you press this&nbsp;
button, isn’t it funny how it works like that.
&nbsp;

00:06:50.080 --> 00:06:52.160
[sound of button failing]
Ohh dear,&nbsp;&nbsp;

00:06:52.160 --> 00:06:59.360
uhh, while I reboot this, let’s move on to:
FNaF 4: Food Tastes Stronger When You’re Hungry

00:06:59.360 --> 00:07:02.880
Strange subtitle, I know, but in the&nbsp;
same way that taste is intensified&nbsp;&nbsp;

00:07:02.880 --> 00:07:08.720
when we perceive a lack of food, hearing gets&nbsp;
intensified when we perceive a lack of sound.&nbsp;&nbsp;

00:07:08.720 --> 00:07:13.440
FNaF4 takes place in a child’s bedroom at&nbsp;
night, and while it’s never silent in there,&nbsp;&nbsp;

00:07:13.440 --> 00:07:17.840
it is remarkably quieter than the previous&nbsp;
games in the series. There’s a fan in this room,&nbsp;&nbsp;

00:07:17.840 --> 00:07:22.560
but unlike the previous games, it isn’t running.&nbsp;
You just have some low, ominous droning,&nbsp;&nbsp;

00:07:22.560 --> 00:07:27.729
some grandfather clock chimes in the distance, and&nbsp;
the sound you’re told to listen for:

00:07:27.729 --> 00:07:29.040
breathing.

00:07:29.040 --> 00:07:34.080
Yes, if you hear breathing when you check a door,&nbsp;
you are to close it to stop the animatronic from&nbsp;&nbsp;

00:07:34.080 --> 00:07:40.160
attacking you right there. But breathing&nbsp;
is quiet. The breathing that indicates an&nbsp;&nbsp;

00:07:40.160 --> 00:07:45.840
animatronic is inches away rises only a little&nbsp;
above the ambient noise of your room. And so,&nbsp;&nbsp;

00:07:45.840 --> 00:07:51.600
in a playthrough of FNaF4, you have to parse&nbsp;
sounds very granularly. Your ear is searching&nbsp;&nbsp;

00:07:51.600 --> 00:07:56.640
for small differences in volume, which makes&nbsp;
any difference in volume become more intense.&nbsp;&nbsp;

00:07:56.640 --> 00:08:00.720
And, might I add, that’s only when you’re checking&nbsp;
the doors: in other parts of the room there are&nbsp;&nbsp;

00:08:00.720 --> 00:08:05.360
different, non-audial mechanisms for warding off&nbsp;
animatronics. Not to mention this setting has&nbsp;&nbsp;

00:08:05.360 --> 00:08:10.475
some of the lowest light so far in the series,&nbsp;
so you clamor for visual information as well.&nbsp;&nbsp;

00:08:10.475 --> 00:08:13.600
In my previous video about Five Nights&nbsp;
at Freddy’s, I referred to this as&nbsp;&nbsp;

00:08:13.600 --> 00:08:18.320
absence of information, when the player knows&nbsp;
that something’s being withheld from them.&nbsp;&nbsp;

00:08:18.320 --> 00:08:24.160
But it’s not exactly withheld information, it’s&nbsp;
just faint information that takes focus to absorb&nbsp;&nbsp;

00:08:24.160 --> 00:08:29.520
and corroborate into a plan. And with so many&nbsp;
tasks to juggle, focusing on miniscule sounds&nbsp;&nbsp;

00:08:29.520 --> 00:08:32.880
and details is intense, stressful even.
[slight noise in the background]
&nbsp;

00:08:32.880 --> 00:08:40.640
Ooh, I heard that! We should move along, to:
FNaF: Sister Location: Narrative Dissonance

00:08:40.640 --> 00:08:44.560
First of all, this game is a smorgasbord&nbsp;
of everything we’ve talked about so far.&nbsp;&nbsp;

00:08:44.560 --> 00:08:49.120
You have weird unknown sounds all over the&nbsp;
place, you have some sounds that would be intense&nbsp;&nbsp;

00:08:49.120 --> 00:08:53.600
except that they’re given into your control, and&nbsp;
thus you miss them when they aren’t present; and&nbsp;&nbsp;

00:08:53.600 --> 00:08:58.720
you have one environment, the Ballora Gallery, in&nbsp;
which you must traverse a pitch-black room while&nbsp;&nbsp;

00:08:58.720 --> 00:09:06.800
listening out for a quiet ballerina music box,&nbsp;
indicating that the animatronic Ballora is nearby.&nbsp;&nbsp;

00:09:06.800 --> 00:09:10.640
So, with all that present, I wanted to touch on&nbsp;
something a little different in this game since&nbsp;&nbsp;

00:09:10.640 --> 00:09:17.120
it’s so focused on narrators. FNaF 4 was the first&nbsp;
in the series with no vocal narrator, before that&nbsp;&nbsp;

00:09:17.120 --> 00:09:21.920
Scott Cawthon himself was reading voice clips over&nbsp;
the phone in every game. But in Sister Location,&nbsp;&nbsp;

00:09:21.920 --> 00:09:27.040
you have two new AI narrators who guide you&nbsp;
through the game, telling you your next tasks&nbsp;&nbsp;

00:09:27.040 --> 00:09:31.680
and how to perform them. And perhaps their literal&nbsp;
narration sound experiences some glitches here and&nbsp;&nbsp;

00:09:31.680 --> 00:09:37.760
there. But a more postmodern way to intensify&nbsp;
this narration is to add narrative dissonance,&nbsp;&nbsp;

00:09:37.760 --> 00:09:42.320
where what is being narrated does not match&nbsp;
what is happening in the story. There’s some&nbsp;&nbsp;

00:09:42.320 --> 00:09:47.200
great exchanges where the HandUnit narrator will&nbsp;
have you check for the animatronic Circus Baby&nbsp;&nbsp;

00:09:47.200 --> 00:09:51.680
using a light. And even though she isn’t&nbsp;
on her stage, the narrator believes she is,&nbsp;&nbsp;

00:09:51.680 --> 00:09:56.320
and events continue. Rather than a specific&nbsp;
sound, it’s language this time that makes you&nbsp;&nbsp;

00:09:56.320 --> 00:10:01.520
aware that things aren’t as they seem, and thus&nbsp;
the general arc of the game gets more intense.&nbsp;&nbsp;

00:10:01.520 --> 00:10:05.520
There’s later a moment where Circus Baby will&nbsp;
start talking to you, and she will say things&nbsp;&nbsp;

00:10:05.520 --> 00:10:10.400
in direct conflict with the previous narrator’s&nbsp;
instructions. Again, when the game raises more&nbsp;&nbsp;

00:10:10.400 --> 00:10:15.680
and more unconfirmable questions this way,&nbsp;
the whole experience becomes more intense.
&nbsp;

00:10:15.680 --> 00:10:20.160
This game was also significant in the series for&nbsp;
having an original soundtrack, rather than using&nbsp;&nbsp;

00:10:20.160 --> 00:10:25.840
stock music. And the game’s composer, Leon Riskin,&nbsp;
worked some narrative dissonance into the music.&nbsp;&nbsp;

00:10:25.840 --> 00:10:29.840
Most of the time you spend playing has no music,&nbsp;
and some of the most dramatic or plot-heavy&nbsp;&nbsp;

00:10:29.840 --> 00:10:35.120
moments will play some deep, moody themes. But&nbsp;
the endpoints of each night are announced by&nbsp;&nbsp;

00:10:35.120 --> 00:10:41.840
contrastingly comedic little jingles, with&nbsp;
cheery elevator music at the beginning,&nbsp;&nbsp;

00:10:41.840 --> 00:10:46.320
and a theme at the end of a night that&nbsp;
sounds straight out of an 80’s VHS.&nbsp;&nbsp;

00:10:46.320 --> 00:10:51.120
This game certainly flares its sense of humor&nbsp;
when there’s room for a break from intensity,&nbsp;&nbsp;

00:10:51.120 --> 00:10:56.160
but I find it fascinating that even this humor&nbsp;
can raise more concerns than it satisfies.
&nbsp;

00:10:56.160 --> 00:11:00.400
There’s one great moment in the game where&nbsp;
the literal sound of this dark comedy suddenly&nbsp;&nbsp;

00:11:00.400 --> 00:11:04.800
spikes the moment’s intensity. You’re quietly&nbsp;
making your way through the Ballora Gallery,&nbsp;&nbsp;

00:11:04.800 --> 00:11:09.634
your ears are primed to the low noise floor,&nbsp;
attentive for any distant music, when suddenly:
&nbsp;

00:11:09.634 --> 00:11:14.284
Announcer: "The HandUnit narrator chimes in&nbsp;
at full volume, telling you to hurry up." 
&nbsp;

00:11:14.284 --> 00:11:19.204
Scruffy: It’s not a jumpscare in the traditional&nbsp;
sense, but it is a type of sound intensity that&nbsp;&nbsp;

00:11:19.204 --> 00:11:25.298
gets highlighted in the next FNaF title:
FNaF Pizzeria Simulator: Player Noise

00:11:25.298 --> 00:11:30.800
Whew, we can do this. So, after you design your&nbsp;
own pizzeria in this game, you have to survive in&nbsp;&nbsp;

00:11:30.800 --> 00:11:36.080
it, performing some menial maintenance tasks like&nbsp;
ordering pizzeria supplies and printing posters,&nbsp;&nbsp;

00:11:36.080 --> 00:11:41.040
while any malicious animatronics inside track&nbsp;
you down from the vents on either side of you.&nbsp;&nbsp;

00:11:41.040 --> 00:11:45.440
A lot of variables affect your ability to make&nbsp;
it through this, but one thing’s for sure:&nbsp;&nbsp;

00:11:45.440 --> 00:11:52.640
you are loud, when you’re trying to be&nbsp;
quiet. It’s kind of flipping the script of FNaF4:&nbsp;&nbsp;

00:11:52.640 --> 00:11:57.280
now in addition to listening out for the once&nbsp;
again miniscule sounds and voice clips that alert&nbsp;&nbsp;

00:11:57.280 --> 00:12:03.120
you to nearby animatronics, you have to do tasks&nbsp;
like printing, on the world’s noisiest printer,&nbsp;&nbsp;

00:12:03.120 --> 00:12:07.680
and keep your office cool using a droning&nbsp;
fan. Or, maybe you had your pizzeria&nbsp;&nbsp;

00:12:07.680 --> 00:12:14.320
sponsored by a third-party company, and their&nbsp;
ad blares on your computer all of a sudden.&nbsp;&nbsp;

00:12:14.320 --> 00:12:18.480
Those sounds attract animatronics, and make&nbsp;
it more difficult to hear the sounds you’re&nbsp;&nbsp;

00:12:18.480 --> 00:12:23.280
really wary for. And even worse, there isn’t&nbsp;
a clock-out time: you can only leave when all&nbsp;&nbsp;

00:12:23.280 --> 00:12:29.040
these boisterous tasks are complete. So, this&nbsp;
game especially feels like flirting with death:&nbsp;&nbsp;

00:12:29.040 --> 00:12:33.600
it’s further exploiting how we perceive&nbsp;
things when we’re instructed to stay quiet.&nbsp;&nbsp;

00:12:33.600 --> 00:12:38.560
Every noise against that quiet state is&nbsp;
intensified, especially the noises that are&nbsp;&nbsp;

00:12:38.560 --> 00:12:44.320
our fault, that we can trace to ourselves. So even&nbsp;
a sound that might not usually be that intense,&nbsp;&nbsp;

00:12:44.320 --> 00:12:49.360
like appliances humming, starts to&nbsp;
become a stressor in this context.
&nbsp;

00:12:49.360 --> 00:12:54.240
That’s the thing about sound intensity, it&nbsp;
depends heavily on context, on how our minds&nbsp;&nbsp;

00:12:54.240 --> 00:13:00.080
were previously attuned or instructed to perceive&nbsp;
sounds, and how much we know about the source and&nbsp;&nbsp;

00:13:00.080 --> 00:13:05.200
the meaning of the sound. But these were some&nbsp;
ways the FNaF series flavored its gameplay&nbsp;&nbsp;

00:13:05.200 --> 00:13:10.880
to make less complex scenarios still stressful,&nbsp;
and perhaps to make jumpscares feel like they&nbsp;&nbsp;

00:13:10.880 --> 00:13:16.400
top off a tense buildup, rather than come out&nbsp;
of nowhere. And I have no doubt the FNaF devs&nbsp;&nbsp;

00:13:16.400 --> 00:13:21.120
and growing community are not done with&nbsp;
cooking up these intense experiences.
&nbsp;

00:13:21.120 --> 00:13:27.520
But, one last thing to note. There was a point&nbsp;
starting at FNaF4 where the games approached&nbsp;&nbsp;

00:13:27.520 --> 00:13:33.040
relying on those quiet sound cues to progress.&nbsp;
It’s plausible to make it through the base games&nbsp;&nbsp;

00:13:33.040 --> 00:13:37.520
without listening to sound cues, but some of&nbsp;
the late-game challenges, especially the custom&nbsp;&nbsp;

00:13:37.520 --> 00:13:43.440
night in FNaF: Sister Location, become essentially&nbsp;
impossible, or at least, left very well up to luck,&nbsp;&nbsp;

00:13:43.440 --> 00:13:49.440
without attentive listening. And that’s a problem&nbsp;
if you don’t have access to sound, such as people&nbsp;&nbsp;

00:13:49.440 --> 00:13:54.080
who are deaf or hard of hearing, or even just&nbsp;
people without a speaker or headphone setup.&nbsp;&nbsp;

00:13:54.080 --> 00:13:58.800
It’s just worth noting that, when working on a&nbsp;
horror game, with an achievable win condition,&nbsp;&nbsp;

00:13:58.800 --> 00:14:03.760
it behooves us to make sure it can be accomplished&nbsp;
without the sound, just as FNaF4 can be&nbsp;&nbsp;

00:14:03.760 --> 00:14:09.680
completed without the visuals.
And… I think that’s everything,&nbsp;&nbsp;

00:14:09.680 --> 00:14:16.480
yeah that’s it, that’s all I have to say, done,&nbsp;
closing time! I’m safe! Whew... I hope this video&nbsp;&nbsp;

00:14:16.480 --> 00:14:21.120
gave you some ideas about ways that sound&nbsp;
intensity can work to your advantage if you&nbsp;&nbsp;

00:14:21.120 --> 00:14:26.880
make games, or to your horror if you’re placed&nbsp;
in the middle of them. I’d like to thank my&nbsp;&nbsp;

00:14:26.880 --> 00:14:30.960
friend Wolfgang and DerEineSchwarzeRabe&nbsp;
for helping out with this script.
&nbsp;

00:14:30.960 --> 00:14:36.160
I’d also like to thank my patrons on Patreon, who&nbsp;
help make my videos a more sustainable process.&nbsp;&nbsp;

00:14:36.160 --> 00:14:40.080
If you’d like to support my work directly&nbsp;
and get perks like your credit here,&nbsp;&nbsp;

00:14:40.080 --> 00:14:45.120
seeing videos early, a vote on what music I&nbsp;
arrange, and more behind-the-scenes content,&nbsp;&nbsp;

00:14:45.120 --> 00:14:50.720
you can visit my Patreon link in this video’s&nbsp;
description. And with that, I’m Scruffy,&nbsp;&nbsp;

00:14:50.720 --> 00:14:52.924
and thank you very much for watching.

