Richard McGee
Designer, Public Speaker, and Social Media Manager in United States
Players are placed in what seems to be a straightforward night shift in fnaf 2, but it rapidly escalates into a protracted psychological torture. Immediately after the lights are turned on in the security office, you are able to sense the stress that has been building up across the whole area. There is no background music to guide your feelings; instead, there are vast periods of stillness and noises that are not connected to one another. This is plenty for your mind to make up the most terrible instances. Players are not frightened by what is immediately apparent, but rather by what may occur in the near future, thanks to the game's resourceful design.
One of the most significant differences between fnaf 2 and other horror films is that it eliminates the feeling of safety that is already present in the horror genre. At this point, the security office is no longer a secure haven; rather, it is more akin to a crossroads where danger might potentially arrive at any time. Throughout the game, players are required to continually switch their focus between many sources of information, ranging from camera feeds to subtle signals placed in the passageways. It is not a single danger that is the source of the strain; rather, it is the need of managing an excessive number of things simultaneously inside a tight area.