Poppy Playtime: Chapter 3 is an enjoyable and emotional horror puzzle game that draws to a powerful conclusion, even if bugs, difficulty spikes, and its oddly paced narrative keep it back from greatness.
I was always ready to defend Hagga Wagga from those who saw in it only an attempt to parasitize on scare characters, well.. now the arguments of the haters will become more weighty,The first 2 episodes provided a truly unique experience of interaction with stretchable arms, the devs stated that their goal was, first of all, interesting gameplay in an indie horror game,Either they ran out of ideas, or they were lazy, or the **** Project Playtime took away resources,But in the third episode I won’t be able to praise anything except some little things,To make you understand right away:here 1 location copies PT, the first boss copies SCP (defeating him is the same as before), and, of course, FNAF mini-game, the last one is too easy, which additionally devalues it,For the authors it was the first semi-open location, street space, and 5 buildings that we will gradually pass, we can’t return somewhere, but it still looks larger in comparison with prev. ep., so, probably, the idea was to incorporate all the best practices (tested by the people) in a large-scale episode,and there would be no questions if it was done creatively, but no, it’s just something that you’ve already played or seen on YouTube, without any compelling reason for it,And, alas, this is not even the tip of the iceberg, in a measured puzzle adventure - they added “Platforming”,at first a bit of basic jumping on multi-level cylinders ala Half-Life - it’s okay, crooked, but forgivable, the problem is in the basic mechanics of the new Hand, they haven't come up with anything better than giving you the ability to jump high diagonally forward by pressing a button vertically below you, it's not exactly terrible, but still inconvenient, and in some places it can give you a "headache", not to mention the fact that physiologically it wouldn't work.I won’t even talk about the gas mask, everything is clear here, you put it on - you don’t die, but you start to see worse in the bad smoke effect, the same thing with new batteries, you find it - insert it into the slot to start the mechanisms,The second main feature is a “pistol” hand, or rather a lighter, a fireball hand, an interesting corridor is connected with it, when we need to fight off little plush ****, and they are afraid not of fire, but of a shot, so each one will need a separate cartridge, of which there are 5 in total in a clip with an cooldown, they interestingly flock together, but at the end of the level they all got stuck in bugs, and, in general, the game design of the labyrinth was strange,They could have made a whole “Poppy PLaytime: Survival-horror” out of this, ala resident,But most of the time the glove is used to illuminate dark places, which, as you understand, is not very fun, but changing hand attachments it`s cool ASMR, I **** the puzzles, they added stationary glove launchers, which you will need to aim at a new mechanism capable of redirecting your hand 360 degrees, but all these sections are too obvious, you don’t have to rotate and aim a lot,basically, you can brake only if you don’t immediately notice a lever somewhere, it`s not about interesting solution ala Portal, which would give you dopamine in the brain,The plot has clearly become larger, even a couple of scripts with friendly characters have appeared, but it’s all a template horror story (and it’s starting to smell a lot like fnaf and Bendy), believe me, if you’re not a fan of the cuteness of Hag Wag and all sorts of Kiss Mis, then you don`t need this, the only thing is that now you can pick up a note hanging somewhere on the ceiling with your hand, but usually there are also a couple of unimportant sentences like “blooood I ate everyone boo”,At first I thought that at least they hired a normal designer, beautiful shots could be found, but after the first 30 minutes the chapter lives up to its name “Deep Sleep",no unique charm of the factory ever appeared,And the new “Cat” is not crooked enough to be scary, but the spider mommy in the second one was really good, and Hugga Hug is at least funny,It seems like they upgraded the interface a bit, added some sorts of effects like beetles and flies, and a cool script with a clockwork machine clearing the way (and added FSR for those who have very weak computers)In general, now I don’t know how to protect this, and whether it’s necessary at all, either the developers were lucky, or I’m stupid, It’s hard to believe that they have enough ideas to make Chapter 4 good,If you are thinking about buying it, then it’s better to take the second chapter “Flying in the Web”, you probably only watched it on YouTube, and this is really good gameplay, it’s not about the screamers, just believe me, try to play it yourself.
I don't want to come off as a hater when talking about mascot horror, but Poppy Playtime really makes it hard not to hate. First off, it is absolutely scummy to me that they are charging $15 just for this individual chapter. Keep in mind that this is a 2 hour long game that has zero replay value. If they wanted to charge people for each individual chapter, then they should have at least kept it consistent. Going from FREE to $10 to $15 to what I assume will eventually be $20 is horrible. The game itself has very little that is exciting or fleshed out. About half of the game is an on the rails roller coaster where you from one location to the next just waiting for the next jump scare pop off like malfunctioning fireworks on the 4th of July. The other half of this game is actually rather solid, consisting of decent puzzles and interesting gameplay mechanics. For example (Spoiler Warning I Guess), there's this playhouse part of the game where you get a flare gun that can be used to drive threats tiny plushie monsters while you are exploring and solving puzzles. It kind of reminded me of Alan Wake, with the way you use the light of the flares to ward off monsters, thus making you feel vulnerable when you run out of shots. Unfortunately that part of the game lasts about 3 minutes, and is followed up by an awful chase scene where they tell you to run, but don't tell you where to run, ending up in you getting unwarranted jump scares. There are elements of an effective horror game in here, but they are very few and extremely rare. The only other part I can really talk about is the story, which genuinely reeks. They talk a lot of game about this giant cat character who sort of meant to be an overlord of the underground facility you are in. But you only get to see him twice in the entire game, and when you do meet him its painfully anticlimactic as he's not really a character, much less threatening. There also lots of plot holes that I won't go into given that they are very spoiler territory. Oh yeah the ending also reeks. The chapter ends on a big cliffhanger that I really couldn't be bothered to invest myself into. Overall, Poppy Playtime has really cool ideas, but the team never gives them time marinate, thus leaving gameplay and story alike unfulfilling. Save yourself the money and watch someone else play this game on YouTube instead. Final Rating: (4/10)
OK game, scary at times. Very poorly optimized, which is disappointing, feels like devs had very little experience with game development before this game.
Summary A decrepit orphanage known as Playcare sits beneath the once magical toy factory. You must make your way through this haunted place, solving new puzzles and avoiding the nightmares that lurk within the dark. Answers lie between the blood-stained bedsheets and screaming echoes... If you can survive.