I'm baffled as to how and why FNAF is such a huge deal.
Reason #1: Furries. They go crazy over this game, and the characters have possibly been sexualized more than the MLP characters by now.
Reason #2: LPers, especially those with scarecam. I can't fathom why, but a lot of people follow the ones with scarecam footage and high-pitched screaming. Due to them spreading their muck around, FNAF gains traction in the casual gaming community and becomes larger than it should be.
Reason #3: Kids or people with low standards. FNAF1 was an okay game, but after two or three hours of play it loses its charm and just becomes boring. These people eat that **** up, though. After Slender, they think jump scares are the pinnacle of horror, so FNAF gives them that along with high-pitched squealing. Maybe it calms them because it reminds them of PewDiePie and the like?
FNAF1 was all right for what it was. FNAF2 was already kinda stretching it, but with the announcement of a third game, it's pretty obvious that the guy is just starting to milk these people (especially #1). People also try to find a lot of hidden meanings behind the incredibly simple plot, especially after the godawful GAEM THEREEZ channel made a video with another load of bull**** in it.
At this point I'd rather see people praise things like Silent Hill V: Homecoming. That game is awful but at least the fans aren't this rampant about it.
That might be because it has no fans though.
- - - Post Merge - - -
To be fair, you never drive upside down...Doing so would actually have been more disorientating and arguably fun than what MK8 actually does with this mechanic. To me, they could have almost gotten rid of the anti-gravity stuff entirely and practically all the tracks would play pretty much the same (aside from a few tiny areas where you can drive on a wall in a straight line...whoo...fun).
It's pretty cool on paper, I just don't feel the way it was actually used either adds or takes away from the game. It's sort of just there.
It makes sense from a design point of view. If you go on a looping rollercoaster, you can always look down and see your body. If the camera were not to follow the character in the way it does in MK8, it would confuse the players. If you press left, you go right (and vice versa), when you jump over a ledge the character is actually placed lower on the screen, blue shells would come from the bottom of the screen, and so on. The brain can't process a body being upside-down, because visually, only the world can be upside-down.
I'll agree that it doesn't look that impressive, but for the sake of the game being playable it was necessary.