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#VR Rental
technologyrental · 6 months
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VR Rental: A Gateway to Virtual Adventures
Are you ready to step into the captivating world of Virtual Reality? VR Rental is your passport to a realm of immersive experiences and limitless possibilities. Whether you're an avid gamer, a curious explorer, or a business looking to spice up your next event, VR Rental offers a cost-effective and hassle-free way to unlock the magic of VR. In this comprehensive guide, we'll delve into everything you need to know about VR Rental, from the basics to the most exciting trends. Get ready to embark on a virtual adventure!
The Basics of VR Rental
In this section, we'll cover the fundamental aspects of VR Rental.
What Is VR Rental?
VR Rental is a service that allows individuals, businesses, and event organizers to temporarily access and use Virtual Reality equipment and experiences. It's the perfect solution for those who want to enjoy VR without the commitment of purchasing expensive hardware.
How Does VR Rental Work?
VR Rental companies offer a wide range of VR equipment, including headsets, controllers, and sensors. Users can choose from various VR experiences, from gaming to educational simulations. Rentals can be short-term or long-term, depending on your needs.
Why Choose VR Rental?
Cost-Efficiency: Buying VR equipment can be a significant investment. VR Rental lets you experience the technology without breaking the bank.
Variety: With VR Rental, you can explore a vast library of VR games and experiences, ensuring you never get bored.
No Maintenance: Say goodbye to the hassles of equipment maintenance and updates. VR Rental providers take care of everything.
VR Rental for Gamers
Gamers, this section is for you! Discover how VR Rental can elevate your gaming experience.
Level Up Your Gaming
VR Rental opens up a whole new dimension of gaming. Dive into action-packed adventures, explore fantasy worlds, and test your skills in immersive environments. Whether you're a fan of shooters, RPGs, or simulations, VR gaming will leave you breathless.
The Latest VR Games
Stay up to date with the hottest VR games. From thrilling horror experiences to mind-bending puzzles, VR gaming offers a diverse range of genres to satisfy every player's cravings.
Multiplayer VR
Connect with friends and players from around the world in VR multiplayer games. Join forces, compete, or simply hang out in a virtual space. VR Rental makes it easy to host your own virtual gaming nights.
VR Rental for Events
Planning an event? VR Rental can be the secret sauce that sets your gathering apart.
Wow Your Guests
Impress your guests with a VR experience they won't forget. VR Rental is an innovative addition to corporate events, trade shows, and parties, giving attendees a chance to explore new worlds.
Custom VR Experiences
Tailor the VR content to match your event's theme. Showcase your brand, products, or services in a unique and memorable way. VR Rental providers can help you create custom VR content.
VR Rental Trends
Stay ahead of the curve with the latest trends in VR Rental.
Augmented Reality (AR) Integration
The fusion of AR and VR is revolutionizing the rental industry. AR-enhanced VR experiences offer an even more interactive and engaging experience.
Location-Based VR
Immerse yourself in sprawling VR arcades and entertainment centers. These locations offer a wide variety of VR experiences, from high-octane adventures to peaceful simulations.
VR for Education
VR isn't just for entertainment. It's also a powerful educational tool. VR Rental providers offer a range of educational content, making learning fun and interactive.
VR Rental FAQs
Got questions about VR Rental? We've got answers.
Is VR Rental suitable for kids?
Absolutely! VR Rental services often provide family-friendly content suitable for all ages.
Can I rent VR equipment for personal use?
Yes, most VR Rental providers offer equipment for personal use, so you can enjoy VR in the comfort of your home.
What's the cost of VR Rental?
Prices vary depending on the equipment and duration. Short-term rentals are more affordable, while long-term rentals may offer discounts.
Do I need a powerful computer for VR Rental?
Some VR experiences require a high-end computer, but many VR Rental providers offer all-in-one solutions that don't demand a powerful PC.
Are there health concerns with VR?
VR is generally safe, but users should take regular breaks to prevent motion sickness and eye strain.
Can I try VR before renting?
Some VR Rental providers offer demo sessions, allowing you to try before you rent.
Conclusion
VR Rental brings the exciting world of Virtual Reality to your doorstep. It's an accessible and affordable way to experience the magic of VR gaming, events, and the latest trends. As technology continues to advance, VR Rental will only become more immersive and engaging. So, why wait? Take the plunge into a world of virtual adventures and unforgettable experiences with VR Rental.
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tekk-group · 7 months
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Tablet Rental: Your Gateway to Mobile Excellence
Unlock the potential of Tablet Rental services. Whether you're orchestrating corporate events, empowering educational endeavors, or seeking mobile solutions for your projects, tablet rentals offer the agility you need. Dive into the world of iPads and Android tablets, explore their diverse applications across various industries, and learn how they can elevate your productivity on the go. With tablet hire, you have the power to stay connected and dynamic, all without the burden of ownership. Harness the mobility and versatility of tablet hire today.
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bilimbe-digital · 9 months
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VR Rental for Events
Bilimbe
Elevate your event with Bilimbe's VR Rental for Events. Engaging virtual reality experiences that leave a lasting impression.
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tablethire · 10 months
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Tablet Rental: Versatile Technology for Any Occasion
Unlock a world of possibilities with our tablet rentals. Our tablets offer the perfect balance of portability and functionality, catering to your diverse needs. Whether it's for presentations, education, or entertainment, our reliable tablets deliver seamless performance. Choose flexible rental options and elevate your tech experience with ease.
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tekkgroup · 1 year
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Unlocking Success: The Power of Laptop Hire for Every Occasion
Introduction:
Having dependable and effective technology at your disposal is essential for success in today's fast-paced environment. Our laptop hire service fills that need. We understand the diverse needs of students, entrepreneurs, event organizers, and remote workers in our bustling city. In this blog post, we will delve into the numerous benefits and conveniences that renting laptops from our business offers, showcasing how it caters to various occasions and empowers individuals to achieve their goals.
Flexibility for Every Need:
Renting laptops provides unparalleled flexibility. Students can rent laptops for projects, research, and presentations, without the burden of a long-term commitment. Entrepreneurs can access cutting-edge technology for business meetings, presentations, or travel. Event organizers can equip their teams with the latest laptops for seamless planning and execution. Remote workers can stay productive and connected while on the go. Our rental service adapts to your specific needs, ensuring you have the right device at the right time.
Cost-Effectiveness and Access to Latest Technology:
A laptop that you buy altogether might be a costly purchase, especially if you just need it temporarily. By doing away with the necessity for a sizable upfront payment, our laptop hire service enables you to spend your resources more effectively. Renting also provides access to the latest technology, as we regularly update our inventory with the newest models. You can stay ahead of the curve without worrying about the cost and hassle of frequent upgrades.
Convenience and Peace of Mind:
Renting laptops from our business offers unmatched convenience. We handle everything from device setup and software installation to technical support. Our team ensures that you have a fully functional laptop, ready to go when you need it. No more wasting time on complex configurations or worrying about device maintenance. With our service, you can concentrate on your activities and feel at ease knowing that you have a dependable tool available.
Conclusion:
Renting laptops from our thriving rental company may make all the difference in the world, whether you're a student, business owner, event coordinator, or remote worker. Enjoy the advantages of adaptability, economy, accessibility to cutting-edge technology, and unrivaled convenience. Join our satisfied customers who have achieved success and peace of mind by renting laptops for their short-term or temporary device needs. Contact us today and unlock the power of laptop hire for every occasion.
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pulsestudiousa · 1 year
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From concept to execution, our team at Pulse Studio will help bring your event to life with our physical event design services. Our expert designers and planners will work with you to create an unforgettable experience for your guests, with custom staging, lighting, and decor that reflects your unique vision.
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vrashwa · 1 year
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Top AR VR Rentals
” Leader in VR/AR/MR solutions – Events, Corporate Conferences, Music Festivals and Sports Festivals”
VR Ashwa is India’s first, Virtual Reality / Augmented Reality and Mixed Reality Event specialists and pioneer in introducing VR hire sets. We at VR Ashwa, provide you complete VR, AR and MR solutions. We also provide Rifts & Game Consoles on rent for events, exhibition, gaming and corporate industries.
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artanimeawesome · 7 months
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GameFly - Video Game Rentals Delivered. Pre-paid plans start at only $12!.
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tablet-hire · 7 months
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Events Tech Rental: Revolutionizing Event Technology
Events Tech Rental is your ultimate partner in transforming event experiences through cutting-edge technology solutions. As a leading provider of IT device rentals, we specialize in equipping events of all sizes with the latest gadgets that enhance engagement and create lasting impressions. From laptops and phones to iPads, tablets, and VR equipment, our extensive inventory caters to diverse event needs. With affordability at the forefront, our mission is to bridge the gap between innovation and budget considerations. Elevate your conferences, trade shows, seminars, and special gatherings with our hassle-free, cost-effective rental services. Our commitment to delivering excellence in event tech sets us apart – ensuring seamless integration and remarkable attendee experiences. Choose Events Tech Rental for innovative, immersive, and unforgettable events.
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metamatronic · 6 months
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Could you talk a little about your MCI from your Fnaf au?
This isn’t exactly what you asked, but here’s my timeline! It’s altered a bit over the years and characters have changed roles, but this is my little AU:
1983: Evan “Jack” Afton is bitten while Henry murders Charlie behind the pizzeria. Charlie mistakes her killer for William. Fredbear’s Family Diner closes and the springlock suits are moved to Freddy’s. Jack continues to haunt Michael and creates night terrors for him.
1984: Circus Baby’s Rental opens and Elizabeth “goes missing.” William, after losing his second kid, becomes consumed with finding Elizabeth and fails to notice Henry reprogramming the animatronics. Funtime animatronics steadily kidnap/kill kids from 1984~86.
1985: Official first Missing Children’s Incident™. Henry lures five kids (Gabriel, Jeremy, Susie, Fritz, and Cass) and stuffs their bodies in the suits. William is suspected but never convicted, Freddy’s is shut down.
Early 1986: William, suspecting foul play and feeling guilty, goes to the now closed Freddy’s location to search for clues. Charlie and Co, believing their killer to be William, scare him into the suit and he is springlocked. Using William as a scapegoat, Henry has the walls sealed up so that William can “remain at large” should the case be reopened. Becoming more paranoid that he will be found out, he hunts down Michael’s friends from the bite of ‘83 and hides their bodies in the not-yet-released toy animatronics.
1987: After the disappearance of his father, Michael finds William’s frantic theories over Elizabeth’s whereabouts and decides to go look for her. Scoopage occurs.
After discovering the truth of the incidents, the not-yet-rotting Michael takes a job at the new Freddy Fazbear’s under the guise of Jeremy Fitzgerald. (The dayshift guard, also named Jeremy, gets bit by Mangle) Michael comes back later as “Fritz Smith” and sneaks Charlie out with him.
~1988: Ennard (without Baby) sneaks into Michael’s apartment and asks to stay. Michael begrudgingly lets Ennard live in his closet.
~1991: Circus Baby finds Michael’s apartment and demands to stay. Michael and Ennard begrudgingly let her.
1993: Mike takes a job at the reopened Freddy’s. Finds out that his uncle (Phone Guy) died there not too long before him. Mike continues working there for a while until he gets fired for “tampering with the animatronics” and the place gets shut down. He sneaks Phone Guy’s ghost out with him and hides him in his apartment.
2017: Michael takes a job at Fazbear Fright under the name Eggs and “meets” Springtrap. Neither recognize each other and form a friendship. This culminates in the two of them burning the place down and Michael sneaking William back to his apartment, where Phone Guy reveals both of their identities to each other.
2019: Michael, in an attempt to lure Henry and kill him, franchises a Freddy’s location and steadily sneaks his animatronic family members in. It’s the most successful Freddy establishment and becomes incredibly popular. When Henry tries to burn the place down, the Afton family captures him and forces him to burn in the restaurant with them. Despite everything, everyone but Henry survives. Henry’s soul escapes into the computer.
2020: Realizing they now have to live “normal lives” in the aftermath of the fire, Michael and William retrofit illusion discs so the whole family can pose as living people.
2023: After developing into a malicious computer virus, Henry/Glitchtrap poses as a Fazbear Entertainment email address and commissions a VR studio to make the FNAF series. On top of using this to possess the beta testers, he uses this to spin the narrative that William was the murderer and that he was the hero that stopped him. Michael joins the VR team as “Iggy Wilson” in order to stop Henry.
I don’t really have anything for Security Breach. ¯\_(ツ)_/¯
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public-trans-it · 5 months
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Once again, screaming from up high in my tower where I am stranded, desperate for developers to hear a message that will never reach them.
Movement in VR is such an absurdly easy problem to solve and everyone is just walking right past the solution without even considering it.
Movement in VR is known to cause issues with the various ways it can be implemented. Every 'solution' has drawbacks. Players are stuck with a VERY limited amount of room to explore IRL, so tracking movement 1:1 isn't an option. Omni-directional treadmills are WAY too expensive to serve as anything more than a gimmick for rental experiences, and even if they somehow did become affordable, they take up way too much space. Having movement tied to a control stick is an option, but causes serious motion sickness in many people, and there are lots of reports of people injuring themselves specifically because of this movement style. Aim and Teleport is maybe the best system out of the lot, allowing players to easily move around in a space that works fantastically for games about exploration or puzzle games like virtual escape rooms, but is rather immersion breaking, and requires a few moments to reorient yourself every time you teleport which makes it not feasible for more action packed games.
There is one major game that has accurately identified the problem, and attempted a solution: Superhot VR.
The way walking works in VR is.... you don't fucking walk. You remain in a single fixed location and play the whole level, fighting enemies from there.
And that's the solution: Don't have the player/character walk.
Devs seem to think that this somehow limits the design space. But it really fucking doesn't. Its just that devs don't want to make the logical next step. You have a character that can't walk. We have already solved that issue! We know what to do for people who can't walk!
VR DEVS. PLEASE. I AM ON MY HANDS AND KNEES BEGGING. PLEASE GIVE YOUR MAIN CHARACTERS A FUCKING WHEELCHAIR.
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technologyrental · 11 months
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tekk-group · 9 months
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iPad Hire: Enhance Your Events with Cutting-Edge Technology
iPad Hire services offer a convenient and innovative solution for elevating your events and engaging your audience. Renting iPads gives participants access to cutting-edge technology, enabling them to communicate, collaborate, and discover information without difficulty, whether you're having a conference, trade fair, seminar, or corporate meeting. You can accommodate any event size and objective thanks to the vast selection of iPad models that are available for short-term rentals. Enhance productivity, encourage participation, and create an unforgettable experience with iPad hire services, ensuring your event stands out as a modern and tech-savvy affair. Professional technical support and on-time delivery ensure a stress-free rental experience, allowing you to focus on making your event a resounding success.
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springtrappd · 4 months
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it being a bad-at-words day means that i am not exactly up for presenting my thoughts in any kind of cohesive or organised order atm, so you'll have to forgive this stream-of-consciousness, fresh off hitting both endings summary of my thoughts on hw2, but here goes:
this game is up with totk for the most reluctant positive reviews i've ever given, and it's for much the same reason -- that totk feels largely disconnected from its predecessor, focused almost entirely on its gameplay while pretending that it has any story worth the effort at all. unlike totk, hw2 is not a ground-breaking flex of how far a dev team can push the limitations of the medium (and the game itself), nor is it trying to be. it is an indie horror vr game, taking its cues from earlier titles like job simulator with its arcade-like, pick-up-and-play approach to level design and the scenarios found within. it is also an incoherent mess.
okay, that's being a bit hyperbolic, but like -- stop for a second, and think about the climactic moments of this game, the big things you're gonna be discussing over social media for the next couple of months. what are they? well, they're glitchtrap, the mimic, vanny, moon, cassie -- they're the conclusions to sb's (and much more specifically, ruin's) story, an add-on to those that adds a little flavour to those existing works. okay, now think about how this game was marketed. who is on the cover? who was in the initial teaser? where is the game's hub set? well, it's pizzasim and sl, of course -- funtime freddy in the centre of the box art, a warning menu that explicitly references the pizza place and a hub world set within it. there's a split down the middle in every single aspect of the game, with ruin on one side and the other shit on the other, and i mean in every aspect of the game.
you have pizzaplex collectibles sat next to the grimy, cartoonish abominations of pizzasim, you have the vanny mask put next to helpy, a fazerblaster with the trash gang -- the neon lights of the pizzaplex next to the dark underbelly of circus baby's rentals, the glowing daycare positioned in parallel to the halloween-y fun of the carousel; it's a lesson in dissonance, a game where you can draw a line down the middle of its level select and split it into two halves with wildly different directions. you can argue that this was intentional, that the juxtaposition is the point; that it is intentional that funfred is at the centre of the box art with absolutely zero new lines, that you're comparing the old and the new in equal measure. this is a wasted argument, considering the secret ending of the game literally has you step into the circus baby's elevator only to twist-reveal that you're actually in the pizzaplex.
that's not to say that i think this was something done out of malice; i'm not in the business of projecting my feelings onto game devs, and most grand conspiracies have far, far simpler explanations. no, the simple answer for what happened here is that they are two different games stitched together. it explains the strange vibe of the early pizzaplex levels, the way any vague plot threads feel half-shaped and empty -- like you're only looking at the edges of a puzzle, the bones of a meal without its meaty centre. and by bones, i mean bones, because to say this game has a plot is to, well, lie -- it very much does not, right up until you complete everything and it goes "oh shit, uh, have a crumb?" and then vanishes into the night. it's confusing the way that sb is, except this time it's polished enough to be intentional, which is, i'm gonna be honest, really not the lesson to be taking from sb.
like, hw1 has a plot. more than that, it has a goal that -- while separated from the primary, player-driven one of 'complete all levels' -- is one that begins from the very first scene, and heavily incentivizes exploration and replaying; the tapes are a physical, tangible goal that you know how to get more of -- it's just the process of getting to that that might take some extra help. tapes are hidden in levels, go find them, flip the switch to go into hard mode, have fun! it's very, very simple, and it works; you are very, very likely to find a tape at some point during a blind playthrough, and from there pull and pull on that plot thread until you fish up your reward. and that reward is, yes, a plot -- the story of the indie game studio being caught in a trap is, however simple it is, a narrative with progression and stakes and characters. there is an antagonist! can you believe! hell, there's even a little twist in the form of tape girl's instructions not working as intended.
by contrast, the fazforce figures and fazwrench are at no point explained and the player is given zero information for how the fuck you're meant to get further with those. helpy doesn't go "here's your reward for doing so well! :)" or update your clearance or anything -- you just... get given it when the game decides you do, which also has the fun byproduct of blocking your access to hard mode content until you hit whatever invisible trigger the game sets for you. no more can you just clear out the levels you're actually interested in playing; now you have to do everything, blindly tackling as much as you can until the game sees fit to throw you a bone -- and then the steps for getting to hard mode are 1) ruin themed 2) a single poster that says to take off your mask. and, like... what fucking mask, dude? maybe i'm just stupid, but i spent way too long squinting at the screen trying to figure out if this was about to pull a ds-era gimmick on me and make me take off my headset. instead you have to physically reach up and take on and off the mask every single time, which doesn't sound that bad until you're smacking the giant computer strapped to your face to go between levels... and if the hard mode hub wasn't so fucking dull. it's sb's wrecked pizza place, big whoop (oh hey, look, it's that "using the other games to do a surprise ruin reveal" thing again. sure hope that's not common!) -- you ever actually sat in blacklight mode? that shit feels like a fever dream. unmasked mode feels like proving you're enough of a big boy to handle the actual game now, please.
and i'm getting off-topic, but what i'm getting at is that good fucking god does hw2 make understanding what it wants from you as hard as possible while also giving you absolutely nothing in return. collect the voltron reference to get the ending! why? uhhhh, fuck you, collect the memory plushies of the og missing kids to get the secret ending! why? uhhhh, fuck, wait, how does this tie back into ruin again?
and if you think this is just a me-problem, or that this is just some unclear progression -- you are wrong. the entire game is like this. in a classic steel wool studios moment, the tutorial cards are utter dogshit and do nothing to explain how anything actually works. it is Bad. (and i've mentioned it before, but while the idea of the memory plushies is really, really cool, their execution is another symptom of that 'oh fuck we have to make more game now' problem)
and speaking of unclear direction -- god, does it show in the aesthetics of this one. say what you will about hw1 (and i will, and probably have), but god does it know exactly what it is, what it is doing and how it is going to do it. hw1 is a masterclass in good environmental design, with its absolutely massive hub set against the cramped, claustrophobic quarters the entire game takes place in -- it's achingly empty, with dust particles swirling through the air and the gentle crackle of the anomaly peering through the only sound. no, seriously, hw1's hub is silent -- you can tell when glitchtrap is behind you because his audio cue has a bit of distortion at the start, which absolutely slices through the quiet when you get too used to it. from the title screen to the hub to the gameplay itself, it is a game that teases you with its own limitations, sitting by your shoulder with a giggle and a made you look; the threat is always, always there, be it in the looming figures or the space itself. everything about it is dark and grimy and aged, its bulky monitors and massive cables putting you in a retro mindset before ripping it out under you with the reminder that you are in vr -- and even then, the way it talks about it is strange, its sci-fi ideas coached in aged terms; "using proprietary technology developed by Fazbear Entertainment, our VR development teams were able to use vintage control board, almost like plug and play, digitally recreating performances and personalities from the past in an instant," the handunit says.
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"help wanted is sooo good at making you feel unsafe in The Fucking Menu," i wrote way back in 2022, barely through the first quarter of the game; its use of atmosphere to build horror was something i immediately picked up on, and pops back up every time i think about the game. it's central to its identity, and best exemplified in the presence of foxy in title screen -- a looming figure who just... stands there, behind you. a threat never followed through. they supply the scare; you're the one who jumps.
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"I remember watching markiplier play it for the first time and I was convinced something was going to jumpscare you in the main menu," my beloved bestie mikhail said. i agreed. so does the majority of gameplay footage out there.
in hw2, every single time you boot the title screen, you are greeted by a forced jumpscare of circus baby appearing behind you.
every single bit of hw1 is oozing with style, from foxy being hidden behind you on the title screen to the death messages to the occasional interjections from the handunit to the prize room to the pre-level room (which is on the stage!) to whatever the fuck this is to the absolute fever dream that is blacklight levels.
while hw2... does not have that. one of the little details from hw1 that i've mentioned before is just... the clock on the monitor. in hw1, you start the game at 11:44pm, with every tape you collect progressing forward a minute until you hit the merge ending, setting it to 00:00 (midnight). the level select screen in hw2 features a similar clock, which was what prompted me to make the post i'm referencing here in the first place. i expected them to do something equally cute with it. they did not. it's just a clock set to 12:00am, because it's a computer and those do that. and that is, i think, the best summary i can give of the difference in environmental design philosophy between these two entries. that they never expected you to look at all.
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in terms of actual gameplay? it's probably the most polished a steel wool game has ever been, which is great! i only had one level actually truly bug out on me (fazerblast fnaf2), which is a marked improvement from... well, let's just leave it at that. the game design itself is also very good, with gameplay loops that feel fun and intuitive (most of the time) -- significantly less steel wool shit this time around, which is nice. the job simulator focus, however, means that this is a horror game that's very light on the horror, with very few levels that actually have that creeping tension hw1 was so good at. some of the sb levels manage it (with the staffbots and djmm leaning in so close, or glamfreddy snapping out at you, or... anything with moon) -- but most of them don't, which sucks. notably, these are all the front-loaded levels, with all the real spooky shit shoved into the right side of the monitor... where all the pizzasim and sl stuff is, and we've hit that "these are two different games" thing again.
the first level you are presented with in hw1 is a recreation of fnaf1's first night. the first level you are presented with in hw2 is arts and crafts with sun. (and i'm counting it as the first level because native english speakers will automatically look to the top-left of an image/page/screen, and they're not only the primary target audience but the majority of the dev team as well.)
and i've been typing for two hours and my brain is starting to form a vanny-shaped puddle on my bedroom floor, but what all of this builds up to is what is ultimately wrong with ruin, and the tales from the pizzaplex, and security breach as a whole: the idea that the solution to a problem is to throw more ideas at it, focusing on always moving forward over filling all your holes and tying off your threads. the response to the catastrophic release of sb was not to finish what they started, but to build something completely different next to the gaping hole that was sb's plot, and that's not good... anything, but storytelling most of all, and it's how you hit the situation that we're in now: where there are no stakes, no antagonist, nowhere to go and nothing to look forward to. just an empty shell waiting for your money to fill it. and yeah, that's kinda standard for fnaf, except not really? like, guys, fnaf1 had a narrative arc. fnaf4 onwards has had actual characters, with personalities and motives and ideas, and the two most narrative-heavy fnaf games are the ones front-and-centre of this one!
except... in the secret ending of hw2, after you get bait-and-switched from sl to the pizzaplex, you're dumped inside a claw machine and watch as a giant vanny takes glitchtrap in her hands and crushes him into dust. the primary antagonist of hw1, the villainous face of that soft reboot -- taken out back and replaced by the new antagonist. the one we were introduced to in the same game, who keeps having her lines cut and her role shrunk down into nothing and the focus shifted away from until it's time for a new stinger. why did she do this? why is this happening? what does this mean, going forward? no, seriously, who the fuck is the mimic? -- none of that matters, because that isn't actually the point. the game looks you in the camera of the giant computer strapped to your face and says, that era is dead. we're starting a new one.
but really, it says nothing at all.
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tablethire · 1 year
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What did the iPad Hire Services bring to conferences
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fnaf-sxc · 8 months
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Javi! I have millions of questions about your fnaf AU but i only ask a few at the moment.
1- what is frosty's relationship with the main skins in HQ?
2- do the animatronics of the crew of nightmarione and the master have any family ties?
3- have you ever thought about making fanart or alternative AUs with different ships and stories?
4- do the animatronics have some evil form, used to scare and collect remnants?
YIPPIEE I LIKE TO RAMBLE ABOUT MY AU SORRY FOR THE LONG POST
1- what is frosty's relationship with the main skins in HQ?
Frosty gets along with every rental on the Main HQ. He pick who gets on Main and who on Secondary based on the chemistry or if they got along (with a few exceptions form secondary near the end)
His friendship level is different with each one, but there are no bad vibes
2- do the animatronics of the crew of nightmarione and the master have any family ties?
Between the two crews? Nightmare BB (Nightmarionne's crew) and Deedee (Themmaster's crew) are siblings
On their own, Nightmarionne is technically married with Nette and have Anette as their daughter (@octyfish Puppet + their baby girl). Jack O is married with 2 kids (Octy's Jack, their kids are Ollie and Effie), Jackie and Nightmare Mangle are married and have their daughter December, Dreadbear is also married with kid (Octy's Glitchtrap and their kid is Teddy) and Grim has his son Aster with Frostbear
Although Teddy and Aster are not /quite/ canon for the comics. But they be there dksbsksns
3- have you ever thought about making fanart or alternative AUs with different ships and stories?
Only sketches, never fully polished art and is likely i wont post it outside of Patreon.
I do have AUs where things play differently, mainly shipping, but people always get confused over it because they just ASUME is canon and I'm implying cheating when I'm just multishipping and that annoys me a lot
4- do the animatronics have some evil form, used to scare and collect remnants?
Not really. They do bring a different aura and their eyes glow purple when they collect remnant, maybe their attitude switch clash with their known personality, but they don't have any other significant change.
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The only animatronics that have a 'second form' are the Arcade Mayhem, which count as their alt outfits, and from the 3 only VR Toy Freddy's form could be considered "evil"
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