Five Nights at Freddy’s 2 is a 2014 indie point-and-click survival horror video game developed by Scott Cawthon, the sequel to Five Nights at Freddy’s released earlier in the year. The game was released on Steam on November 11, 2014, earlier than its two planned dates of sometime in 2015 and December 25, 2014 respectively, with the latter due to issues with releasing the demo. The mobile port for Android was released on November 13, 2014. A version for Windows Phone, was published on December 5, together with the first Five Nights at Freddy’s.
The player plays as security guard Jeremy Fitzgerald, instead of Mike Schmidt from the first game. It features six brand new enemy characters as well as redesigned versions of the original four enemy characters from the original game. Unlike the first game, there are no doors to close; instead, the player must put on a Freddy Fazbear mask to avoid being killed by most animatronics.
As in the first game, Five Nights at Freddy’s, the player must survive a night shift at Freddy Fazbear’s Pizzeria, from 12 A.M. to 6 A.M. game time (usually 6-8 minutes), without being attacked by any of the animatronic enemy characters (10 in all) that wander from room to room. The player cannot leave the security office, but can track the animatronics’ movements via a network of surveillance cameras placed throughout the building. The office has three entrances, a hallway and two side air vents; in a departure from the previous game, none of these can be sealed off to block enemies from entering. Each vent is equipped with a light that can be used to check for any characters that are about to crawl into the office.
The player character can put on a mask to ward off approaching animatronics, however this strategy will not work on all of the enemy characters. A flashlight is also available, used to check the hallway and darkened areas of the camera feeds, as well as to reset certain animatronics via strobing. Although the power supply for the cameras and vent lights is unlimited, the flashlight does have a finite battery life; if it runs out, the player becomes vulnerable to attack. In addition, a music box has been placed in one room and must be remotely wound up through the camera interface, to avoid being attacked by an additional enemy that appears should the music stop.
Unlike the first game, after the player is killed, there is a chance that rather than the Game Over screen one of four low-resolution minigames will appear, with instructions given at the start of each. These minigames provide insight into the backstory of the events that have given the restaurant its troubled reputation. The game consists of five nights, increasing in difficulty. Completing all five unlocks an even more difficult sixth night, which in turn unlocks a “Custom Night” upon completion. In the Custom Night, the player can adjust the AI difficulty of the individual enemy characters or play one of 10 pre-set challenges.
Omri Petitte for PC Gamer gave Five Nights at Freddy’s 2 a score of 70 out of 100, commenting that what he wanted in the sequel “was more mind games and more uncertainty. I wanted the plodding animatronic suits to find me and rip my face off in new and interesting ways. I wanted working legs. What I got was a horror game dipping heavily into deception and subtlety, a wonderfully cruel cocktail of supernatural mystery and jolts of panicked adrenaline. Enjoying the good parts, though, comes with a cost of a frustratingly steep difficulty.”