![]() The tape contains a snippet from a story in a read-along style - including prompts to "turn the page" - about how "the children thought that Mama would never find them as long as she couldn't see them" but Mama would find them nevertheless. In the corner sits the now-recalled Mama Tattletail, along with a cassette tape which can be played using the toy. On Night 3, the player encounters the contents of an old nursery in the basement. The player then charges him, wraps him back up into his box and goes back to bed. On Night 2, the player finds the same Tattletail in the tumble dryer, with no indication of how he got there. After playing with the toy briefly (which involves feeding and grooming him), the player puts him back into his box and goes back to bed. The present is the new fad toy, a purple Baby Talking Tattletail (based on a Furby). The player wakes up on Night 1 to open their Christmas present early. ![]() The game takes place in 1998 over the course of 5 nights, beginning on December 20 and ending on Christmas Day. Collecting all of the eggs will result in the player achieving the "good ending" of the game. Over the course of the game, a series of various "Gift Eggs," presumably laid by the Tattletails, are placed throughout the house. However, shaking it generates sound, so the player must be careful about when and where to shake. Baby Tattletail is also afraid of the dark and is quite vocal about it, creating a necessity to recharge the flashlight by shaking it quickly. Players acquire a shakable, glow-in-the-dark flashlight to navigate in the darkness, but Mama Tattletail has the ability to "kill" their flashlight when they point it directly at her. Failure to do so, or going too close, will result in Mama attacking the player in a jumpscare. While completing a set task, the player must avoid Mama by staying quiet when she is near. While the Baby Tattletail is not a threat, it is prone to generating a lot of sound when its 3 needs are not met, alerting Mama Tattletail of their location. * And lest you ask "Why would Mama Tattletail be protective of Tattletails from a different line that she shouldn't recognize?"-just as they reused the commercials, they reused some old software, so they're similar enough to get her attention.For the 5 nights leading up to Christmas, the player must tend to their Baby Talking Tattletail toy by feeding it, grooming it, and allowing it to charge, while completing a set of objectives each night. If only the future parent had known the trouble they'd be subjecting their future child to. Either their parents decided that their child got lucky enough with theirs to be able to keep it, or the child pretended to have lost it so they wouldn't have to give it up. * Most importantly, why there's a Mama Tattletail in the house at all despite them being recalled for being dangerous-it belonged to one of the protagonist's parents, who grew up with the original line and somehow never had any problems with her. They went the lazy route of not just editing out Mama Tattletail entirely(maybe the format of the old commercial made this difficult, or maybe they just had NoBudget), but didn't catch the "batteries not included" bit at the end and therefore didn't think to edit that out either. * Why the commercial in the trailer said "batteries not included" when Tattletail clearly has a built-in rechargeable battery, as well as why they bothered showing Mama Tattletail at all only to plaster on a message saying she wasn't available-for whatever reason, they decided to just reuse the old commercial. This would explain three things: * Why there are technologies in place, namely the shake flashlight and recharge station for the Tattletail, that weren't commonplace in our 1998-it's not ''our'' 1998. ] The game takes place in an AlternateHistory where technology progressed further faster than it did in our time.
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