It is not possible for you to alter Poppy Playtime's future.

Among the most played horror games available is Poppy Playtime. In October 2021, Mob Entertainment launched the first installment of A Tight Squeeze, an episodic videogame series that introduced us to Playtime Co. and its mascot, Huggy Wuggy. That enormous toy is still torturing anybody who are bold enough to visit the factory, more than two years later.

Afterwards, if you dare to go farther into this hellscape, you'll find Poppy Playtime Chapter 2, often referred to as Fly in a Web, where you'll encounter Poppy Playtime's Mommy Long Legs, a very scary toy who is deeply resentful of the Playtime Co. employees. There is a tonne of knowledge to discover in both chapters, and it seems that the larger plot reveals more and more with each new chapter. We were so enamoured with this universe, in fact, that before Deep Sleep was released, we couldn't resist formulating our own Poppy Playtime Chapter 3 theories.

We were thrilled to have Zach and Seth Belanger, CEO and CCO of Mob Entertainment, respectively, agree to talk with us about the success of Poppy Playtime since they put a lot of thought and effort into creating a world like this. The success of the series is examined first.

Poppy Playtime's popularity is rising with each new installment. It is an overwhelming success, giving rise to Project Playtime, a PC multiplayer game, and many products, such as a Poppy Playtime toys and Poppy Playtime plush range. It seems that the brothers were not prepared for this degree of fame. Zach says, "We're thrilled and pleasantly surprised by Poppy Playtime's success." Our community adores these characters, who are used in everything from video games to plush toys to Halloween costumes.

YouTube Thumbnail

They "dream big but always keep in mind that success is never guaranteed," Seth continues. He says that Poppy Playtime's appeal is "because it's a concept that resonated with a lot of people, us included" when asked why he thinks it's so successful. Even now, toys may be a little unsettling. but seeing the shuttered factory of a scary toy? It seems to have played a significant role. It's a fantastic backdrop for a narrative with plenty of twists and turns. As enthusiasts, we can all agree that a major aspect in the game's excellence is the factory. You know you're onto something good when you pair it with spooky toys and a gripping yet unexpected plot.

Zach explains to us, however, that there are other reasons why the game is so popular. It is accessible, to start. It's simple to sign up and begin playing. However, the mini-games and riddles make it difficult. Secondly, the narrative is captivating. The audience is always curious about Poppy's and Huggy Wuggy's origin stories. Thirdly, it looks fantastic. We challenge ourselves to create a visually stunning, cinematic game with every game. People are drawn into an interactive experience by that hook.

Undoubtedly, the histories of each toy are fascinating. A few of us at PT like delving deeply into mythology and narratives, which is one of the reasons we adore the Five Nights at Freddy's gaming series. There are a few minor similarities between PP and FNAF, which indicates that Mob Entertainment's horror masterpiece was influenced by the popular animatronic videogame series. But as Zach notes, "We've always been drawn to films, games, and media that are aesthetically interesting with a deep back story," that's not the only source of inspiration for the group. The 2005 film Charlie and the Chocolate Factory served as our visual influence.

Furthermore, he continues, "Playtime Co. was inspired by Ideal, the defunct toy company best known for creating the teddy bear, as it was founded in the early 1900s, closed for good in the 1990s, and produced toys for many years." It is undeniably the ideal source of inspiration for a game like Poppy Playtime. According to Seth, "it will grab our attention if it's visually interesting and has a lot of backstory to discover." We want to produce that kind of material because, as fans, we like it.

You can be sure the product is in good hands when the people behind it are as enthusiastic about the subject as the fans are, since they know what the game requires and how it should play out. Such principles are what drive the brothers and their group to pay close attention to every tiny detail. Zach explains, "We take very seriously the idea that our toys look and feel like real toys," as an example. It is how the viewer establishes a bond. You are aware that Disney, a little business that you have probably never heard of, is one that specialises in creating toys that feel and look genuine.

Zach explains that the distinction in Mob Entertainment's "approach was that we like to think of Poppy Playtime as in some ways Toy Story, but darker." They obviously recognise this. That is evident to us, and maybe that contributes to the fear. This also means that we don't have to witness Buzz and Woody in a more graphic manner, which makes us even more grateful for Poppy Playtime. But then again, who knows? Our dear Winnie the Pooh is suddenly a homicidal, rabid madman.

In essence, Zach says, "Everyone remembers the kid who disassembled ordinary toys to create something new." That was intriguing and unforgettable. That is our desired outcome. While Seth concurs and says the "concept has always resonated with us," he also thinks that when the factory was added to the game, Poppy Playtime "found its voice with us." To us, the idea of investigating a spooky, abandoned toy factory sounded novel and intriguing.

Apart from the environment, the horror genre encompasses several subgenres. Although Poppy Playtime is somewhat in the jump scare horror genre, Seth informs us that the team "wanted to avoid cheap jump scares." Rather, they came to the wise conclusion that "we should only use them when necessary, or if it's a well-earned moment)." A lot of effort went into giving the gamer the impression that someone is observing them. Additionally, to defy expectations, like the first time you see Huggy pursuing you. We like jump scare moments, and the ones in PP are no exception. However, we also appreciate that Mob Entertainment doesn't depend only on them.

In other words, as Zach puts it, "We enjoy jump scares, surprises, puzzles, and surprising stories when we play games, watch movies, or engage with other media." Thus, that's what we intended to create by default. Once again, this demonstrates that the Mob Entertainment crew is a real horror enthusiast; that is, they are creating content for other horror aficionados. A horror video game requires a deep grasp of balance between its aspects.

Poppy Playtime leans towards the survival horror genre, with puzzles and challenges making up the majority of the gameplay, even if it has occasional jump scares and shocks. Seth says that the brothers "wanted the main mechanic to not involve combat" as the explanation for this. This strategy is starting to appear more often in horror games; just take a look at how horrifying Outlast is—you can only flee, not fight back. The sense of powerlessness is the same throughout Poppy Playtime. Despite my love for games like Resident Evil, I don't feel scared since there are so many firearms and weaponry in the game. When Seth states that battle “may make the player feel invincible,” he really nails the nail on the head.

So Mob Entertainment developed the GrabPack to set itself apart from games that take a passive approach to warfare. According to Seth, the rationale for the decision was that "shooting it felt like a toy, which was on brand for Playtime Co." To put it briefly, the team decided that "if there is a monster in front of the player, their only hope should be to run" after putting themselves in the player's position to discover the scariest method to play the game.

After learning about the game's inspirations and how Zach and Seth's passion for horror informs what we see in Poppy Playtime, we must ascertain why the show's creators decided to distribute Poppy Playtime in installments. Zach says, "We thought that this would be the most feasible approach for us since Poppy Playtime was our first game and we were (and still are) a self-funded startup." Even if it wasn't what we had anticipated, it serves as a reminder of just how magnificent the Poppy Playtime world is. It is especially wonderful to learn about the success of the series since it comes from a self-funded enterprise.

YouTube Thumbnail

Seth did, however, validate our early concerns over the release schedule, saying, "A game like Poppy Playtime can create a lot of suspense and anticipation for an episodic format." The following episode will reveal a lot of unanswered questions and backstory, even if you may have reached the conclusion of this one. To that we can testify. For months, Tilly and I, two other PT friends, have been trying to figure out what to anticipate from Poppy Playtime Chapter 3. Seth explains to us, "We came up with the story from the beginning with the lore being final," in case you, like us, are curious about how far ahead Mob Entertainment prepares the storyline. As more chapters and tales are added, we keep expanding on it and adding more details.”

"All future chapters are always in the works," says Zach. We are always considering how we might incorporate new gameplay elements into the larger story that we first created. The main plot has been developed, and the new characters are still being finalised.

Like I said, we like making predictions about what could occur in Poppy Playtime, but I know a lot of you do too. What do you think? Zach and Seth are reading the theories and watching. However, fan responses don't really affect creativity since the plot has already been concluded. Nevertheless, Seth says, "It's really fun to get to tell the parts of the story that everyone's asking about and to hear where people's heads are at." Indeed, some "have totally guessed what might happen," while "some theories out there are going in a completely different direction."

Apart from the games, there's another item we can't resist talking about the potential of: the Poppy Playtime movie. Unfortunately, Zach informs us that "there is nothing specific we can comment about," dashing hopes for a big-screen appearance for Poppy and Huggy. But he also asserts that “a Poppy Playtime movie will definitely fit into our vision” in contrast.

Alright, enough about possible films. How likely is it that any of you Nintendo Switch enthusiasts will see the terrifying event? We'd want to extend Poppy Playtime to all platforms, says Zach, so Seth and I have some exciting news for you. It is a component of our goal. Sounds good, doesn't it? Let's see what more Zach has to say: "We are pleased to announce that we have been working hard to have Chapter 1 ready for release on your preferred gaming system. We anticipate submitting our finished construction soon. We thus intend to release Chapter 1 on your preferred console before year's end. Yes, poppy playtime is coming to the Nintendo Switch, ladies and gents.

"We're really happy with how the console version is turning out," Seth continues. It makes perfect sense to use the Grab Pack with a console controller. You'll also notice that we've been improving the artwork and design. Both new players and those returning to the game will have an amazing time.

YouTube Thumbnail

Now, before we share the exciting news of an upcoming console release with you, we couldn't let Zach and Seth go without asking them about their current favourite item. Zach selected Huggy Wuggy from Poppy Playtime, whilst Seth prefers Bron. Additionally, he responds, "No, I won't explain why." Seth, don't pass judgement!

Recall that you may refer to our tutorials on Poppy Playtime characters, Poppy Playtime factory, and Poppy Playtime Prototype to discover more about the world of Poppy Playtime.

TRENDING