Friday, March 29, 2019

Top 16 Highest Paying URL Shortener to Earn Money Online 2019

  1. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  2. Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  3. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  4. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  5. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  6. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  7. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  8. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  9. Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  10. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  11. Oke.io: Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  12. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  13. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  14. Fas.li: Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  15. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  16. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

The Final Form Of My Home Made Magnetic Army Transport

I wanted to put out an update to my last post on building a magnetic model transport system for my Convergence.

Just before Captain Con my wife was kind enough to finish making the bag to carry all of the magnetic bins I built. It's frankly huge, but it carries absolutely everything without any issue.




It's huge! Total size is 16" deep, 24" wide, and about 15" tall. In the above picture it's carrying my dice tray, dice, all of my Convergence and a Blacksmiths Guild Ball team, and my sheet pan/tournament tray (sprayed silver).

The bag is semi-rigid, using some foam internally between the fabric to give some stability and padding. My wife did an outstanding job on it.

I got some flak from my Guild Ball friends for how much room I was taking up in the trunk on the drive up, but its awesome.  It fits neatly in my own car's trunk and will be used for all my local travel from now on. This is significantly easier than when I had to use an old PC carrying strap to bind all my cases together to carry the CoC around locally.

In case you didn't see the last post, here are what the cases look like populated with my stuff:







Conclusions

If you compare this to an actual product of equivalent size, it's about what you'd get in a Magna Rack 1520 from Battle Foam.  The racks plus bag for that is $365 plus shipping.  If you add up total materials for my system, I'm likely looking at about $100 max. Of course, I didn't have to pay for any labor in this creation.

On the flip side, I mentioned to my wife that she could probably pull $100 to $150 for a bag like that for other gamers if she tried to make one and she said in no uncertain terms that it flat out isn't worth it for her labor to charge that little.  Apparently the bag was a bit of a pain in the ass for her to make. She was happy to make it for me, but no one else has my charm to convince her it's worth making another.

If I wasn't married to an extremely talented quilter (and all around amazing woman) I'd probably would have to had been more careful when picking out my bins to make sure I could arrange them to fit in a piece of luggage I could buy rather than having the bag being fabricated to meet the specs of what bins I purchased.

I'm very happy to have done this, and I intend on magnetizing my other armies to use this system going forward, though I already have a bunch of foam so I'm not as motivated to go ahead with that. Plus I plan on just using Convergence for a while anyway.

Xbox Wireless Controller Sport White Special Edition


Xbox Wireless Controller - Sport White Special Edition

Hey guys,

Quick promo!

Xbox controller are my favorite. Simply, because it feel good to hold while playing game. The location of the thumbsticks, triggers and control buttons are burned to my brain. And, I could play without adjusting anything else.

I still have an old wired xbox pc controller and GOW (Gears of War) xbox one s, red special edition. And, I totally love it. The cool gow theme designed and also being able to pair it to my android phone are a big plus.

Now, there's a new, sport white and sport red special edition that you can order right now!



Xbox Wireless Controller - Sport White Special Edition



Microsoft Xbox Wireless Controller - Sport Red Special Edition - Xbox One

Get the latest for your gaming collection!

The only controller that have the best design for gamers!

One thing, you need to note is that, once you've paired with an android phone or tablets, you'll have to re-paired it again if you're also using it to play xbox games.

Subscribe to our blog and youtube channel for latest post and video upload!

Happy gaming!


P.S. Xbox Wireless Controller - Sport White Special Edition


Serialization Visualization

I talk about serialized stories and mythologies quite a bit, and occasionally link to my previous blog post on the collapse of Battlestar Galactica's narrative as an example of what I think about the subject. But it's not enough. Not that I disagree with it anymore, I still stand behind it, but it's a little bit too specific, talking about the very specific failures of one particular show. As a general theory, however, I think that my conception of serialization, mythology, and world-building makes much more sense visually than it does in simple text.

It still requires some text for explanation, so here goes. I imagine a well-balanced show to be circular. Everything fits best in a circle; they're the most efficient use of space. Most shows have an efficient premise, but as they add characters, cliffhangers, history, and continuity, they start getting ungainly. The mythology takes over from the storytelling. It looks like this:


It's a mess. There's no plan, things get lost, forgotten, ignored, or worst of all, lose their impact because they get cut out of the story, by retcons or resurrections or whatever. This could be a chart for The X-Files or Battlestar Galactica, or it could be Angel or Buffy. The difference between the former and the Whedon shows is that the Whedon shows remembered character came before plot. Angel, especially, shifted into emotional resolution more than plot resolution after its excess of serialization in its 4th season caused problems.

On the other hand, The Wire is far more elegant:

The Wire is ruthless in focusing on the important parts of the story for each season, occasionally bypassing formerly important characters and bringing in entirely new ones. The tonal whiplash as it makes these changes can make seasonal transitions difficult, especially at the start of the 2nd and 4th seasons. However, this is necessary both to keep things fresh and to keep the show's overall world and mythology – which is huge, using Baltimore as a stand-in for the American city – working and symmetrical.

Babylon 5, for all its other flaws, also had serialization that worked, in a different fashion. Famously, it was built on a five-year plan, and the creator exercised rigid control over the story – so rigid that he wrote all but one episode over the last three and a half seasons of the show's run.

The premise and overall story for Babylon 5 – the "arc" - was universe-wide, expanding into all aspects of the setting. However, as the series started, the focus was much narrower, on the station itself. The groundwork for the later seasons was built (too) slowly through the 1st season and much of the 2nd, but it was done almost entirely on the station itself. There were hints that the story was bigger, done primarily through foreshadowing, prophecy, dramatic irony, and occasionally ominous whispers about a great evil stirring and the like. As the ambitions of the storytelling increased, it grew to fill in the gaps created by the foreshadowing.

Thus the increased complexity of the Babylon 5 story didn't feel like it was a bunch of added mythology tacked on later once the initial premise was getting tired, but instead built on solid foundations in order to increase the stakes in a satisfying fashion.

This piece is merely meant to be descriptive, not prescriptive. Both Babylon 5 and The Wire required a specific kind of wild ambition from their creators, which is always going to be unlikely to be duplicated. Likewise, just because a show is a mess in terms of continuity and mythology doesn't mean it can't be great. Battlestar Galactica may be structurally weaker than Babylon 5, but I'm not sure I'd actually say that, as a whole, it's worse. And Angel demonstrates that a series can go absolutely apeshit crazy with the serialization and still somehow bring it together.

However, I do think that using the visual metaphors for how mythology springs from serialization is helpful, and how I generally conceive of these things. I hope it helps to explain my point of view on the subject.

Thursday, March 28, 2019

Top 10 Games Of 2017

These are the games we spent the most time playing this year (not necessarily games that were published in 2017).

Last year the list was strictly in order of how many hours we spent playing each game. We did more or less the same this time, but we disqualified any games that we didn't play at least five times over the course of the year.



10. Legendary: A Marvel Deck Building Game

6 plays, 8 hours (average play time 1 hour and 20 minutes per game)
Position last year: 4

The Legendary game system has proven to be extremely robust, with several new flavors coming out in 2017 including Big Trouble in Little China, Buffy the Vampire Slayer, and the notoriously poorly illustrated Firefly, along with an expansion for Legendary Encounters: Alien that allows one player to play as the Alien Queen. But for sheer variety and replayability you really can't beat the original Marvel version. We haven't even come close to playing all the different possible combinations of heroes, villains and plots the game has to offer.

Read the full review.



9. Raiders of the North Sea

5 plays, 8.25 hours (average play time 1 hour and 40 minutes per game)
New to the list this year

Raiders of the North Sea combines some really smooth and deceptively simple game play with absolutely stunning artwork and graphic design, making it a great experience on every level. I fully expect it to make our top 10 again next year.

Read the full review.



8. Steam Park

6 plays, 10.5 hours (average play time 1 hour and 20 minutes per game)
New to the list this year

Steam Park is a game that we've always enjoyed but hadn't bought our own copy of until recently. It's got one game element that I don't particularly care for (a speed-rolling segment at the start of each round), but I was able to come up with a few variant options to fix that and the game remains one of our favorites.

Read the full review.



7. Cthulhu Wars

7 plays, 14.5 hours (average play time just over 2 hours per game)
New to the list this year

We've always loved Cthulhu Wars, and our enthusiasm for it was rekindled this year when a huge chunk of Kickstarter expansions arrived for the game. The miniatures are what most people talk about (and they are spectacular), but it's also a great "armies on a map" conquest game with very smooth rules and a surprising amount of depth.

Read the full review.



6. Wasteland Express Delivery Service

5 plays, 16 hours (average play time just over 3 hours per game)
New to the list this year

A "pick up and drop off" mission solving game that is probably responsible for knocking Firefly: the Game off the top 10 list (it was #2 last year). Its world isn't quite as immersive as Firefly's, but the Mad Max-style post apocalypse theme is fun and still a little underrepresented in board games. Plus, it comes with the best in-box storage system I have ever seen.

Read the full review.



5. Champions of Midgard

11 plays, 22.5 hours (average play time just over 2 hours per game)
New to the list this year

It's surprising that two Viking-themed worker-placement games are in our game library at all, let alone both in our top 10 for the year. But Champions of Midgard is actually quite different from Raiders of the North Sea: a little more complex, a little more random, and a lot more fantastical, with players competing for the opportunity to defend the village from trolls and other mythical beasts.

Read the full review.



4. Star Wars: Rebellion

7 plays, 29 hours (average play time just over 4 hours per game)
New to the list this year

A two player game that takes 4 hours to play has understandably limited appeal, but it's perfect for a couple who are Star Wars fans and frequently spend entire weekends playing games.

Read the full review.



3. Mansions of Madness (Second Edition)

10 plays, 29 hours (average play time just under 3 hours per game)
Position last year: 6

Mansions of Madness continues to be one of our primary go-to adventure games, and a great example of how to integrate an app into a physical board game the right way: the app supports the game and makes it easier to play, but doesn't turn it into a video game.

Read the full review.



2. X-Wing

15 plays, 29.75 hours (average play time 2 hours per game)
Position last year: 1

We didn't spend quite as much time playing X-Wing this year, but it wasn't for lack of trying. The steady flow of new ships has kept the game fresh, and the older models have had some new life breathed into them by our recent (admittedly late-to-the-party) discovery of Heroes of the Aturi Cluster, a fan-made fully cooperative campaign mode with an ingenious AI for controlling the opposing ships.

Read the full review.



1. Conan

26 plays, 31.5 hours (average play time 1 hour and 15 minutes per game)
Position last year: 5

Last year I predicted that Conan would take the number one spot this year, and it's easy to see why. It is an extremely compelling game that is easy to play and incredibly immersive. In spite of a confusing Kickstarter campaign and a somewhat muddy rule book, the game is well supported with a regular flow of new scenarios, and I'm sure we'll be playing it regularly for years to come.

Read the full review.



Honorable Mention

There were a few games that would have made the top 10 if we were going strictly by hours spent playing, but fell just short of the minimum of five plays that we decided on for this year.



Leaving Earth

4 plays, 22.5 hours (average play time just over 5 and a half hours per game)

We really do love everything about this game (utterly unique game play, top-notch graphic design), except for maybe the incredibly long playing time, which is what prevents it from hitting the table more often.

Read the full review.



Marvel Heroes Strategy Board Game

4 plays, 10 hours (average play time 2 and a half hours per game)

We started playing Marvel Heroes regularly again out of frustration over how tedious Heroclix has become. We've even created some new characters and villains in an effort to freshen up the game a little.

Read the full review.



Star Trek Customizable Card Game

4 plays, 9.5 hours (average play time 2 hours and 20 minutes per game)

It's amazing how often we dig out this old CCG from the 1990s. It was one of the first games we played together, and we still enjoy it from time to time. There are a lot of good Star Trek games out there, but this one is still the best at evoking everything that was great about the show.

Read the full review.



Most anticipated games for 2018

There are a few games that just arrived or haven't arrived yet, that I have particularly high hopes for. I think these three might make the top 10 list next year.



Doctor Who: Time of the Daleks

Doctor Who has had a somewhat troubled board game history, but this one is from Gale Force 9, who proved with their excellent Firefly board game that they understand how to incorporate theme into their games rather than just "painting it on." I've only read the rule book so far, but it looks like it gets to the heart of what Doctor Who is all about: travelling through time, having adventures and fighting monsters.

Official website



Dinosaur Island

A game about building a dinosaur zoo, from the creators of Wasteland Express Delivery Service and Dead of Winter? Yes, please. Although the '90s style graphic design is a bit obnoxious (way too much pink) the game looks solid and I'm really looking forward to trying it. I fear it may replace Steam Park in my amusement-park-building-game affections.

Official website



Mythic Battles: Pantheon

I was on the fence about this one, but the Kickstarter campaign took place when I was in the full flush of euphoria over how awesome Conan was, and not only does Mythic Battles include a Conan crossover element, it looks like a pretty good game in its own right.

Official website

Warmaster Fantasy - Dwarfs Counter Set Revised

This set of Dwarf counters replaces the set that I did over a decade ago while I was active on the Warmaster Yahoo email list. Unlike the old set, which was slightly undersized, this set will print to the full 20mm x 40mm counters.

Since I bought my first fantasy miniature in 1981, I have been a dwarf fanatic. Back in the early 1980s, I literally owned every Citadel pre-slotta base dwarf. They were my favorite Dwarf figures back when I was playing RPGs. I also enjoy the "Classic" line of Warhammer Dwarfs over the more modern Dwarfs. This set use images of those "classic" miniatures over the more modern versions. Also, you might notice a few versions of the cannon, flame cannon, and gyrocopter counters. Use those facing the direction you prefer. I've also included some Hammerers, which are used as ordinary Warriors.


Printing the Counters
I hope some of you find these counter sets useful.You can print these at office printing places, like Staples, using heavy card stock paper printed at actual size. You can also print on regular paper and then glue the counters to wooden bases. (Check the older posts on how I did this with my Empire army.) Currently, I'm printing the counter sets at Staples using regular paper, spray gluing the back of each sheet with Super77, attaching each sheet to an old comic book backing board, and then cutting out the counters using a sharp Xacto knife with steel ruler. Using the backing boards makes for cheap, sturdy counters.


Click on the counter set image above to download the complete army counter set in PDF format. The set has enough counters to create the sample armies below and many armies of 2000 points or less. Of course, if you need more counters simply print more copies!

Dwarf Army Lists

Total Points: 990
1x General
1x Runesmith
2x Warriors
2x Rangers
1x Handgunners
1x Cannon
1x Flame Cannon
1x Gyrocopter

Total Points: 1,995
1x General
2x Heros
1x Runesmith
4x Warriors
2x Rangers
2x Handgunners
4x Troll Slayers
2x Cannons
2x Flame Cannons
2x Gyrocopters

Total Points: 2,000
1x General
2x Hero
1x Runesmith
6x Warriors
4x Handgunners
2x Rangers
2x Cannons
2x Flame Cannons
1x Gyrocopter

Dwarf Tactics
Warmaster Magazine #6 had a nice article reviewing the usefulness of every dwarf unit. It had been reprinted at the old Specialist Games website. Since I can't find it online at the moment, you can download it from me by clicking this link. (Fixed the link on 3-26-16 so it works. Sorry for the original broken link!)

Five Nights At Freddy's 4


The Short
Pros
- The (actual) final chapter in the FNAF series
- Story does well tying up just about everything major while leaving a few good questions
- Yet another sequel just different enough to be considered unique
- New "nightmare" designs are horrifying
- Focus on audio cues was a clever move
- Less reliant on "random" jump scares than FNAF 3; jump scares are earned this time around
- Atmosphere is phenomenal, as usual, evoking a childhood "afraid of the dark" primal reaction
Cons
- Gameplay is even more routine
- Seriously, you just do four things over and over again until you either win or die
- Tutorials are now just text boxes rather than the clever "phone guy" calls
- Feels stripped down when compared to previous games
- Between level "minigame" feels out of place
- A bit too difficult (Night 3 onward is insane)
- Audio cues are (in the current version) a bit too quiet to feel fair
- Still running an archaic "engine" (i.e. no "back to main menu" option, ESC hard-quits, etc.)
Here we go again
Here we go again
Editor's Note: Seeing as neither FRAPs nor Steam overlay let me take pictures, the images in this review are from the game's Steam Store page. At least that means no spoilers, hooray! 
The Long
It's no secret I'm a big fan of the Five Nights at Freddy's series. People might argue I'm outside of the target demographic (being on the wrong side of twenty), but I find the somewhat simplistic gameplay mixed with the sort of primal childhood fears of animatronics and messed up toys weirdly captivating. Considering the games are cheap, short, and seem to come out every 3-4 months, they make for fun evening diversions for one or two nights before beating them and moving on (or digging around in fan theories on the internet). Plus, I remember going to Chuckie Cheese as a kid and being terrified of the animatronic band, so this whole series kind of hits a personal note with me.
It was widely speculated that FNAF 3 was the final one, given both the nature of trilogies and the fact that it wrapped up one of the series' big questions (the murders) fairly handily. However, with FNAF 4 the one loose thread (which I won't mention for spoilers) is finally addressed, essentially closing out the franchise. Scott has said this is the final game, though I doubt anybody believes him at this point considering the money he must be making.
FNAF 4 was scheduled for release on Halloween, then was pushed up to the beginning of August (with free DLC for Halloween). Then Scott was like "it's done, so why not review it?" and released it today (7/23) for funsies. I gotta admit, I like this guy's style; he's a maverick. He's like a reverse Valve, missing deadlines by releasing games earlier than expected.
So all this background aside, this is the final chapter. Is it good? Bad? Does it live up to the series' expectations? Has Scott finally run out of ideas? Well...yes and no, to all of the above.
Chillin' in my room, praying a satan nightmare bear won't eat me
Chillin' in my room, praying a satan nightmare bear won't eat me
In a rather stunning departure from the rest of the series FNAF 4 has no cameras. You are not a guy working at a pizza place or a horror house at night. You aren't in this for the paycheck. Instead, you are an unnamed and unknown child, awake in the middle of the night and convinced monsters are in his closet, in the hallways, and under his bed. Yep, Scott played Among the Sleep and decided he too wanted a creepy child teddy bear game. Your only weapon against these hordes of creepers? A flashlight, and being able to shut the door really well. Why he doesn't just shut all the doors and lock them is beyond me, but then there wouldn't be a game so whatever.
While compelling, it's clear this game was made for fans. Those who have played the other three games will quickly figure out who this child is and how he fits into the overlying mythos, but anybody going in cold will be baffled. Part of the mystery is also what exactly these monsters are. Are they real? Figments of the child's imagination? I don't think people make animatronics with rows of razor-sharp needle teeth. Just saying. Probably against some international code.
Another downside to this is that, without a "phone guy" giving you tutorials in-world, the game starts with a bunch of overlying text boxes to teach you the ropes. Frankly, this is a big kick down in the immersion factor, which is so very important for horror games. Luckily they are only there on the first day (and you can dismiss them easily), but I would hope for a more elegant way to display that kind of information.
I love you, Freddie.
I love you, Freddy. (Spoiler: I don't love him, not at all)
Gameplay has been streamlined down to it's absolute core here. Previous FNAF games did well eliminating things that were less in tune with spooking you out and adjusting gameplay in unique ways. FNAF 2 removed power (save a flashlight) but also doors, FNAF 3 had only one animatronic but a crazy computer system going against you, and so on. FNAF 4's streamlining is a bit more extreme. Cameras, the Night Trap hold-over and staple of the series, are gone. Now, gameplay consists of two things: shining your light and closing doors.
There are four places monsters can get you. Two side doors, leading into hallways, a middle closet (where Foxie will sneak in starting on Night 3) and your bed, where the Freddy plush will turn into Satan if you don't look frequently enough (much like Foxie/Balloon Boy from FNAF and FNAF 2). The closet is pretty simple: shine the light in there, if Foxie is in there (often accompanied by a creepy noise) close the door until he backs off. The side doors are a little more complicated. Moving to them has you stare out into darkness. Should Bonnie (left) or Chica (right) be there and you shine your light on them, they kill you dead. You instead have to listen carefully for sounds, and if you hear movement/breathing/anything, shut the door until the noises stop.
It's pretty creepy, and a really novel concept for the series. FNAF 2 used sound as a sort of "early warning" for those observent (vents made noises, as did Balloon Boy), but for FNAF 4 it's required. Which was probably so that when you are scared, the screams of the attack blow your eardrums out. Seriously, the sounds of them outside are way too quiet, but I'm not cranking my volume just to get jumpscared into space here. That should probably be addressed.
All clear.
All clear.
As you would imagine from Scott, he does clever things with sound. One hallway has a clock that will chime, throwing you off. The other has outside windows where you might spot things. You can also sometimes see them lurking in the background, moving out of the light as you shine it. It's genuinely creepy and evokes that feeling you had as a child, up late at night and worried for what might be in the dark corners of your room or hallways. Having to physically move (as you, the child, is very small) from area to area only adds to the suspense.
Unfortunately, it's with the gameplay that FNAF 4 falters. See, you really only do those four things, and you just do them over and over again. Check door, check closet, check other door, check bed. You could just make a circle over and over again. Sitting in the middle of the room gives you no indication of what to do next (unlike in previous games, where backing out of the cameras was often essential to survive), so you might as well just shuffle around the whole time. If you have good enough hearing, you can kind of play this game on autopilot. That isn't to say it is easy; the randomness of the jumps make it seem almost unfair in how quickly things can go from "nobody is around" to "Chica's Cupcake murdered you," but at it's core you just check four places, over and over, and that's the whole game.
One might argue the other FNAF games are similar, and that's a bit true, but it did better masking it. FNAF 1 and you had to keep tabs on where creepers were, so you at least had an idea of when they were coming and how close they were. FNAF 3 slipped a bit with the random scares, but I liked having only one Springtrap to keep tabs on (kind of like Alien Isolation). Here, it seems almost completely random. I died at 1 AM on Day 2 by glancing over to the right door (where I'd been checking and had no indication of change), shone the light, and got Chica'd. It felt almost completely random, and without any "overview" like what the cameras provided, the gameplay gets stale fast.
My, what big teeth you have.
My, what big teeth you have.
The only final thing worth mentioning is the strange "minigame" between nights. Here, a toy Springtrap sits on a chair. Shine your light and you'll stop him from moving, but your goal is to "catch" him when he's standing on the X nearest you. There is no strategy here; it's completely random, and if you say "bollucks to you!" and just turn your light off, he jumpscares you. The reward for catching him is two hours shaved off the next night, which is not only a weird reward, but completely breaks the immersion of the game. How does this work in context of a terrified child hunted by his nightmares? It's a really strange inclusion, and honestly just felt like Scott wanted to stick Springtrap in the game somewhere, so we got this.
Graphically, this is easily the best in the series. The designs for the nightmare versions of the animatronics we've all grown to loath are appropriately horrific. The complete pitch black of looking out into the hallways (though realistically the right hallway would have some outside light shining in) evokes a primal childhood fear in me, and even though I keep saying "just turn on the lights and close all the doors, dummy!" I really liked the idea of being a child haunted by nightmares. Powerlessness is a theme of these games, and FNAF 4 nails that better than any other in the series. It's just a damned shame you're stuck in that one room, doing the same four things over and over again.
There's a monster in my closet.
There's a monster in my closet.
So...is it scary? It's certainly nerve-wracking. I had the same "I can't play more than a few minutes of this at a time" reaction that I had with all the games. I'd say it's the tensest since the first game (were I to rate them in terms of a "Nathan-Has-To-Take-a-Break-o-Meter," it would probably be 4, 1, 2, 3) and again, I really like the child theme. I also like how it ties up story bits with a fairly tragic and actually emotional side-story, presented between levels in the usual "retro graphics" style used in the previous games.
To be frank, however, I'm pretty disappointed. While the previous three games have been scary, I've still considered them fun to play. There was a sort of manic chaos that permeated them and exacerbated the already rising tension I felt at trying to not get murdered by Chuckie Cheese monsters. This time around, you can see the seams a little too much. The text tutorial, weird minigame, and routine gameplay breaks down what would otherwise be the best game in the series, at least tonally. The high bar of entry (you'll have to have played 1-3 to understand 4) and unfair monster movements just make the game feel like a chore, something FNAF 2 almost slipped into but just missed. It's a damned shame.
Please go away.
It's like all my childhood nightmares made flesh. Or...robot, I guess.

As it stands, this is the first FNAF game I'll only recommend if you already like (and have played) the other games in the series. It's a decent enough closing note, and its heart is certainly in the right place, and holy cow mad props to Scott for churning out four totally decent games in under a year. But I think the formula is finally starting to get stale, and it's a good thing he hung up his hat on a still (reasonably) high note. If you love the series, you'll still enjoy this one, but remember it's better to burn out than fade away. Also this game (like the rest of the series) I swear is funner to watch others play rather than play yourself. Which is probably why YouTubers love it to death.
I still wasn't ready for Freddy, but I'm sad to see him go.

Three out of five stars

(but if you haven't played or have no interest in this series, shave a star off).
Finally, an appropriate time to use "2spooky4me"