Monday, 26 January 2026

Poppy Playtime: Chapter 3 'Deep Sleep' (2024) - Horror Video Game Review


I was pleasantly surprised when I decided to check out episodic horror game; Poppy Playtime late last year. I had expected something like Five Nights At Freddy's but more basic. Instead it was the opposite, feeling like that game if it had been expanded upon to be more than just a single room puzzler. Both Chapter 1 'A Tight Squeeze' and Chapter 2 'Fly in a Web' were quite light on genuine horror moments, I would even go as far to say they are relatively child friendly. That isn't the case for Poppy Playtime: Chapter 3 'Deep Sleep' - this chapter heightens the terror to make an experience that I would not recommend for those who don't enjoy horror. Of course, unavoidable spoilers for what has come before.

Chapter 2 ended with self aware doll Poppy Playtime deciding you were too useful to let go, and so at the last moment diverted the train that was transporting you to the surface, to instead send you deeper into the nightmarish facility, inadvertently causing the train to crash in the process. The third chapter begins with chapter antagonist - CatNap, picking up your unconscious body and discarding it in the trash compactor room. Regaining consciousness at the last moment, you escape the room, and soon get in contact with new character; Ollie, who communicates via a telephone device you collect. He tasks you with powering up a huge machine to divert the hallucinogenic red gas that is blocking the way deeper into the vast underground complex. To do this, you must head into Playcare - the giant biodome orphanage, that also happens to be the stalking ground of the lethal CatNap.

With each subsequent chapter being more expensive to buy, I really hoped the game would increase to match the price rise. That again is the case here, where Chapter 1 was around an hour long, and Chapter 2 around two hours in length, by the time the end credits for Chapter 3 appeared, I had been playing for around four hours. It is more of the same, you explore maze-like levels in first person, solving puzzles, while avoiding the chapter specific enemies who instant kill you should they get a hold of you. The game is at its most unique with the biodome setting, a vast area that is designed to look like it is outside, despite being very very deep below the surface. The central hub area here is made to look like a small town, with various buildings that you travel to as you attempt to reroute the power. Your adventure takes you to a variety of locations, from a school, to caverns, and offices. The horror is in abundance here, with much of it suggested rather than shown in detail. There was something really quite unsettling exploring dormitories and nurseries that featured blood stained bunk beds and cots.
To help assist you, as per previous chapters, new abilities for your grab-hand device are given. You get an upgraded grab-hand that lets you stretch out the hands further, and get two additional upgrades for it - one that allows you to use jump pads, and one that fires flares to light up dark areas. I spent much of my time here cursing how dark the game world was, especially when at the midway point your torch is destroyed. This was a problem of my own making, as I completely forgot I had a flare gun attachment that would have been very useful at giving light to the sometimes pitch black areas! The gun can also be used to protect against the pint-sized enemies that appear in the terrible Playhouse section. Terrible as in horror filled, not terrible as in badly made. Again, forgetting I had the flare gun made that part of the game a whole lot harder.

I was pleased that there is quite a lot of lore revealed during this chapter. You get information about the event that led to the initial disaster in the 90s (that you were seemingly the sole survivor of), and also get a good idea of your ultimate goal in the facility, with the hinted at main antagonist - 'The Prototype', making more of an appearance. The big bad of Chapter 2 was a constant presence, constantly interacting with you. CatNap has a far more hands off approach and barely even appears until the final half of the game. Puzzles were simple, but involved enough to feel satisfying to solve, mainly revolving around moving batteries about, and setting up relays to power up doors. The chapter culminates with a big boss battle, which was basically Five Nights At Freddy's, having you needing to monitor a series of corridors that something was trying to advance down. The hands-off approach of  the chapter antagonist was balanced with a few other enemies, a teacher robot that only moves on you when you aren't looking at it, and a horde of tiny robotic animals. These were both neat and effective enemies to face. Often these take the form of chase sequences. There were quite a few of these sections, though strangely, the checkpoints for these were never just before them, but several rooms before. This led to a pointless minute or so walk to get to the section that you previously died in each time (should you fail). Added to the horror mix are nightmare sequences (a result of the hallucinogenic red gas lingering around). These parts gave some variation, adding rather than detracting from the overall experience.

Each chapter of Poppy Playtime has both increased in length, and increased in horror. It was a pleasure to have the best looking area of the game yet with Poppy Playtime: Chapter 3 'Deep Sleep', and I appreciated how survival horror like this felt, even if you are only in actual danger during set events, rather than constantly. I loved the lore here. The dark locations, and not knowing where to go during chase sequences occasionally frustrated, but myself forgetting I had a flare gun was no doubt the cause of some of these frustrations. As I say at the end of each chapter review; I can't wait to pick up the next chapter and get further into the Hell of Playtime Co.

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