In the vast numbers of horror titles released
over the last half-dozen years since the first Resident Evil, gamers
have been assaulted and terrified by zombies, mutants, demons, zombie
mutant demons, aliens, vampires, and even dinosaurs - but, oddly enough,
no ghosts, spirits, or specters. The team responsible for Tecmo's
Deception series, however, decided to take a break from impaling villagers
on stakes to rectify that. The result is Fatal Frame, a unique and
often terrifying adventure that only falters in the places where it
sticks too close to the survival horror norm.
Fatal Frame places players in control of Miku
Hinasaki, a young girl gifted and cursed with an extrasensory perception
that allows her to see things "other people can't see." Miku's ability
has always alienated her from other people; her closest companion
is her brother Mafuyu, who shares the same sixth sense. When Mafuyu
goes missing, Miku takes it upon herself to track him down.
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She has special powers |
Her investigation eventually leads her to the
Himuro mansion, an abandoned manor in rural Japan. The dilapidated
house has a local reputation as the scene of bizarre cultist rituals
and mysterious disappearances. This is exactly what drew Junsei Takamine,
a renowned novelist and Mafuyu's mentor, there to do research several
weeks before; disappear mysteriously is exactly what he and his entourage
did. Mafuyu followed suit and now it's all up to Miku to get to the
bottom of the strange events.
The story that unfolds is genuinely frightening,
full of betrayal, revenge, and human sacrifice. Despite some of the
more outrageous elements, Fatal Frame keeps its tale subtle and restrained,
never falling into the camp that often plagues horror games. While
the game's English dub isn't fantastic, it never dips below competent
and manages to carry the creepy atmosphere without serving up unintentional
giggles. The plot does falter occasionally - like many ghost stories,
once the mysteries begin to unravel, things become a bit less frightening
- but on the whole it offers something more consistent and cohesive
than the norm for the genre.
The spooky narrative is helped along by some of
the best presentation yet seen in a horror title. While the graphics
themselves aren't anything too spectacular, the living and the dead
are both well modeled and the Himuro mansion is filled with tiny details,
such as Japanese dolls complete with kimonos and suits of traditional
samurai armor. The textures and modeling in some of the environments
is downright poor, but the judicious use of an excellent lighting
engine and atmospheric sound help distract from the game's other technical
shortcomings.
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But what really sets Fatal Frame's presentation
apart is the excellent camera direction. Gamers have long since grown
accustomed to the jarring angles and quick cuts used in games since
Resident Evil, but Fatal Frame takes the idea a step further. Though
the game still uses pre-determined camera angles, they're extremely
dynamic and used to heighten the tension is subtle ways. Players may
see one angle when first exploring a room, only to thrown off by a
new set of angles which highlight different areas when they return.
The dynamic camera work truly excels in the manner it's been applied
to the mansion's ghostly manifestations. There are spirits everywhere
in the Himuro mansion - under the floorboards, in the rafters, just
around the corner - and when Miku stumbles across one, or near one,
the camera will shift to a new angle to highlight the specter, while
still keeping the player in control of the main character. It may
sound confusing, but it is handled expertly throughout and good job
of keeping the player on edge without interfering with the playability
of the game.
After some time, the mansion itself begins to
feel as though it's alive and no place is quite safe from the wandering
ghosts. Instead of lengthy exposition, much of Fatal Frame's story
is conveyed by simply seeking out the dead and hearing them recount
the events that lead up to their deaths, or by watching the events
recreated through Miku's sixth sense. While your foes in most games
are faceless drones, almost every ghost in the Himuro mansion has
a tortured past and story to tell. Though the game does fall back
on documents and diaries for some of the storytelling, it's at its
best, and most frightening, when it lets the dead tell their own tales.
While the story and atmosphere by themselves make
Fatal Frame worth a look, it's the game's unique play mechanics that
truly separate it from the scores of other titles. Miku's only weapon
against the ghosts is an antique camera with the mystical ability
to capture them on film. Fatal Frame's entire combat system revolves
around the camera and, though it may sound gimmicky, it actually works
quite well.
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Inflict punishment upon them now! |
When a hostile spirit approaches (indicated by
a yellow glow on the camera's "filament" sensor), players can shift
into a first-person mode to battle it. This functions like a cross
between Pokémon Snap and a first-person shooter; the left analog stick
moves the viewfinder, while the right stick can be used to move. The
amount of damage dealt to the attacking spirit is dependant on the
"composition" of the photograph. Keeping the ghost centered in the
frame builds up a meter, and the angle and distance of the final photograph
helps determines the amount of damage dealt. It's also possible to
receive bonuses by snapping the picture while the ghost is just about
to attack, or when it is extremely close.
A successful picture not only deals out damage,
but also rewards the player with a corresponding amount of "Spirit
Points." These can be spent to level up the camera's basic functions
and add new abilities, such as "Pressure," which will push a ghost
back when you snap a picture, or "Search," which will automatically
track your target's movement. While Fatal Frame's camera-based combat
may not offer the visceral thrills of popping of zombies' heads with
a shotgun, it's fast-paced and, more importantly, fun. The variety
of ghosts is relatively high, and each kind has its own attack patterns
and movements, which keeps the battles interesting throughout. However,
it does begin to fall apart a bit later in the game when you're faced
with multiple ghosts at one time. Miku's slow movement and the camera's
small viewfinder make facing off against multiple opponents more frustrating
than fun. Thankfully, these situations are fairly rare.
Devil house, a danger is near at hand |
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Though the designers have endeavored to make Fatal
Frame's puzzles photography-themed as well, they aren't nearly as
original as the rest of the game and fall prey to the same flaws that
have plagued the genre since Resident Evil. Paper talismans replace
locks on the doors in the mansion, and the only way to open them is
to photograph the ghost that placed the seal. Taking a picture of
the locked door will reveal the spirit's hiding place, and then it's
up to the player to recreate that scene. While the areas are usually
easy to find, the necessary backtracking can become tiresome, especially
later in the game. Fatal Frame's more traditional puzzles, however,
are so bland that you'd be hard-pressed to remember any of them after
the game's finish. All of them are easily solvable once you have the
necessary items and serve as only a means to slow your progress through
the game.
Beyond this, Fatal Frame suffers from a few other
classic problems of the horror genre. If players aren't careful, item
management and game difficulty can become a major issue in the third
of the game's four chapters. Though healing items and powerful film
(which serves as the game's ammunition) are plentiful in the first
two chapters of the game, they become extremely scarce by the third.
At the same time, the difficulty takes a huge leap in the third chapter
- you begin to face multiple ghosts at one time and enemies that can
shoot projectiles. The game gives you no indication that you might
need to conserve your items early on, and many players will find themselves
facing the toughest challenges in the game with no healing items and
the weakest film possible. To make matters worse, the third chapter
consists almost entirely of backtracking to find the necessary items
to solve an inane locked door puzzle. It's as though the designers
tried to fit every survival horror shortcoming into one compact section.
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She knows about ghosts |
Fortunately, these problems are confined to the
third chapter of the game and don't really affect the playability
of the rest, nor do they ever really dull the impact of Fatal Frame's
good qualities. But the game does have one other problem endemic to
horror games: length. Most players will breeze through the game in
less than eight hours, and at least two of those will likely be spent
backtracking. The game does offer plenty of replay value, however.
In addition to unlockables such as new costumes for Miku, a ghost
battle mode, and the "Nightmare" difficulty level, subsequent playthroughs
offer a checklist for all 108 spirits in the mansion. While some ghosts
will inevitably be photographed during battle, the large majority
of them are not spirits you fight. Some only appear for a brief time
in a certain location and players must be quick on the shutter to
catch them on film. Others are hidden completely, and can only be
found by paying close attention to audio and vibration cues. Finding
all the ghosts can become a game in itself, and players can unlock
further rewards.
Even without these extras, however, Fatal Frame
would still be a worthy game. Despite the constant stream of entries
into the horror genre, disturbingly few of them ever manage to be
scary. The fact that Fatal Frame consistently succeeds is probably
enough to recommend it to horror fans, but anyone looking for a unique
and atmospheric adventure will find plenty to like about Fatal Frame.
Review by Zak McClendon, GIA.
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Fatal Frame |
Developer |
Tecmo |
Publisher |
Tecmo |
Genre |
Adventure |
Medium |
DVD |
Platform |
PlayStation 2 |
Release Date |
12.13.01 |
03.05.02 |
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News |
Fatal Frame ships |
Media |
262 screenshots |
Artwork |
Other |
U.S. box art |
Credits |
Director |
Makoto
Shibata |
Producer |
Keisuke
Kikuchi |
Character Design |
ZIN |
Stage
Design Director |
HRY-CHN |
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Full game credits |
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