The History of Fatal Frame II: Crimson Butterfly
Twin sisters Mio and Mayu Amakura return to a valley from their childhood, days before a new dam floods it. A crimson butterfly leads Mayu into Minakami Village, a place that vanished from the map after a ritual failed, and Mio follows with the Camera Obscura. Fatal Frame II: Crimson Butterfly (PlayStation 2, 2003) is the series at its most celebrated: a stand alone story about twins, built on symmetry, and routinely named among the scariest games ever made. In Japan it is Zero: Akai Cho; in Europe, Project Zero II.
THE MAKING
Tecmo, 2001 to 2003Production began at Tecmo shortly after the original game was completed in 2001, with Makoto Shibata directing, Keisuke Kikuchi producing, and Tsuyoshi Iuchi returning as script writer. Production ran in parallel with the Xbox port of the first game. The basic gameplay carried over, adjusted and expanded; the team worked on balancing a difficulty that feedback had called either too easy or too hard, and kept adjusting the camera angle until release, removing anything that would obscure the player character.
The decisive change was a lesson from the first game's reception: many players had been too frightened to finish it. So the sequel put its weight on story, building a narrative players would want to see through to the end, while keeping horror, in the team's phrase, the central focus.
THE DESIGN
Symmetry, a dream, and The ShiningShibata has said the scenario came from a dream he described as having a complete plot and ending, which he then had to make work as a game. The story was built on the symmetry of twins and butterflies: horror from the loss or injury of one half of a whole, drama from the contrasts between pairs. Kikuchi cited the stories of detective novelist Seishi Yokomizo and both Japanese and Western horror films as inspiration, and named The Shining, his favourite film, as a great inspiration in particular. Legends, folklore, and natural disasters fed the village's history. As in the first game, female leads were chosen to emphasise the protagonists' vulnerability and draw out the player's sympathy.
CGI director Daisuke Inari called balancing the horror with Japanese inspired beauty in the cutscenes a mind boggling challenge, working from reference material Shibata supplied.
The music is by Ayako Toyoda, and the game carries a theme song: Cho, by singer songwriter Tsukiko Amano. Kikuchi wanted a theme; Shibata proposed Amano after hearing her debut single. Amano, a game fan, accepted before she knew the genre, was given concept art and a plot synopsis, and wrote the lyrics from Mayu's perspective, with the image in her mind of a butterfly losing its wing.
THE EDITIONS
PlayStation 2, then a Director's CutTHE RECEPTION
The series high point, by the numbersIn Japan the game debuted as the tenth best selling game of its release week and passed 64,400 copies by the end of 2003. A decade later its PlayStation Network re-release was the best selling title in North America's Classics category in October 2013.
THE LEGACY
The scariest game lists keep its nameCrimson Butterfly settled into the canon quickly. GameTrailers placed it second on its 2006 Top Ten Scariest Games list, X-Play placed it third on a similar list, Game Informer ranked it first on one of its own, and Ars Technica, in its Masterpieces series, argued it is the scariest video game ever made.
It also set the series pattern that followed: a stand alone place, a failed ritual, a pair of sisters at the centre, and a sung theme over the ending. When the series returned to this village, twice, in remakes, it was this game it returned to.