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SOJ Fatal Frame · The History
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The History of Fatal Frame

The game that made you fight ghosts by looking at them.

In 1986, folklorist Junsei Takamine vanishes inside Himuro Mansion. His student Mafuyu Hinasaki goes in after him and does not come out. Mafuyu's sister Miku, who shares his sixth sense, follows with the family camera, an antique that can photograph things the eye cannot see. Fatal Frame (PlayStation 2, 2001) was Tecmo's first survival horror game, built around one idea its makers chased from the first day: the scariest gaming experience possible. In Japan it is called Zero; in Europe, Project Zero.

THE MAKING

Tecmo, from Deception to the PlayStation 2

The concept came to director Makoto Shibata shortly after he finished work on Tecmo's Deception: Invitation to Darkness, and he has said it was inspired by his own dreams and by encounters he felt were supernatural. Development began when the PlayStation 2 hardware was first introduced to Tecmo, under the codename Project Zero, with producer Keisuke Kikuchi overseeing and a staff drawn in part from the Deception team. Shibata wrote the story himself, with Tsuyoshi Iuchi writing the script; the story was the first part of the game to be finished.

The team took a technical cue from a rival: the positive reception of the polygon characters in the Silent Hill series was a starting point, and Tecmo pushed further toward the feeling of seeing things just off screen. The haunted mansion setting had been an early Shibata idea for the Deception games, passed over there because it limited the trap setting gameplay. To keep the isolation total, the setting was moved back to 1986, before mobile phones could rescue anyone.

Some of what was planned never shipped. Scenes considered too graphic were cut, among them a flashback of the Himuro family head committing seppuku and a fuller depiction of the Strangling Ritual that sits at the story's centre.

THE DESIGN

Black for fear, white for hope, and a camera that was not in the plan

Character designer and CGI director Hitoshi Hasegawa set the game's key colours as black and white: white for hope, black for fear, with a long effort spent on lighting and shading so that Miku's torch could cut the mansion's dark. A third colour, red, runs through Miku's clothing and stands for life.

The rituals at the plot's core were new territory for the team, who had little experience with such material; Shibata drew on the spirituality motifs of Yokai Hunter, Daijiro Morohoshi's manga. The atmosphere was studied from Japanese horror films, high budget and low, and from war films.

The famous weapon arrived late. The Camera Obscura was not in the initial discussions between Shibata and Kikuchi at all: the first idea was that ghosts would simply be avoided and repelled by light. The team decided the player needed an offensive power, and the camera was created to be it. Kikuchi was initially opposed, then came to see that it fitted the game's context as development progressed. Its design was based on a German military camera. Sound was treated as a weapon of its own: an early decision put the game in stereophonic sound, with sound director Shigekiyo Okuda testing tools until the team settled on Arnis Sound Technologies to project sound in three dimensions. Okuda and Ayako Toyoda composed the music.

THE EDITIONS

One game, three names, an expanded port
Original · 2001 to 2002
PlayStation 2: Japan December 13, 2001, North America February 27, 2002, Europe August 30, 2002. Wanadoo published the European edition as Project Zero.
Special Edition · 2002 to 2003
The expanded Xbox port: graphical upgrades, new ghosts, a redesigned camera interface, bonus costumes for Miku, a new Fatal difficulty, an art gallery unlock, and a third ending.
The Japanese title
Zero, chosen for the enemies as beings of nothingness and for the state of a person at a decisive moment. The character can also be read as ghost.
PSN · 2013
Re-released in North America on April 9, 2013 as a PlayStation 2 Classic for the PlayStation 3.

THE RECEPTION

Atmosphere praised, controls argued over
Metacritic · 74 and 77
The PlayStation 2 original scored 74 of 100 across 22 reviews; the Xbox port scored 77 across 17.
Famitsu · 32 / 40
Japan's panel praised how the Camera Obscura, the sound, and the visual design combined to create tension.
IGN · 7.9 / 10
David Smith noted some difficulty with the controls and praised the atmosphere and gameplay: horror fans were advised to pick it up.
Eurogamer · 9 / 10
Rob Fahey, initially wary, came away impressed. GameSpot was cooler at 7.1, praising the game while faulting some textures and particle effects.

Sales were modest at home and a surprise abroad. The game sold just over 42,000 copies in Japan in 2001, inside the year's top 300, and the European PlayStation 2 edition sold 12,000. Kikuchi and Shibata later called its success in North America and Europe unexpected, and credited the popularity of Japanese horror films such as Ring at the time.

THE LEGACY

A mechanic that became a series signature

Fatal Frame's real invention was a rule: to hurt the ghost, you must keep looking at it, through a viewfinder, while it comes at you. Every later entry in the series kept the Camera Obscura, the film grades, and the reward for waiting until the last possible moment to shoot.

The game's North American box carried a line its Japanese box never did: Based on a true story. That claim has its own page on this shelf, and the record behind it is thinner, and stranger, than the box suggests.

The GalleryIs it based on a true story?Why is the camera the weapon?
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THE FIRST WORD

New pages and new pieces, first.