Showing posts with label fatal frame. Show all posts
Showing posts with label fatal frame. Show all posts

Sunday, May 28, 2017

The survival horror ambiguous storyline theory

In the last couple years we've got a lot of good survival horror games. Titles like Outlast 1 and 2, The Evil Within, Alien Isolation, RE7 and many others. Most of them gave us good hours of enjoyment, but some people (myself included) expected this to be the big revival of the survival horror genre and in the end of this nice line of releases, we ended up feeling like it was good, maybe great, but not epic or unforgettable. I was kind of at a loss, trying to find a reason about why this wave of survival horror goodness didn't felt perfect until a survival horror themed conversation happened with one of my friends.

On our little chat, we were talking about some famous survival horror games like the old Resident Evil games and we were wondering what happened. Lots of nostalgic moments and memories came from that, but there was this part of the whole argument that really got me thinking.

Resident Evil Mansion
The first time we got here, is still one of the most epic gaming moments for many of us.

My friend stated that the best thing that the old Resident Evil games had was the atmosphere of not knowing anything about it. Now let's make a thought exercise and follow the Resident Evil example:

You arrive at a mansion, trying to rescue a military squad that was missing in action, then you get inside to this nice looking place only to find that is crawling with all kinds of creatures that shouldn't even exist. The first time everybody played this we felt the intrigue, violently building up from the moment we found the first zombie and see that low resolution video of it munching on a dead soldier's body. Now this is what was going through my mind at that point:



Old Mansion + Lots of doors + Zombies... I think that I'm going to spend a lot of time figuring this out, but I will do it because it intrigues me and I want to know more.

The feeling was special to say the least. At the time it felt huge (like taking a cross-country trip without knowing where you will end up) and it took a lot of exploration, discovering new places, reading documents, solving puzzles, surviving and watching cutscenes in order to finally get to that underground laboratory for the first time and go like "What? A lab in this place?". That was the moment when the game's story was at its peak and that precise point was what made it all so worthwhile.

Resident Evil 2
Some consider this one the best in the series, I personally see it tied with Code Veronica.

Resident Evil 2 gave us another dose of that feeling, but on a bigger scale. Now the whole city was infected and I was playing as a rookie cop/rebellious biker girl that had no clue of what was going on. By then we all knew that the creatures existed and we knew that they were man made, but at the same time we had lots of questions like how the virus got to the city and what kinds of creatures it could had spawned there. Our answer came as we began exploring the police station and progressed from there, finding creatures such as the lickers and the giant croc that wanted to have us as as a tasty snack.

From there on, we kept discovering things and the more we knew, the more we wanted to know. At that time, we had already mastered the now criticized tank controls, weird aiming mechanics and cheesy voice acting because we had to know where it would all lead up to. It was like starting to read a good book at 8:00 pm only to be hooked by it and keep going through the night even though you know that you have to work/go to school on the next day. It was that powerful.

I could go on and on about every Resident Evil game, but let's get to the point. The charm of these early manifestations of the survival horror genre (something that was also used by other games like Silent Hill) was that a great deal of the main problem in the storyline was hidden to us, even when we knew who our enemies were. It was this feeling of mystery and hopelessness mixed with stress and been lost in a place you don't know anything about, the thing that made the old school survival horror experience to be so special and that is the aspect that was missing from the cool, but not epic  horror games that we got at the beginning of this generation. They had the atmosphere and game mechanics right, but they lacked the WTH is going on factor because even when they tried to hide it (like they did on The Evil Within) we had this sort a of faint foresight about what was going on that didn't let us use our imaginations at full power.

Enemy Zero
Another one of my favorites, underrated Saturn game that followed the formula you will soon read about.

So this the point when all our thoughts were gathered and we came up with the survival horror ambiguous storyline theory. This theory states, that for a game to be a true heir of the survival horror roots it needs to have a story that leave us lost and wondering up until it peaks, a continuous affair with no divisions like chapters or places you can't go back to and having the sense of discovering things by our own rather than holding our hands and/or structuring the game into established objectives. Anything less of this makes the game to be an action game with horror elements and anything more than this is to be considered experimental (like some horror indie games).

This was the reason why the newest games are not clicking with some of us us in the same way that the old ones did. They gave us unnecessary foresight on what was happening, were structured in chapters and objectives leaving little to no space for backtracking and while they were fun, they weren't the survival horror revolution we were hoping for. If we were to compare these games with a cake, we can say that instead of been a chocolate cake, it was a vanilla one coated with chocolate frosting, which tasted good, but was not as satisfying.

Clocktower NES
I found this as an adult and the tension and scare factor it brought was amazing considering this is a SNES game.
Now that you know about it, what do you think? Is our little theory right on the spot or are we missing something? Let's talk about this on the comments below and btw, thanks for reading.

Wednesday, July 16, 2014

Fatal Frame 4 - The one that got away

Fatal Frame is often considered one of the best survival horror franchises of all time, mostly because it is one of the few that dared to stay true to its roots and not succumb to the practice of change for the sake of change. The first game began as a "based on true events" kind of thing that ended spawning its own story. The second one expanded the horror atmosphere with bigger places to explore and a deeper sense of horror and the third one had a story that connected the happenings of the first two games. After that, it was obvious to expect a fourth installment in the series and with the PS3, Xbox 360 and Nintendo Wii already there, it was just a matter of how good it would be, either with advanced graphics (for the time) or with motion controls.

Two years after that generation was up and running, the game was made. it was Zero: Tsukihami No Kamen, Project Zero 4 in Europe or just Fatal Frame 4 (informal name in America). The game was developed by Tecmo LTD/Grasshopper Manufacture and Published by Nintendo and all seemed good and dandy except for the fact that the game never made it to our shores.

fatal frame 4
The art for this game was so hype inducing, but in the end we got nothing.
Why wasn't the game released in America?

There has never been a clear answer about the reasons why this game was only released on Japan and Europe. Most probably it was a weird business decision coming from Nintendo that even caused frustration on Tecmo because they did not expected "the big N" to do that. Curiously enough, the game became the best selling Fatal Frame in the franchise with 75,000 copies sold in Japan alone (I know this doesn't seem much, but for a genre that was starting to become niche, it is a good number).

fatal frame 4 characters

What was the story of the game about?

The story on this Fatal Frame title is about a group of five girls that were kidnapped by a apparent serial killer called Yu Haibara. The girls were taken hostage in an abandoned sanatorium located in Rougetsu Island, located south of Honshu and went through an unexplained ordeal, but were rescued by a clever detective who had been following Haibara for some time. Even though all of the girls survived, they all lost their memories and could not remember anything about the time in which they were held hostage, so they just continued their lives as if nothing ever happened.

Ten years later, 2 of the girls die in mysterious circumstances and the three remaining ones (which are 17 years old by now) decide to go back to the island not only because they were afraid of ending up like the other two, but to find the truth by recovering their lost memories of the events that transpired on that island ten years ago.

fatal frame 4 flashlight
Some would accuse this  "powerful flashlight" mechanic of making the game easier on purpose.


Is the game play identical to the other titles?

Yes and no. The original survival horror atmosphere is there, but some reviewers have stated that the development of the story and game lore was a little slower, taking the player a longer time to really understand what was really happening. As far as game mechanics go, it seems that the game developers did not used the wiimote at a horizontal position for the Camera Oscura, but used a wiimote + nunchuck combination that still had motion control, but was not even near to what some of us had expected. There is also the implementation of "waggle" controls for mundane things like turning a door knob or some other simple tasks.

One new thing on this game was that you could use a flash light that had the same powers the Camera Oscura had. It was weaker than the camera, but it gave the player a little more flexibility when fighting ghosts as you could use motion controls to point to the enemy without the need of a first person view. This was probably mostly use to fend the ghost off a little in order to gain some time to position yourself and finish them off with the camera.

fatal frame 4 ghost


Any real noticeable flaws on this game?

If the game were to be released today as it was back in 2008, it would had been heavily criticized because of frame rate issues and sluggish movement (compared to the previous games). Also the waggle controls would had been seen as unnecessary, but all the other good stuff was there.

fatal frame 4 exploring

Wrapping it up

Fatal Frame 4 is not the best of the franchise (even if it is the one that sold more copies). Based on how some reviewers describe it, it was an experimental attempt to take the franchise to the Wii that was not horrible, but it wasn't ground breaking either. In summary, it was a good game made for the fans of the series and an American version would had been quite appreciated if they had taken the risk and released it. Who knows, maybe with the current trend of releasing older games on current generation consoles we may still get the chance of comfortably playing the game at last.

Fatal Frame on Wii U pad
This is just a mock up pic I made just to show how awesome a Fatal Frame on Wii U could be.

Bonus Stage!

We did not had Fatal Frame 4, but it has been recently announced that there is a new Fatal Frame game in the works for the Wii U! Once again the chances of this game been awesome are there, as the Wii U Pad fits perfectly with the camera mechanics and if they once again hold their ground and keep loyal to the franchise roots (and release the game in America) it will be one survival horror gem for Wii U in a time where the console needs these types of games the most.

Update:
 A Japanese teaser video was released and the game looks beautiful, check it out.