Fatal Frame II: Crimson Butterfly | |
---|---|
Developer(s) | Tecmo |
Publisher(s) | |
Director(s) | Makoto Shibata |
Producer(s) | Keisuke Kikuchi |
Programmer(s) | Katsuyuki Okura |
Composer(s) | Ayako Toyoda |
Series | Fatal Frame |
Platform(s) | |
Release | PlayStation 2Xbox |
Genre(s) | Survival horror |
Mode(s) | Single-player |
Fatal Frame II: Crimson Butterfly [a] is a Japanese survival horror video game developed and published by Tecmo in 2003 for the PlayStation 2. It is the second installment in the Fatal Frame series, and features an independent story with little relation to the first title. The story follows twin sisters Mio and Mayu Amakura as they explore an abandoned village and experience encounters with the paranormal. Their lives quickly become threatened when the village spirits begin to possess Mayu and target them as sacrifices for an ancient ritual. Players must use a camera with powers of exorcism to defeat enemies and uncover the secrets of the village.
Development of Fatal Frame II began shortly after the completion of the first title. Because many players were too frightened to finish the original, Tecmo made the sequel's story more interesting to encourage players to see it through and finish the game. Despite this, horror was still the central focus of the game. Director Makoto Shibata kept the perpetual nature of spirits in mind during development. Ghosts reappearing in different locations, and being able to feel their presence even after their death were characteristics Shibata felt were indicative of a horror scenario.
Upon release, Fatal Frame II received positive reviews, and is widely considered to be among the scariest video games ever made. An Xbox port, subtitled Director's Cut, was released in 2004 and included improved visuals, audio, new gameplay modes and an exclusive ending. The game has also been re-released on the PlayStation 3 via PSN in 2013, and a remake of the game titled Project Zero 2: Wii Edition was released for the Wii in 2012 in Europe and Japan.
Fatal Frame II is a survival horror video game. [4] For most of the game, the player controls the protagonist Mio Amakura as she and her sister Mayu explore a ghost town. [4] [5] : 4 As they explore the town and uncover its secrets, they defeat enemies in the form of ghosts and spirits by taking pictures of them with an enchanted camera, the Camera Obscura. [4] [5] : 10–11 There are two modes of gameplay, field mode and viewfinder mode. When in field mode, the player controls Mio directly and can examine items and search areas for clues. When the camera is used, the game enters viewfinder mode, from where pictures of ghosts and scenery can be taken. Information about the camera film type, lens type, and camera enhancements is visible. [5] : 6–13
Most of the game is spent directing Mio followed closely by Mayu as they explore the village. A filament in the corner of the screen will glow when ghosts or clues are nearby. Many clues are only visible through the viewfinder, and some ghosts are non-hostile and will provide hints to advance further. Sometimes Mayu will stop if she finds a clue as well. [5] : 6–13 Other than clues and key items to progress the narrative, consumable items such as health restoratives and film for the Camera Obscura can be found. [5] : 31
Fighting spirits by taking pictures of them is a key gameplay mechanic. [4] When in viewfinder mode, one can take pictures of enemies, damaging them. More damage can be dealt by snapping shots at certain moments, indicated by the filaments and lights on the camera. Power-up lenses can be used to provide added affects such as slowing down the enemy or pushing them back. [5] : 13, 16–17, 24–27 Pictures taken with the camera can be saved to the memory card. [5] : 21 Mayu cannot fight off ghosts, and if she takes too much damage, it results in a game over. The player character Mio has a health meter, and like Mayu, if she receives too much damage it is game over. The game must then be continued from a previous save. The game can only be saved at red lanterns located in throughout the village. [5] : 6–13, 20
Twins Mio and Mayu Amakura visit a forested valley in the Minakami region where they used to play as children, which will shortly be flooded due to a new dam project. Due to a crippling leg injury suffered by Mayu indirectly caused by the younger Mio, the twins are very close but suffer a strained relationship. Mayu is led away by a crimson butterfly, with Mio giving chase and the two ending up in Minakami Village, a legendary location said to trap people who enter it. The two search for a way out, finding Minakami Village haunted by hostile ghosts. Mayu is frequently separated from Mio, led by crimson butterflies deeper into the village and eventually becoming possessed by the spirit of a girl called Sae Kurosawa. Mio is helped by Itsuki Tachibana, a friendly spirit who mistakes her for Sae's sister Yae. Yae also appears within the village, and appears to influence Mio's actions. The village's history is revealed through documents and flashbacks Mio experiences from the ghosts.
Minakami Village was built over a gate to the underworld dubbed the Hellish Abyss, and used a ritual to placate it; one of a set of twins to strangled the other, supposedly reuniting their souls into one being and appeasing the Abyss. After several failed rituals, Yae and Sae were the only remaining twins in Minakami Village. Itsuki, a survivor of an earlier ritual, sought to help them escape, sending for help from a friend outside the village, Ryozo, who visited with his folklorist teacher Seijiro Makabe. The villagers used Seijiro as a stopgap sacrifice dubbed the "Kusabe", though Ryozo escaped. When Itsuki tried to help Yae and Sae escape, Sae let herself be captured so they could perform the sacrifice and be "together forever", but Yae ran. Itsuki killed himself in despair at Sae's capture, and the villagers sacrificed Sae alone. This caused the ritual's failure, consuming Minakami Village and causing Sae and Seijiro to return as vengeful spirits. Mio, learning that according to the village's customs she will kill Mayu, attempts to flee. Sae captures Mayu, intent on seeing the ritual completed as she sees herself and Yae reflected in Mio and Mayu.
The story has multiple endings based on different actions. Mio can choose to abandon Mayu, causing her to be attacked by Sae and waking up in the real world without Mayu, resulting in a game over. If Mio follows Mayu, the sisters are led through the sacred pathways by Sae and Yae respectively, with Mio fighting Seijiro before reaching the Hellish Abyss. With both sisters in a trance, Mio strangles Mayu, completing the ritual and bringing peace to Minakami Village as Mayu's spirit becomes a crimson butterfly. Mio is later seen with a red mark on her neck representing Mayu's spirit. [b] Completing the game on hard mode unlocks a new fight with Sae, which allows Mio to rescue Mayu; due to looking into the Hellish Abyss in the process, Mio is permanently blinded. An Xbox-exclusive ending sees Yae using Mio to reach Sae, allowing them to complete the ritual and sparing Mio and Mayu, allowing them to reconcile.
Development of a sequel to the original Fatal Frame began "relatively soon" after its release. Many players were too scared to finish the first game, so for the sequel, Tecmo shifted their attention to create a more interesting storyline to encourage players to see it through. [7] Despite this, Fatal Frame II was developed with "horror" being the central focus more-so than the "action". [8] Producer Keisuke Kikuchi and director of the Xbox port, Zin Hasegawa, called it "horror that appeals to human imagination", citing how some people get scared when hearing faint sounds in the dark. [9] The plot of Fatal Frame II is independent from the first game in the series. Kikuchi cited symmetry as a central theme in the story, in that, "tragedies and fear are based on what happens when you tear things apart", such as butterflies and twins. [8]
In creating the horror atmosphere, they considered more closely how spirits may behave. They may randomly disappear or reappear in different locations, and their presence can sometimes still be felt after they are killed. Shibata called these "never-endings loops" characteristic of a horror scenario, and this illusion was something he felt in a dream which he was using as inspiration for the game's story. [7] Kikuchi took his inspiration from movies, literature, and also traditions and customs. He specifically cited Japanese novelist Seishi Yokomizo and Stanley Kubrick's The Shining as inspirations. [8]
The decision to make an Xbox port of Fatal Frame II was not made until after release of the PlayStation 2 version and during planning of Fatal Frame III . [10] The Xbox port featured enhanced graphics with better lighting techniques, and also a Dolby Digital audio option was added. [8] [9] Additional gameplay modes were also added, First-Person Shooter Mode and Survival Mode, and more costumes as well. [9] [10] Kikuchi considers this version to be "Fatal Frame 2.5". [10]
Fatal Frame II was originally released in 2003 for the PlayStation 2. This version has been made available for download on the PlayStation 3. [11] The PS3 version was removed from the online store shortly after release due to various technical issues with the emulator, before it was fixed and re-released on July 30, 2013. [12] The download was only available for players in North America. [13]
Fatal Frame II: Crimson Butterfly Director's Cut was released for the Xbox in 2004. The director's cut added in several updates, including a first-person play mode, a survival mode, a new ending, enhanced graphics, and a greater number of alternate costumes to unlock. In first-person mode, the player can play through the entire game from a first-person perspective. The Xbox version also has a "shop" feature where the player can trade points from pictures for healing items and film. [14]
A remake of the game, titled Project Zero 2: Wii Edition , was released for the Wii in 2012, exclusively in Japan and Europe. [15]
Aggregator | Score | |
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PS2 | Xbox | |
Metacritic | 81/100 [16] | 84/100 [17] |
Publication | Score | |
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PS2 | Xbox | |
Eurogamer | 8/10 [18] | 9/10 [19] |
Famitsu | 33/40 [20] | |
Game Informer | 9/10 [21] | 9.3/10 [22] |
GameSpot | 8.2/10 [23] | 8.3/10 [24] |
GameSpy | [25] | [26] |
IGN | 8.5/10 [27] | 8.4/10 [28] |
This section needs expansion. You can help by adding to it. (October 2016) |
Fatal Frame II: Crimson Butterfly has received positive reviews from critics. Aggregating review website Metacritic gave the Xbox version 84/100, [17] and the PS2 version 81/100. [16]
Fatal Frame II was ranked second in the list of "Top Ten Scariest Games" by GameTrailers in 2006, [29] and third in X-Play 's "Top Ten Scariest Games of All Time". [30] Game Informer also ranked it number one on a similar list. [31] Ars Technica published an article about the game in its 2011 Halloween Masterpieces series, [32] while PSU.com in 2003 opined Fatal Frame II was the scariest video game ever made. [33] Fatal Frame II was a nominee for GameSpot 's 2004 "Best Adventure Game" award, which ultimately went to Myst IV: Revelation . [34]
Video game writer and director Neil Druckmann discussed the impact of the game on his work in a 2014 interview, stating: "Fatal Frame II is the scariest kind of experience in any medium; I haven't seen a movie that comes close." [35]
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Fatal Frame is a survival horror video game developed by Tecmo for the PlayStation 2. The first installment in the Fatal Frame / Project Zero series, it was released in 2001 in Japan and 2002 in North America and Europe. An enhanced port for the Xbox was released in 2002 in North America and 2003 in Japan and Europe. The game was published for both systems by Tecmo in Japan and North America. In Europe, the PlayStation 2 version was published by Wanadoo, and the Xbox version by Microsoft. It was re-released in North America on the PlayStation Network in 2013.
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For Druckmann, there's no question: "It's just our perception", he states. "In many ways games surpass those other formats. Fatal Frame II is the scariest kind of experience in any medium; I haven't seen a movie that comes close. And Ico has me connecting to another character in a way that no book ever has. Likewise, a lot of games can make you feel guilt: that's something a film can never do".