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The sound cuts, as Miku's eyes widen on the screen. The only sound in the room
is the hypnotic buzz of the controller hammering a terrified, arrhythmic heartbeat
into your hands. The eyes are replaced by a close shot, getting closer all the
time, of a hole in the floor, and when the inevitable hollow boom echoes from
the speakers, and the indeterminate white shape flashes across the screen, it's
hard to stop yourself from jumping, though you know it's coming. But ghosts? Just...
ghosts? In the company of worlds populated by Resident Evil/Biohazard's mutant
zombies and Silent Hill's more unorthodox aberrations, how frightening can a plain
old ghost be?
Walking a darker, more sinister path than the Biohazard series (which has always
relied on sudden shocks far more than on any sustained atmosphere), and a less
overtly bizarre one than the Silent Hill games, Fatal Frame gets the mix right
from the very start - centering around a missing brother, a mysterious heirloom
camera with the power to capture ghosts, and a cursed mansion; it's a classic
ghost story (based on a true story, Tecmo would have us believe), the kind of
thing that would have frightened you as a child, but which you would have laughed
at mercilessly as a teen - and which, in its interactive form, comes back into
its own in spectacular fashion, leaving gamers around the world shaking, unable
to play for more than a half-hour at a time. Just ghosts...?
From the playable intro sequence featuring the protagonist's soon-to-go-missing
brother (played out in a grainy black-and-white style, only key game objects
being picked out with very subtle use of colour), the game ensures that the
player is uncomfortable, with numerous short, jumpy cutscenes adding to the
claustrophobic disarray of the mansion, and the occasional wandering ghost visible
in the distance. The atmosphere is expertly constructed, despite some truly
disastrous voice acting - the only thing which takes the sheen off an all-but-immaculate
audio-visual style which lasts from beginning to end in Fatal Frame. The use
of sound in the game deserves a particular mention - delivered in flawless 5.1,
the disturbing whispers of the spirits and creaks of the floorboards put the
player still further on edge. The bleak and intense soundscapes are further
accentuated by the developers' choice of music, which is minimalist in the extreme,
and matches the mood perfectly.
A sad, damned atmosphere pervades throughout the entire game - there are no
moments of light relief, even in flashback sequences to happier times; there
is nowhere in Himuro mansion where the player is safe to idle for a while. None
of the ghosts here died of old age, and those who've been graced with cutscenes
to indicate the manner of their passing make you thankful that you don't get
to find out what happened to the majority of them.
There are three main types of ghost in Fatal Frame. Vanishing ghosts will appear
as you pass certain points in the mansion - quick reflexes will allow you to
capture these spirits and add to your 'Spirit Point' total (used for upgrading
your camera's basic functions, and adding extra functionality). Hidden ghosts
work much the same way, but can be found only by watching and listening for
clues to their proximity. Some hidden ghosts also act as gatekeepers, blocking
access to the depths of the mansion until they have been photographed.
The attacking ghosts are the main draw of the game, and the majority of them
are handled with such élan that they're a pleasure to battle against
(although there are one or two you'll be sick of the sight of by the end of
the game), all with distinctive attack patterns, music and sounds. They phase
in and out of your field of vision, one moment right on top of you, the next
across in the opposite corner, in a most disorientating fashion. Some of these
encounters are very difficult indeed, and the sense of disarming panic as you
enter first-person-perspective mode, attempt to stumble backwards, line up a
shot and wait for the exact moment to hit the ghost as hard as possible is far
more real and primitive than that supplied by Biohazard's grappling zombies.
Random attacker-ghost encounters are generally the most oppressive of all,
particularly as the game moves through the second and third nights and the opponents
get tougher and tougher. The filament at the bottom of the screen which indicates
nearby paranormal activity will glow, accompanied by horrific crescendos of
dense white noise, for minutes at a time, with no sign of an attack - eventually
taking out your camera shows that the ghost has been floating unseen in front
of you the whole time. These transitions from an empty room to a suddenly, shockingly
visible ghost in the viewfinder are among the game's strongest moments - the
Biohazard-style jumps coming together perfectly with the oppressive atmosphere
which this game oozes.
This isn't survival horror - it's just pure, unadulterated horror, and it's
all the better for it. There is no sign of Biohazard's ridiculously outdated
inventory system and, although a traditional rotate-then-walk-forward control
system has been included, the default analogue controls (which have been a long
time coming in the genre) are more than sufficient, and make running from confrontations
a much easier proposition. Control in first person mode is also well implemented,
with no needless complications - although some gamers may take a while to adjust
to the sudden reversal of thumbstick functions which results from looking through
the viewfinder.
You'll never run out of film - the ammunition of the game - as long as you
can find a save point, and you can conceivably finish the whole game (at least,
on its default difficulty setting - the two extra difficulty levels, one of
which is an Xbox exclusive, are a different matter altogether) using only this
Type-14 film. Other, more powerful, film is strewn around the mansion and can
be invaluable against some of the boss ghosts, but you'll never be put in the
position where you don't want to save your game because you're not sure you
have enough ammo to make it worthwhile carrying on. Games can be saved at the
player's discretion, without the need for finding rolls of tape or suchlike.
Tecmo have also included a battle mode as an unlockable extra, which allows
fights against ghosts with set conditions in specified rooms, aiming for high
scores and fast times. While this dilutes the nature of the game, the player
is required to have completed the main game before this trivialising subgame
becomes available.
Some of the conventions of the genre remain; stone-sliding puzzle locks are
an irritation which diminish the mood considerably. However, for the most part,
the puzzles in this game are none too taxing and don't irritate. Fatal Frame
feels like a breath of fresh air in a genre which has spent most of the last
decade moving forward only in terms of narrative, and while it's a gruesome
and disturbing way to spend an evening, the awe-inspiring power of the narrative
style, hammered home by a brutally efficient game engine and nerve-wracking
game mechanics, makes this the most compelling game of this nature yet to appear
on a console.
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