Fatal Frame IV: Mask of the Lunar Eclipse (Wii) - Let's Play 1001 Games - Episode 643
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Fatal Frame: Mask of the Lunar Eclipse
from https://en.wikipedia.org/wiki/Fatal_Frame:_Mask_of_the_Lunar_Eclipse
Zero: Tsukihami no Kamen[a] is a survival horror video game primarily developed by Tecmo and published by Nintendo for the Wii video game console; Tecmo shared development with Nintendo SPD and Grasshopper Manufacture. The fourth installment in the Fatal Frame series and the first on a Nintendo console, it was released in Japan on July 31, 2008. Despite a European release being announced, the game has never been released outside of Japan. A fan translation was released in 2010.
The story, set on the fictional Rougetsu Island, focuses on Ruka Minazuki, one of a group of girls who was held captive on the island for unknown reasons. Years after their rescue, still suffering from amnesia, Ruka and the two surviving girls return to the island to seek out the truth. The game's title stems from a ritual mask key to the story. The gameplay, as with previous entries in the series, revolves around the main character exploring environments and tackling hostile ghosts using the Camera Obscura.
The idea for Mask of the Lunar Eclipse came to series co-creator Keisuke Kikuchi when he first saw the Wii hardware. Kikuchi and series co-creator Makoto Shibata returned as respective producer and director, while Grasshopper Manufacture's Goichi Suda acted as co-director, co-writer and designer. The gameplay concept was making the player literally feel the fear evoked in the game. The addition of further developers to the project enabled the team to reconsider the standard formula, although it proved to be a chaotic experience. As with previous games, the theme songs were sung by Tsuki Amano. When released, it became the best-selling entry in the series to that date, and received generally positive reviews from critics.
Mask of the Lunar Eclipse was co-developed by Tecmo, Grasshopper Manufacture and Nintendo Software Planning & Development. Tecmo was in charge of the gameplay and atmosphere, Grasshopper Manufacture were put in charge of character motion and other unspecified aspects of development, while Nintendo managed general production. Makoto Shibata and Keisuke Kikuchi, series creators and respective director and producer of the previous games in the series, returned to their respective posts.[1][5][6] In addition, Grasshopper Manufacture's Goichi Suda acted as a co-director, co-writer and designer. Suda was initially reluctant to work on the project due to his intense dislike for ghosts and horror games.[5][7] According to a later interview with Kikuchi, he was first inspired when he saw the potential in the Wii hardware, and was the first to propose the project to Nintendo.[8] The main development goal for Mask of the Lunar Eclipse was "feeling fear with [the player's] body", with gameplay functions closely tied into the Wii hardware. Among these were feeding sounds through the Wii remote's speaker and creating effects using the rumble function. An adjustment they made was to the camera perspective: while it had been placed at a distance in previous games, it was shifted to an over-the-shoulder third-person view so the control of the torch was more realistic. This raised concerns as to the pace of the character's movement. Taking into account similar criticisms from fans of earlier games, the characters' speed was increased. This aspect was undergoing revision until quite late into development.[1] The CGI scenes were created by Shirogumi.