Fatal Frame - Just 15 Minutes
Gameplay Performed by: TrevorDFox.
Fatal Frame is a survival horror video game developed by Tecmo for the PlayStation 2. The first installment in the Fatal Frame series, it 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.
Set in the year 1986, the story follows siblings Miku and Mafuyu Hinasaki. When Mafuyu disappears while searching for a famous novelist in the haunted Himuro Mansion, his sister Miku goes to find him. During her exploration of the mansion, she discovers clues as to the fate of those who entered, must fight hostile ghosts, and discover the truth behind a dark ritual that took place there. The gameplay focuses on the siblings exploring the mansion, and fighting off hostile ghosts using a special camera.
Development began after the PlayStation 2 hardware was introduced to Tecmo, using the codename "Project Zero". The concept was created by Makoto Shibata based on his own spiritual experiences. Together with producer Keisuke Kikuchi, Shibata worked on creating the scariest gaming experience possible. Multiple aspects of its style and production were influenced by this development wish. First announced in 2001 under its working title, it was eventually announced for release in Western territories a month after its Japanese release, where it was marketed as being based in a true story. The game received generally positive reviews, while the port drew praise for its improved visuals. As of 2015, four more games in the Fatal Frame series have been released.
One of the things they drew inspiration from was the positive reception of polygon characters in the Silent Hill series, using this to go a step further and create the sense of seeing things off-screen. The ultimate goal was to create as frightening an atmosphere as possible. The staff included multiple developers from the Deception series. According to character designer and CGI director Jin Hasegawa, the game's key colors are black and white: white represented hope, while black represented fear. During early development, a large amount of effort went into adjusting the lighting and shading, with the most obvious in-game representation of the key colors and desired effect being Miku's torch piercing the darkness inside the mansion. In addition to black and white, a third key color represented through Miku's clothing was red, representing life. The composer and sound director was Shigekiyo Okuda. During the concept development, one of the main concepts was using stereophonic sound to reinforce the atmosphere. Due to the nature of the project, Okuda considered it important that they convey a three-dimensional feeling using sound projected from both left and right. After testing out multiple middleware and commercial sound tools, the team settled on Arnis Sound Technologies.
The setting of the game in a classical Japanese mansion originated from Shibata's early ideas for settings within the Deception series, although these ideas were passed over as it limited the possibilities for the series' trap-setting gameplay. When creating the atmosphere, the team watched both high and low-budget Japanese horror films, and war films. The story was the first part of the game to be completed. The setting was originally going to be in the then-present day, but as the team wanted to create a feeling of isolation through a lack of modern technology such as mobile phones, the setting was changed to the 1980s. Some scenes were considered too graphic for the game and were cut: two cited examples were a flashback showing the head of the Himuro house committing seppuku, and another was a scene showing Kirie being torn apart during the Strangling Ritual. The way the Holy Mirror was broken also made a deliberate reference to how the ritual pulled the body into five pieces. While rituals form a core part of the story, the development team had little to no experience with such things. For inspiration, Shibata used similar motifs of spirituality in Yōkai Hunter, a manga written by Daijiro Morohoshi. The Camera Obscura was not in the initial discussions between Shibata and Kikuchi, with the original idea being that ghosts would be avoided and repelled by light. Ultimately, they decided to have a type of offensive power, which resulted in the Camera's creation. Kikuchi was initially opposed to the idea, but saw that it fitted very well into the game's context as development progressed. The Camera's design was based on a German military camera.
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