Fatal Frame 4: The Terrifying Lost Chapter (that Nintendo Abandoned)

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(ominous music, wind rustling) There's probably no horror game series that has been the subject of more UN-deserved disrespect than Fatal Frame. Actually, forget “horror game series” and just make that “video game series,” full stop. These are games that have been hailed by critics and fans alike as definitive, must-play horror titles that rank alongside the all-time greats. And yet, publishers and marketers never seem to know exactly what to DO with the Fatal Frame games. No entry in the series has ever sold blockbuster numbers, and in its now twenty years of existence, the franchise has been bounded and shuffled between no less than SIX different publishers worldwide, like the world’s worst game of haunted hot potato. This is, pardon my French, a DAMN shame. (eerie, ghostly moans) The Fatal Frame series absolutely lives up to the title of “cult classic.” This is because of how well it manages the most essential part of the horror-gaming experience: The dialectical synthesis-of-opposites. *sniffs* The player spends plenty of time sifting through the metaphoric murk of a haunted house or village, (thunk) only for this slow-boiling tension to be suddenly punctuated by moments of sheer, pants-soiling run-for-the-hills terror, as you’re set upon by wailing armies of ghastly and ghostly undead. (shocked outcry, thunk) And then, you face your fears, overcome them, and earn the key to surpass whatever obstacle is blocking your way. (camera flash, ghostly screams) This expert balance of exploration and combat highlights how the Fatal Frame games are- -at their core- -a perfect symbiosis of excellent action-gaming, intriguing backstory and folklore, and gripping horror thrills. (intense horror percussion and gasping) All this, combined with the signature Fatal Frame ghost design, making you face not vile, aggressive monsters, but tragic entities, locked between life and death within an emotional spectrum ranging from eternally sad to mortally angry not at you personally, but at the tragic circumstances of their lives and deaths; while you, the player, are the one who bears the brunt of it. It’s truly unmatched, and Mask of the Lunar Eclipse is no exception to the series’ iconic handwriting in this. Longtime series developer Tecmo-Koei is perhaps most famous for mechanically dense fighting games like Dead or Alive, or for the joyously hyper-kinetic action of Ninja Gaiden. And that same game design pedigree is easily evident in Fatal Frame as well. These games are so frightening in large part because of how mechanically compelling they are. As in, they’re just a ton of fun to play. (camera flash, ghostly moans) And wouldn’t you know it: Right on time for Spooky Season this year, the previously Wii-U-only title Maiden of the Black Water is getting a proper port on modern hardware at the end of October. Maiden of the Black Water is a very solid game. I won’t go so far as saying you should pre-order it- -because you should really NEVER pre-order digital-only games- -never ever ever because it reinforces the horrible business practices by publishers that we all loathe so much- -but...this is absolutely the sort of release that is worth supporting. If only to signal to Nintendo that yes, the Fatal Frame fandom is alive and well. - "There are dozens of us. Dozens!!" - But today, we’re going to explore a DIFFERENT game in the series: The mythical lost chapter of the Fatal Frame saga, and the only entry to never be released outside of Japan. The absence of an international release means that this is THE most overlooked game in the series by far, and easily one of the most overlooked modern horror games in existence. And that’s, again, a DAMN shame, because not only is this game an absolute joy to play, it’s a serious contender for the crown of “best game in the series,”- -I'm not joking here- -up there with Crimson Butterfly. And the fact that, TO THIS DAY, the game remains locked to the Wii hardware, with no official translation, or re-release, or anything else. This is the very definition of an UNPUNISHED CAPITAL CRIME. (Law and Order siren blaring) Luckily, there exists a phenomenally implemented fan-translation that runs marvellously on emulators, about which I’ll certainly go into in more detail and, at the same time ensure that the group of admirable buccaneers of video game preservation responsible for it receive the standing ovations they deserve for their work. But more on that later. I’ve covered the first three games in this series on my channel before, so the time has come to tell the tale of the legendary lost entry in the series. And not only that, but it’s FAR past time for a full accounting of the many heroes and villains who operated behind the scenes of this tale. This is Zero: Tsukihami no Kamen. Or, as we call it UN-officially in the west, Fatal Frame 4: Mask of the Lunar Eclipse. This game totally re-invents many key elements of the series formula, and yet it nevertheless plays and FEELS just like a bonafide Fatal Frame title. (cacophony of ghoastly moans, noise and camera flashes) And, as with every Fatal Frame game that came before, it shows just how terrifying video games can be. (screaming, noise, music fading in) (Monsters of the Week theme playing) (noise getting increasingly louder) "What is this place?" (bell chiming) - Though Fatal Frame has never been a top-selling series, or even a top-selling Survival Horror series, each title served as its own worthwhile entry in the horror-gaming canon. And each game greatly expanded upon or improved what that came before it: Fatal Frame 1 set a compelling template for the whole series, while also helping to inspire a new generation of survival horror games. Fatal Frame 2 was a damn near perfect horror experience that elevated the established formula to new heights of mechanical excellence. And Fatal Frame 3 would give the series a truly epic sense of scope, with its multiple playable characters and intersecting narratives. But by the mid-to-late 2000s, the Survival Horror genre was in new territory. This was the age of the OMNIPRESENT RESIDENT EVIL 4 OVER-THE-SHOULDER VIEWPOINT. From the early days of Survival Horror through the mid-2000s, the fixed-camera or fixed-perspective viewpoints were considered essential elements of the “classic survival horror experience.” But with the revolution of Resi 4, the third- person over-the-shoulder perspective became the new gold standard not just for horror games, but also for pretty much all action and adventure games going forward. Fatal Frame 4 saw the series adapting not only to this change of perspective, but also to one of the most intriguing new developments to happen in gaming at the time: The widespread adoption of motion controls, thanks to the explosive and world- devouring popularity of the Nintendo Wii. To give you some perspective of just what a cultural juggernaut the Wii was, Wii Sports is still the fourth- best-selling game of all time, weighing in at nearly 83 million copies sold. And that was purely on the strength of it being a pack-in game for the Wii- -just like the old Mario/Duck Hunt combo back in the NES days. By way of comparison, Todd Howard’s Perpetual Motion Machine, AKA Skyrim, has sold an estimated 30 million copies across its many, many, many releases and remasters. The Wii’s massive popularity meant that motion controls had very suddenly become a Big Thing in the gaming space. And with Nintendo having acquired the exclusive publishing rights to the Fatal Frame series, Koei-Tecmo began work on a next-generation horror title that would make the most of this new tech. But for a big-league project like this, they couldn’t have just let any old auteur fill the director’s role. This required someone with a legendary sense of aesthetics and cool, and keen eye for what makes action and horror games great. The chair of co-director for this game was filled by one of the best in the business: Goichi Suda. Or, as he’s better known and loved, Suda51. Suda51 and his comrades at Grasshopper Manufacture were front-and-center in the development of this game, and it REALLY shows. The signature “Suda touch” is evident right away in Fatal Frame 4, even before you’ve picked up a controller. The aesthetic of Mask of the Lunar Eclipse makes heavy use of blue-yellow color contrasts, which marks a striking departure from the traditional survival horror color palette of washed out gray-brown-greens. This game is bathed in soft moonlight blues and inky purple-blacks, which are punctuated by warm and hazy yellow illuminations. These tweaks to the Fatal Frame style are even more effective for how they subtly complement the overall tone of the series. This is most definitely a Fatal Frame game, but one with its very own unique vibe and aesthetic. And the cumulative effect is a masterful, almost painterly interplay between shadow and light, warm and cold, tableaus of curtains flapping softly in the pale moonlight, and of dim illuminations setting soft shadows dancing down haunted hallways. Not to mention how the protagonist’s bright yellow dress positively pops in contrast to her cool-blue environs. The fresh over-the-shoulder perspective; the adoption of motion-controls and the striking new aesthetic; ALL of these ingredients give rise to a game that is so much more than just a competent entry in a venerable series. These tweaks and change-ups to the established formula didn’t just give the Fatal Frame series a new lease on life. Mask of the Lunar Eclipse represents nothing short of a quiet revolution in survival horror game design. Seriously, a total thrill-ride from stem to stern that elevated horror gaming to new realms of terror. (distorted scream) Motion controls..... - [Arin] "Ahh Dan I can't this is so dumb" "This is so dumb!" (Dan laughing) ....are generally not well-loved. And, sure, sometimes that bad reputation is rightfully earned. (frustrated laughter) But while a lot of energy has been expended in critique of bad or cringeworthy examples of motion controls, there’s been far, far less critical examination of the games that get it RIGHT. Because when motion controls ARE implemented well and done correctly, they can become the magic umami ingredient. That extra dose of interactivity that elevates a “good” game into something truly sublime. (cartoon sounds, horse neighing) Fatal Frame 4 didn’t get an international release, but there were a handful of import reviews that cropped up in the west. And sadly, this game’s control scheme was almost uniformly slagged off in the writeups, in keeping up with the “motion controls R 4 casual dum-dums” ""hardcore gamer"" groupthink of the time. While these terrible takes may have aged like yoghurt in the desert, the opposite is true for Fatal Frame 4. (camera flash) This game is just as, if not even more, excellent now as it was nearly a decade-and-a-half ago. And that is BECAUSE OF, not in spite of, the excellent motion controls, which underpin and uplift the entire experience. And that’s even moreso the case thanks to the magic of modern emulation, which lets you enjoy motion controls without requiring the expensive, proprietary, Nintendo-branded Wiimote and Nunchuk. But whoahhh there! Let’s pump the brakes for a second. I’m getting a bit ahead of myself. We’ll get to that part later in the video. Here’s the thing: The motion controls in Fatal Frame 4 are so much more than just a gimmick implementation of the Wii’s console hardware. Motion controls are pitch- perfect on both a mechanical AND philosophical level when it comes to horror games. But despite being so complementary to the genre, especially survival horror, motion controls seem to have come and gone from the survival horror scene with very little commentary or critical analysis. Which makes the experience of playing Fatal Frame 4 for the first time in 2021 feel all the more remarkable. An absolutely unexpected breath of fresh air in a genre that’s been dear to my heart for decades, where I feel it’s hard to surprise me at this point in time. Survival horror is a game design niche where the player’s movement is purposefully designed to feel weighty and considered, full of friction and momentum. I mean, hell, this is the exact reason why there’s a whole dang schism in the Church of Survival Horror around the sacredness of tank controls. At this point, we’re just a few months away from some upstart Itch.io dev nailing their 95 theses to the cathedral doors. Ayyyy, is this joke too heretical? Where are all my Catholics in the audience? (taps mic) Anyway, The motion of the player-character is always a primary consideration in survival horror games. Movement is often slow or cumbersome, which means you need to be thoughtful and intuitively favor a defensive, planned approach as you navigate through trap- and monster-filled labyrinths. Which makes them an extremely potent means to immerse the player in their role via the simulation of physical movement, ESPECIALLY in a survival horror context. And it’s here where Mask of the Lunar Eclipse really struts it off. As you navigate the haunted warrens of Rougetsu Island, you’ll use the motion controls to “point” at different parts of the environment and train your character’s gaze, and therefore the camera perspective, in that direction. No longer will you have to patrol each and every room’s perimeter, furiously mashing the “interact” button as you hope to catch a hidden item or trigger a concealed switch. In Mask of the Lunar Eclipse, it’s only by shining your flashlight directly on different parts of the environment that you can find items, solve puzzles, and discern where to go next. (morse beeping) Combat follows a similar scheme. Once you ready the trusty Camera Obscura, you’ll use the motion controls to aim the viewfinder in first-person, with movement along the X and Y axes tied to both pointing and rolling the controller. And as is the series’ tradition, the longer you wait to charge your shot and the closer the enemies creep, the more powerful your attacks become. (camera flash, ghost howling) You can also shake the controller to execute a 180-quick-turn, or to play the artful dodger when ghosts lunge at you, at least, until you fall down on your ass trying it one too many times. (ghosts wailing) Fatal Frame is already a tense experience when you’re being set upon by wailing ghostly assailants, but the addition of motion controls gives it an uncanny physicality that is both thrilling and TERRIFYING. (heartbeat) I, personally, am somebody whose response to jump scares is almost exclusively stoic, and that’s not a bragging thing; I’m just severely anhedonic, but Fatal Frame really got my blood pumping through its masterful blend of thrilling spirit-combat and immersive motion controls multiple times throughout the game. The ghosts themselves get an upgrade too: These specters seethe, roil, and lunge across the room, rather than serenely floating to and fro before coming in for a hug, like they did in the previous games. This is well and truly a “next-generation Fatal Frame'' in every sense of the phrase. Now, that is not to say that Fatal Frame 4 represents a huge leap in VISUAL fidelity over previous games. The Wii was, under the hood, basically a slightly souped-up Gamecube in terms of raw processing power. But the new camera perspective and gameplay elements, the killer aesthetic, the absolutely next-level sound design, and yes, the deeply immersive motion controls- -taken together, it all represents a huge leap forward in quality for the series. (spooky scary sounds) It is also a savvy maturation of the core principles of Fatal Frame: Spooky ghosts, terrifying emergent jumpscares, fragile protagonists, and an atmosphere of all-consuming dread. (door thuds with long reverb) And it is here that we must once again salute and pay tribute to that mad lad, Suda51. As one of the first developers to get his hands on the Wii devkit and hardware ahead of the console’s 2006 debut, his games’ imaginative use of motion controls are a high watermark for this control style, especially when it comes to action games. What I’m saying is: Mask of the Lunar Eclipse is a Kill the Past game. Sorry, I don’t make the rules. That high level of quality and attention to aesthetic detail can be found in every nook and cranny of Mask of the Lunar Eclipse, down to how you hold the A button to collect items, slowly extending your grasp and rendering yourself vulnerable to some well-timed surprises. (percussion and short scream) It’s foreboding and scary every single time, and even moreso if nothing happens at all. It always kept me on my toes, and I’ll never look at collecting lore notes the same way again. The switch to the Resi-4 camera perspective likewise marks a superb modernization of the series’ formula. And, seriously, it's so well implemented that in the first twenty minutes or so, I didn't even conscoiusly notice that the game was not in a fixed camera perspective. It just felt perfectly Fatal Frame. With the camera pulled in so close, the environs feel that much more claustrophobic, and you’re that much more connected to your character’s physicality. And it’s not just perceived, but the closeness of the camera also allows the level designers to narrow the corridors and environs drastically, because the architecture doesn’t need to accommodate for the wide static camera lens anymore. And claustrophobia is a surefire dash of seasoning that makes a good survival horror dish. "Good soup!" And speaking of trademark artistic touches and level design: Koei Tecmo is definitely at the top of their level-design game as well. Gone are the spacious hallways and courtyards of the original, which were actually quite a bit wider and more expansive than real traditional Japanese households. Here on Rougetsu Island, it’s all long, narrow, and ominous corridors, usually flanked by curtains flapping, atmospherically and forbodingly in the moonlight. (camera flash, mournful wailing) The over-the-shoulder viewpoint means you’ll rarely be bowled over by specters lunging from blind spots in the scenery- -the favorite trick of the fixed-camera game. In Fatal Frame 4, ghosts will now suddenly just APPEAR right in front of you, without ever using non-diegetic sound cues or musical stings to announce their arrival, as in cheap horror flicks, which is, to me, so much more effective. It's not a cheap trick; you're really scared of what you're seeing right in front of you. Kairo-style. The scares here are intensely up-close-and-personal and...are all the more terrifying for it. The story of Fatal Frame 4 begins in medias res, with best friends Misaki and Madoka exploring the halls of the very creepy abandoned hospital on Rougetsu Island, far afield in rural Japan. Though they suffer from memory loss due to an unspecified trauma in their past, they are looking for something on this island that they sense is connected to the recent brutal murders of two of their friends. But then, something foul and fatal befalls both Misaki and Madoka, as well. (creepy staticy noise) (eerie music-box sounds fading in) And so, our main protagonist, Ruka Minazuki, soon follows after them, and becomes enmeshed in the calamitous curse that has gripped this island. And from there, a tale of amnesia, abuse, and mad science gone awry unfolds, scene by scene. This is classic Fatal Frame storytelling, where every new note or cutscene further peels back the narrative’s layers to reveal the horrific events that drew Ruka and her friends to Rougetsu Island. And each new story beat further unearths the grisly trauma that caused their paralyzing amnesia. Naturally, this being Fatal Frame, this horror yarn is steeped in shintoism, ghosts, and folklore. (scream) And of course, center stage in this tale, as always, is the mysterious CAMERA OBSCURA that can see and banish supernatural curses. Heck, this game is so rooted in the folkloric history of Japan that it was released in the dead heat of midsummer 2008, in order to coincide with the country’s famous tradition of the Hyakumonogatari Kaidankai, as I've talked about in a previous video. But the real history surrounding this game is… quite a bit more muddled, and a whole lot less reverent. Project Zero 4 debuted to rave reviews in the Japanese press, and was at the time the most popular AND, yep, the most financially successful entry in the entire series, selling nearly 100,000 copies in Japan alone. But despite this tremendous, unarguably huge success and considerable achievement for the series, Nintendo...responded with a shrug. They decided the game was still too niche, and opted not to license it for release worldwide. You see, as part of the deal that brought Fatal Frame to the Wii, Nintendo gained exclusive rights to future worldwide licensing and distribution for the entire series, up until today. And in a supremely Nintendo move, they pulled a Mother 3 on us and decided that Mask of the Lunar Eclipse was too good for us ungrateful gaijin. And so it has remained locked in the Nintendo Vault to this very day. And normally, that would have been that: Another legendary, lost classic of a game, consigned forever to international obscurity, and forgotten. But wait... If Fatal Frame 4 was never released outside of Japan, then how have I been playing it, IN ENGLISH?!?! (Windows NT Startup Sound) Fatal Frame is no ordinary series. And Fatal Frame fans are no ordinary otaku. A powerhouse trio of cyberpunk rom-hackers known as Tempus, Chabi, and MrMongoose put in the yeoman’s work of translating the entire game, replacing all the Japanese text with a slick English font, line-by-painstaking-line, and providing captions for all dialogue. But their efforts went even further than that, well above and beyond your average, already commendable, enthusiast fan-translation job. These madlads actually went to the length to code into every key texture in the game that contains Kanji, the proper English translations underneath or next to the Japanese signage. Which-Holy hell, there just aren’t enough superlatives in the dictionary for how incredibly cool this is. These dedicated super-fans have basically produced what feels like a full, professional localization job, virtually free of any grammatical or spelling errors even. Thanks to the patch they authored, Fatal Frame devotees can enjoy a full playthrough in English on either a modded Wii or the Dolphin emulator. (dophin chittering) I’ve talked a lot in recent videos about the importance of preserving older videogames, and Fatal Frame 4, not to mention its incredible fan-translation, is the perfect example for and testament to why emulation and "piracy" is so critical to these efforts. The game runs like a dream on the Dolphin emulator, and looks incredible with just simple upscaling to 1080p, like you’re watching now. But the real magic here is how Dolphin can link up with middleware programs like DS4Windows and Betterjoy, and use a modern gamepad’s built-in gyroscope (for instance like in the PS4 or 5 or Xbone gamepads) to emulate the motion controls of the original Wiimote and Nunchuk. This was the approach used to record all the footage you’ve watched throughout the video, and it worked surprisingly flawlessly all the way through. Honestly, it felt even a bit tighter and more responsive than the original Wii’s motion controls! There’s truly no reason not to try this game out for yourself with all these means at our disposal, crafted free and non-profit by enthusiastic preservationists. (camera flash, scream) As always, you’ll find a link in the description of this video to a document that helps you calibrate and set everything up, so you can enjoy Fatal Frame 4 yourself. Long live the retro-gaming pirates and preservationists, the true folklorists of our time. Long live emulation! (I have actually no idea what Burt Lancaster is shouting here) (but it sounds like he knows his business) "Gather 'round lads and lasses, gather round!" "In a pirate ship in pirate waters in a pirate world! (heroic music) (reverberating thud, waves crashing) We’ve survived a full three nights in Himuro Mansion. We’ve faced down the horrific Twin Deities of a Lost Village. And we’ve walked into the depths of the Manor of Sleep, and braved its grisly Tattoo Curse. But the grim mysteries of Rougetsu Island may be our greatest challenge yet. At least, until we begin our hike up Hikami Mountain. Mask of the Lunar Eclipse is a triumph of survival horror game design. It is a Fatal Frame at its most gripping and thrilling, not to mention haunt-your- nightmares-terrifying. (distorted ghostly noises, camera flash) And after playing it, I consider it an absolutely essential Survival Horror experience for fans of the genre and newcomers alike. It’s very much worth experiencing on its own merits, because few games have tried this combination of motion controls and purebred Survival Horror gameplay. And the most noteworthy ones are the other Fatal Frame games that came out for the Wii and Wii-U. They’re actually pretty great too! The Wii-only remake of Fatal Frame 2 updates Crimson Butterfly, using the same engine as Mask of the Lunar Eclipse, and it’s an equally all- killer-no-filler experience. This one only got a European release outside of Japan, but I guess where Nintendo is concerned, that’s better than nothing. (increasing distortion noise, flash) (swoosh) And thanks to the efforts of a few valiant folklorists, who have preserved the longevity of these games via emulation, so that they may be handed down through the ages, the saga of Fatal Frame is playable right now on any mid-range PC or laptop, equipped with a modern gamepad. Because when the lunar eclipse is at its zenith, and the fragments of the sacred mask are gathered once more. The gates of hell will open... ... and you'll be in for one HELL of a ride! (ominous ambient music) Thank you so much for watching! For... anyone who discovered me with this video, hey, I'm Ragnar and on this channel I cover old games, horror games, indie games or combinations thereof and try bringing attention to games that have fallen into obscurity as well as outstanding indie titles that I want people to not miss out on. In my credit sequences I love to showcase indie games that I think are totally worth checking out, and since we’ve been talking about a classic survival horror title - today I’m showing you footage of my first hours of playing Tormented Souls, a recently released classic, fixed camera perspective survival horror game, which is an unapologetic love letter to the origins of the genre. It really doesn’t hide its inspirations, such as Alone in the Dark, Resident Evil, Silent Hill etc. really going for the appeal of *where it all began*. But it’s so much more than just a cheap knock-off with nice, modern graphics. I’ve not yet been able to finish it yet, but during the first 3-4 hours I’ve been exclaiming “whoaaaa”’s quite frequently - lots of cool ideas and clever mechanical twists - great aesthetic, and with its beautiful modern visuals it’s a wonderful proof for the fact that true old-school, back-to-the-roots survival horror is far from being an outdated, antiquated genre. Really hope to see more indie-takes on classic Survival Horror in the future. If that sounds intriguing to you, go check it out: Tormented Souls it’s on Steam, PS5 and XBox X and will come soon to switch, PS4 and XBone and GOG on October 27th. (intense horror music, uncanny snarling, protagonist gasping) (metallic clanking) Now, lastly, but very importantly: the work on this channel and everbody who partakes in making these videos is primarily crowdfunded. If you’d like to help us shed light on more forgotten and overlooked gems in the future, then please consider supporting us on Patreon. It makes a tremendous difference and is the de-facto financial backbone of this channel. So thank you for considering and thank you to everyone who supports me there already! And a special thanks this time goes out to: patreon.com/RagnarRoxShow Until next time... ta ta!
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Channel: RagnarRox
Views: 164,257
Rating: undefined out of 5
Keywords: Review, Analysis, Interpretation, Game Design, Video Essay, RagnarRox, RangarRox, Ragnarox, Monsters of the Week, Forgotten Gems, A Journey Through, Games from Underground, Retro Gaming, Cult Classic, Fatal Frame, Mask of the Lunar Eclipse, Project Zero, Fatal Frame 4, Tecmo Koei, Nintendo, Wii, Motion Controls, Survival Horror, Emulation, Video Game Preservation, Fan-Translation
Id: jtsOYnL6dvg
Channel Id: undefined
Length: 32min 19sec (1939 seconds)
Published: Fri Oct 15 2021
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