I'm happy with my haunted house-fit. |
Horror games, like horror movies, walk a fine line between
scary and ridiculous. Ultimately the situations are stupid and unrealistic, so
the game has to elevate itself to such a level that it either transcends the
inherent mediocrity, or owns up to the silliness of the whole thing to make it
an enjoyable experience. Fatal Frame
does the former.
This girl does not do escorts. |
The house is everything you’d expect with a dimly lit, decrepit looking why-the-hell-would-anyone-ever-decorate-a-room-this-way aesthetic with many inexplicably locked doors (though, as a rare exception to the rule, every single door does eventually open in FF1, unlike the forever closedness of much of SH), each of which require a ridiculous, themed key. So judging by the precedent set by Resident Evil, standard fare.
The town in the second game is as quiet as it is creepy, and
its small size lends a claustrophobic air to everything. In fact, I think it
feels more claustrophobic in Fatal Frame
2 than in the haunted house of the first game. The town
is traditional Japanese, which means you have houses very close
together with little space in between to travel, which makes it feel as if
you’re just in a wide hallway when you walk outside. And it’s here that you
find yourself armed with only a camera, cornered by ghosts.
Small hallway, weird controls, creepy-ass twins... check. |
And that brings me to my next point: appalling
controls. Sometimes. The first game
is bad. Nigh unplayable at times, actually. In battle, I mean. Moving and item
collection/usage is standard across the games, even if the purpose of the spirit
stones is absolutely impossible to discern in the first game. But besides
collecting all those damn things and not understanding exactly why, the biggest
problem is with the first person perspective camera controls. As soon as you bring
out the camera and begin aiming, the left stick controls the view, and the
right stick moves your character.
That’s right: for some idiot reason, the designers thought it made sense to reverse the analog sticks when you go
into battle mode, where reflexes and memorized controls exist to keep you from
doing these kind of mental gymnastics and allow you to succeed. During the many boss battles, the controls become a serious handicap as your
natural sense of moving with the left stick and looking with the right stick,
as in every other game ever, is forcibly curtailed into this totally
unintuitive scheme. And as such, the game becomes very difficult, and you exhaust your health, and film, supplies and become very frustrated.
Recent selfie. |
As I said, however, the PS2 control scheme was fixed for FF2, but now it’s other things that make the game difficult to play, like an unnecessary
pause between coming out of picture mode and being able to move, and no chance
of strafing when some of these ridiculously fast ghosts come at you. But that’s
game design, not controls, anymore. Really, the rest of the problems I have
with this series as a whole come down to nit-picky frustrations when I’ve made
a mistake or not properly conserved film and am down to the least powerful
film, which is about as effective as a Q-Tip against a meteor.
But it’s excellent. It’s creepy, and beautiful, and interesting.
And it is absolutely the franchise I want to come out next for Wii U. If ever
the Wii U’s controller was perfect for any game, where your weapon is
an exorcismal point and click camera, this one is it.
No comments:
Post a Comment