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Fatal Frame (video game)

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Fatal Frame (video game)

Fatal Frame is a survival horror video game developed by Tecmo for PlayStation 2. The first entry in the Fatal Frame series, it was published by Tecmo in Japan (2001) and North America (2002), and by Wanadoo Edition in Europe in 2002. An expanded Xbox port was published by Tecmo in 2002 in North America (2002) and Japan (2003), and by Microsoft Game Studios in Europe in 2003. The story follows Miku Hinasaki, a spiritually-sensitive girl exploring the haunted Himuro Mansion in search of her brother Mafuyu. Gameplay follows Miku as she explores the Mansion, solving puzzles and fighting hostile ghosts using a mystical camera.

Development began after the PlayStation 2 hardware was introduced to Tecmo. The concept was created by Makoto Shibata, who acted as director. He and producer Keisuke Kikuchi wanted to create the scariest gaming experience possible. Its atmosphere was inspired by Japanese horror and war movies, although some parts were cut due to graphic content. In North America, the game was marketed as being based on a true story. The game received generally positive reviews for its atmosphere and main gameplay mechanic, while the port drew praise for its improved visuals. A sequel, Fatal Frame II: Crimson Butterfly, was released in 2003.

Fatal Frame is a survival horror video game set within an abandoned Japanese mansion, divided into a prologue tutorial and four chapters. The player controls Miku Hinasaki for the majority of the game, with the prologue featuring Miku's brother Mafuyu. Each part of the mansion includes a map of its layout, and each level is rendered in real-time instead of using pre-rendered backgrounds. During navigation, players guide the characters through multiple rooms, each with a semi-fixed camera perspective that changes depending on a character's position. Environments are invariably dark, with exploration being possible through the use of a flashlight. During exploration, various items can be found scattered through environments: these include documents and cassette recordings expanding on elements of the story, health items, and other objects. In some areas, the main character must also solve puzzles to progress. Progress is saved at savepoints through the mansion, and at the end of each chapter.

Hostile ghosts can only be fought using the Camera Obscura, an antique camera that can capture ghosts. Ghosts in environments are sensed using a character's "sixth sense", and will drain a character's health on contact. When using the Camera, the view switches to a first-person view: the Camera Obscura's viewpoint is moved with the left analog stick on a controller, while the character is moved with the right stick while maintaining a view through the Camera. Holding a ghost in view enables greater damage, but ghosts fade in and out of view as they approach. The most damage is dealt when the ghost is very close. The amount of damage taken is converted into points, which are used to upgrade the camera for faster reload time or greater damage with each shot, or adding secondary powers such as staggering ghosts when shooting them. Points are also gained by photographing benign ghosts that appear in set spots around the mansion. Film, the Camera's ammunition, can be found throughout the mansion or be replenished at a save point: it comes in various grades (Type-14, Type-37, Type-74, Type-90) with higher-quality grades (Type-74, Type-90) dealing higher damage while consequently being rarer.

The story, set in the year 1986, focuses on orphaned siblings Miku and Mafuyu Hinasaki, who share the ability to sense and perceive supernatural events. When Mafuyu disappears in the haunted Himuro Mansion searching for his tutor Junsei Takamine and his assistants, Miku goes to Himuro Mansion. As she explores the mansion, Miku discovers signs that Takamine's party were killed by the mansion's ghosts, and finds rope burns appearing on her wrists and ankles, manifestations of a curse on anyone who enters Himuro Mansion. Further exploration through the mansion turns up information on a dark ritual that took place within Himuro Mansion: a chosen "Rope Shrine Maiden" was torn apart using ropes attached to her limbs and neck, then the ropes that killed her were soaked in her blood and used to seal the Hell Gate, a portal to the afterlife that keeps a dark force known as "the Malice" and the restless dead from escaping into the living world.

The last sacrifice, Kirie Himuro, fell in love with a visitor prior to her death; while the Himuro family head had the man killed in secret, Kirie remained attached to the mortal world through her love for him. This attachment meant that her sacrifice did not seal the Hell Gate, allowing Malice to infest Himuro Mansion, with its inhabitants either dying or being driven mad. Kirie's spirit haunts the mansion in a splintered form; a child version who helps Miku at various points, and an adult version corrupted by Malice responsible for the curse which kills visitors. Mafuyu was captured by Kirie as he resembles her dead lover.

Miku finally confronts Kirie's adult form at the Hell Gate, cleansing her spirit of Malice using an artifact called the Holy Mirror. With her spirit reformed, Kirie willingly becomes the Rope Shrine Maiden and uses her body to seal the Hell Gate permanently, freeing the spirits trapped in Himuro Mansion. The ending then diverges depending on the game's difficulty. In the "Normal Mode" ending, Mafuyu stays behind with Kirie to keep her spirit company while Miku escapes the Hell Gate's chamber as it collapses. In the "Hard Mode" ending, Kirie convinces Mafuyu to escape with his sister. A third ending, exclusive to the Xbox version, shows the spirit of Kirie's lover returning to her while Miku and Mafuyu escape.

The concept for the game came to future director Makoto Shibata shortly after he finished work on Tecmo's Deception: Invitation to Darkness. The concept came to Shibata inspired by his own dreams and encounters with what he felt were supernatural occurrences. Development began when the PlayStation 2 hardware was first introduced to Tecmo, under the codename "Project Zero". 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 Hitoshi 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 music was composed by a team which included Ayako Toyoda and sound director Shigekiyo Okuda. One of the early decisions 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.

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