Fatal Frame or (How Folklore Brings Horror to Life) | Monsters of the Week

Fatal Frame or (How Folklore Brings Horror to Life) | Monsters of the Week

(suspenseful music) – [Ragnar] This video has
been a long time coming. In my more than five years
now of making video essays, I’ve covered some of the
greatest and most memorable survival horror games of all time, this might even be how you
found me in the first place. But there’s one much
requested cult-classic series that I’ve always been
meaning to get around to, yet never have, and that I consider to be one of my personal all-time
favorites, Fatal Frame. Now, Fatal Frame or Project
Zero as it’s known in Europe, or simply Zero in Japan is definitely a lesser-known
survival horror series, especially when compared with big names like Resident Evil and Silent Hill. Yet I always felt that
this was a shame, since, when considered alongside
their contemporaries, the Fatal Frame games are
every bit as well-designed, engaging to play, and scary
enough to keep you up all night. And most importantly, their
story and setting is intriguing, and meaningful as it is rooted
in a fascinating backdrop of folklore and mythology. The Fatal Frame games are
considered to be some of the most frightening interactive
experiences ever made. (girl screams) The puzzles and encounters
are taunt, and suspenseful, the environments atmospheric and haunting, and enemies fearsome and
unpredictable in combat, and unlike any video game
adversary you’ve faced before. The series maintains a focused, almost single-minded commitment
to a design philosophy based around player dis-empowerment. All of these elements combine
to make the game timeless: Even today, the original Fatal Frame is just as pulse-pounding
as when you first picked up the Dualshock controller in 2001. And even if you’ve memorized
every single encounter and story beat, the
game still doesn’t lose one bit of its sublime, foreboding and iconically spine-chilling atmosphere. (gasps) While the series was fairly
well-received in Japan, it had a more mixed reception in the West. Despite being one of the most distinctive and memorable survival
horror series of all time, these games just didn’t sell that well, and the series has been on
development hiatus since 2015. So with that in mind, let’s
revisit the first Fatal Frame, one of the three games
of the original trilogy for the PlayStation Two. (bell chimes) – [Ghost] Help me! (girl gasps) – [Ragnar] We’re going to delve into the early-2000s J-horror fever. – [Ghost] Help me! – [Ragnar] Unravel the spooky
folk tales and urban legends that inspired the series, (whispered chanting) and explore how the first
game’s design innovations gave rise to one of the most intriguing horror series of all time. Lurking deep within the darkest recesses of this haunted mansion lies
the true folkloric terror of Fatal Frame, and a metaphor
for the series itself: No matter what we do, the
past refuses to stay buried, and the pursuit of hidden knowledge can unleash spine-chilling
nightmares of times long past. (eerie music) If the original Resident
Evil established itself as a B-movie romp through with a campy haunted house scenario, (man screams, campy blood splatter) Fatal Frame is the
psychological-horror twist on the same concept. In the game’s opening sequence, the alleged protagonist
Mafuyu Hinasaki goes missing in Himuro Mansion, a
mysterious cursed estate sprawling atop the forested
hills on the outskirts of Tokyo, where he’s investigating the disappearance of Junsei Takamine, a
researcher and folklorist who studies supernatural tales. As his sister Miku, you
take it upon yourself to search for your brother
in the abandoned house after not having heard from him in days. For seasoned J-horror fans, this probably sounds like
pretty trope-y stuff, and there’s good reason for that: The first Fatal Frame
game arrived in 2001, just when Japanese horror
cinema’s popularity was exploding all over the world. This was when western
audiences got their first taste of the new wave of Eastern horror movies that have since become
legendary staples of the genre: Films like “Ringu,” (eerie music) “Ju-On,” “Dark Water,” and one of my personal
all-time favorites “Kairo,” all of which still hold up today as true masterpieces of the genre. And Fatal Frame self-consciously revels in the tropes of J-horror,
placing them front-and-center: Ropes and ritual strangulation; long-haired shrine
maidens dressed in white; a seemingly mundane
residence hiding dread, even apocalyptic long forgotten secrets; and the grisly-yet-grounded depictions of psychological terror that is the trademark of
Japanese horror cinema. But these tropes aren’t just used for surface-level shock value. Japanese horror in all its
forms, from literature, to film, to yes, video games,
is intimately bound up in the country’s folkloric traditions. Japan’s folklore is famous
for tales of mournful ghosts, deadly curses, and blood-soaked hauntings, many of which stretch
back hundreds of years into the country’s ancient history. These historical elements form the core of Fatal Frame’s narrative and mechanics. The result is an evolution of the survival horror experience, one that was wildly unique
from its contemporaries and hugely influential
to future horror games, both eastern, (screeches) and western. (gun shot) Because ultimately, Fatal Frame is a game about the power of stories. Narratively and mechanically,
the player’s confrontation with mysterious ancient
puzzles and vengeful spirits is also a confrontation
with folklore itself, a battle with the horror
that is brought to life when we pursue, and challenge, ancient tales and forgotten knowledge. (swooshes) (screams) Initially, when marketing Fatal Frame in the U.S. and Europe,
Tecmo promoted the game as, “Based on a true story.” In interviews with gaming publications, series producer Makoto
Shibata hinted that the game was based on real-life
stories about a grim mansion in the hills of Japan’s Kanto region, where spirits roam the
grounds and a deadly curse waits to ensnare anyone
foolish enough to venture near. The development team gave comments to several different gaming publications, and like a good urban legend, the story changed slightly
with each retelling. The tale goes something like this: – [SulMatul] In an area outside
Tokyo, there lies a mansion in which it’s said seven
people were murdered in a grisly manner. On the same property, there
lie three detached residences that surround the mansion,
all of which are rumored to have ties to the
mansion’s troubled past. It’s said there is an
underground network of tunnels that lay beneath the premises, but nobody knows who made these tunnels or what purpose they served. Many inexplicable phenomenons have been reported
occurring on the property. Bloody handprints have
been found splattered all over the walls. Spirits have been spotted on the premises even in broad daylight. A narrow stairway leads to an attic where a spirit-sealed talisman
is rumored to be locked away. Men have sought this talisman, only to be found later
with their bodies broken and rope marks around their wrists. There’s a crumbling old
statue of a woman in a kimono, but its head is missing. If you take a photo of a certain window, a young girl can be seen
in the developed picture. These incidents have provoked
fear in the people of Tokyo, and many believe that those
who live near this area will become cursed. The deaths of those seven people are unexplained to this day. – [Ragnar] Well. – [Jonathan Frakes] If you guesses this
was a work of fiction, you guessed right. We made this one up. (swooshes) – [Ragnar] The narrative of
the first Fatal Frame game, and the following games
in the series as well, is really an amalgamation
of several different and unrelated Japanese urban
legends and ghost stories. It’s these key details
lifted from urban legends that make up the experience
of playing the game: You will brave the curse of the rope, hunt down ancient sealing talismans, and snap pictures of ghosts that can’t be seen with the naked eye. But the use of these
mythical folkloric elements in the western marketing campaign is more than just set-dressing. It also points to the
developers’ savvy intuition about the game’s core themes. They understood that non-Japanese players probably won’t be as familiar with the country’s deep
folkloric traditions as the domestic audience. And so, the “Based on a
True Story” marketing tag subtly encourages the
audience to approach the game with a very specific mindset: As an explorer, a researcher,
and most of all, a folklorist, someone who uncovers, records
and interprets past events, for the benefit of posterity. Rope-binding rituals and
shrine maidens are tropes that are very culturally
specific to Japan, and don’t exactly translate well. But a spooky ghost story,
passed down through the years, about a terrifying run-down house out in the middle of the forest? That’s damn near universal. (hisses) After the game opens up with
a brief introductory sequence, where you play as Mafuyu, a bishounen right out of
central casting, he goes missing and you instead assume the
role of his sister Miku. As you explore Himuro
Mansion, you’re set upon by vengeful ghosts who are intent on draining your life
force and cursing you to wander the halls for eternity yourself. The only way to see them and
defend yourself against them is through the viewfinder
of a mystical heirloom passed down through
generations of your family: The Camera Obscura. Initially, the developers’
plans for the game was to let the player be totally
defenseless against ghosts. Your only choice would have
been either to stun them with your flashlight,
or to run away entirely. But as the development process went on, the designers realized
that by offering the player an unconventional and
limited form of defense, they could make the scares that much more visceral and immediate. (shutter clicks) and grounded into the
metaphor of the game. And so, the Camera Obscura
became both the narrative and mechanical core of
the Fatal Frame franchise. Once the concept was realized, the developers quickly
found the core experience they wanted the game to convey: Controlling the fear until
the very last second, and defeating it. And this just so happens to be
where the game got its name: By training your camera’s
viewfinder on the ghost and staying patient
until it’s fully charged, and then waiting to take a picture until the very moment the ghost attacks, when you execute the Zero
Shot, or a Fatal Frame. The more you place yourself in danger, the more effective your attack becomes. As you delve into the mansion’s depths, you slowly peel away layer
upon layer of the story, uncovering a mysterious
and terrifying curse into which you are likewise
drawn deeper, and deeper. For generations, the
residents of Himuro Mansion have guarded the Hell Gate, that lies deep below the
estate’s ancestral shrine. Every 10 years, a Rope Shrine
Maiden must be sacrificed as part of The Strangling Ritual in order to maintain the
seal on the Demon Mound, and prevent evil spirits
from overwhelming the land. But, 150 years before
the events of the game, the Strangling Ritual failed. An apocalyptic entity dubbed
The Calamity unfolded, and the dread entity Malice
escaped the Hell Gate. A dark curse descended
upon Himuro Mansion, killing thousands in the
region and leaving madness and destruction in its wake. Since that day, the
estate has been haunted by vengeful spirits who seek
to entangle unwary visitors in this curse. For the player, the Camera
Obscura is their first and last line of defense
against these hauntings, and the ultimate tool to help them unravel the mysteries of this ancient house. But the true genius of this design is how the camera itself acts as a mechanical literalization
of the narrative’s themes. Through the Camera, you can
observe the hidden forces that lurk just beneath the
surface of the mundane world. And by using the camera
to take snapshots of them to record what you see,
you’re able to defend yourself against the eldritch forces
that seek to consume you. The horror of folklore is
the horror of superstition: Events that cannot be rationally
explained are frightening because they offer us
so little hard evidence by which we can comprehend them. It’s a simple truism that stretches back to the beginning of human history: The less we know about something, the more frightening it is. Through the act of playing the game, by observing your
surroundings, taking notes, and uncovering the
mysteries of the mansion, you are engaging with the
folklore of Fatal Frame. Through research, discovery,
and careful observation, you can rob these myths of their power, the power of the unknown,
and by that fight back. The Camera Obscura makes
this literal for the player: By capturing these ghosts
with your camera’s viewfinder, you drain their health bar,
sapping their life force. (unnerving music) And as you wend your way through the Manion’s labyrinthine
hallways and grounds, you’ll also find expository documents like notebooks and diaries,
newspaper clippings, and audio recordings. The mini-narratives
contained in these documents are all strange and
disturbing in their own way: Historical accounts of the
disaster that doomed the estate, first-person narratives of
the ever-deepening madness of those afflicted by the curse, and plaintive cries for
help from the poor souls who found themselves lost within
the depths of the mansion. Other notes recount the
researchers and folklorists, and the game explicitly
identifies them as folklorists, who studied the mansion and the dark rituals connected to it. In most cases, these
documents are connected to individual characters whose backgrounds are critically important to
the overarching narrative. The game mostly keeps the
spoken dialogue to a minimum, and it’s up to the player
to piece together the plot via these found documents
and environmental clues. Like the photographic
hints that you’ll uncover with the aid of the Camera Obscura, these documents and clues
don’t just illuminate the larger narrative. They’re also how the player
discovers the solutions to puzzles and the
weaknesses of key enemies, up to and including the
final boss of the game. And critically, the game
provides absolutely zero, (chuckles) get it? Handholding to indicate that
a document you’ve collected contains useful information. Say, for some red numbers here and there. It’s left entirely up to
the player to piece together the narrative puzzle through
the evidence you’ve assembled. In other words, Fatal Frame
was a pioneering early example of the power of
environmental storytelling, many years before we even had a sense of environmental
storytelling”as a best practice for narrative design in games. Survival horror was itself
still a relatively new concept in 2001, and yet Fatal
Frame arrived to push this still-young genre into
an entirely fresh direction. The game’s greater emphasis
on exploration, discovery, and puzzle-solving through
that is a sharp contrast to the more straightforward combat-and-resource-management
loops of other, more renowned survival horror titles. And it’s this act of
interpretation in Fatal Frame, the quest to uncover the truth behind terrifying and mystical events, and piece together the story bit-by-bit, that illustrates both the power
and the danger of folklore. (light traditional music) The emphasis on archeology,
folklore and interpretation is what makes Fatal Frame such a singular and unique experience in the
realm of survival horror, even as we come up with
the 20-year anniversary of its release. The player must become not
just an incidental observer to the narrative, but
an active participant, one who pieces together an
interpretation of the history and then works to resolve it. The fact that it somewhat fell
off the radar in recent years is truly a shame, because
it’s hard to overstate just how important and influential a piece of gaming history
Fatal Frame really is. It’s kind of like, ah geez, you guys are gonna
make me do it, aren’t you? (coin rings) A full decade before
Dark Souls earned acclaim for its particular brand of what I like to call
archeological storytelling,’ Fatal Frame was essentially
doing the same thing on the humble PS2. Too many times, lore and codexes
are shoehorned into games as a kind of narrative
bloat that gives the player plenty of material to read through, but is entirely superfluous to the experience of
actually playing the game. Fatal Frame incorporates lore in a way that makes it central to the
experience of both playing and understanding the game’s narrative. The act of piecing together the tale is a narrative puzzle in and of itself that drastically increases
the suspension of disbelief as the player becomes a part
in the folkloric history of the game’s world itself. The story of Fatal Frame is, at its core, a story about the essence of folklore: How lore gets crafted,
passed on over the ages, and then rediscovered and interpreted. Within the fiction of the
game, we see urban legends come to life before our eyes, along with folklorist characters who attempt to interpret these stories, before ultimately falling prey to them. These narrative elements
pull you into a deep and engrossing story,
where mechanics and lore form a greater whole,
one that just so happens to be intimately connected
to the real world, even if it isn’t exactly
“Based on a true story.” By the climax of Fatal Frame, folklore itself has been vindicated. The legend of Himuro Mansion
is no longer the stuff of books and cultural theory, no
longer the mere superstitions of those who dwell on the
outskirts of civilization. Local wisdom, lore, is
reframed as the only way to combat the supernatural forces that would otherwise
overrun the living world. Ultimately then, the question
that Fatal Frame poses to players is not about
future versus past, or science versus tradition, or even the city vs countryside duality inherent to the phrase urban legend. The true question that Fatal
Frame asks is much simpler, and potentially far more frightening: What would you do if
lore wasn’t just lore? What if these frightening
stories we tell ourselves could really come to life? Folklore can be dangerous knowledge, dealing as it does with
supernatural truth, which in turn makes folklorists people who wield a dangerous power. All across the world, folkloric
figures have been respected and loathed in equal measure for their command of hidden knowledge. The local hedge-witch is the first person that the townspeople will
turn to for their ailments, but also the first to be put to the stake when an unexplainable plague
ravages the livestock. Just as it re-interpreted
the urban legends of Tokyo, Fatal Frame takes these
larger principles of folklore and re-interprets them through
the medium of a video game. And this act, this
re-interpreting and re-telling, makes Fatal Frame a kind
of folklore unto itself. The earliest kinds of
lore were passed down through word-of-mouth and hearsay, and the Fatal Frame games
likewise re-interpret and re-tell Japanese urban
legends to the player, preserving these stories
in their own form. By playing these games, the player becomes an active
participant in folklore. And this experience is
made all the more powerful by just how great a game Fatal Frame is. After playing it, you almost
certainly won’t forget the legend of Himuro Mansion,
it sticks in your memory, lurking in the crevices
of your consciousness, waiting for the right time to re-emerge. Just like a good urban legend should. Because we all know there
is great power in stories, whether they come from
a book, or a video game. The power to save and protect, and also the power to destroy. Hey there, thank you so much for watching. Before you leave, make sure to check out the special special thank
you bonus video here in which we’re playing a game
of ghost tag to hunt down and exercise my Patreon
backers across Himuro Mansion. So, thank you all once again and yeah, – [Demon Voice] Monsters of
the people will return. – [Ragnar] Until next time, ta ta!

100 thoughts on “Fatal Frame or (How Folklore Brings Horror to Life) | Monsters of the Week”

  1. I've been secretly hoping you'd cover Fatal Frame. It's one of my favourites, if not my favourite horror game! Thanks a lot!

  2. (in Mafuyu's voice) So this is Himuro Mansion…

    Man, Fatal Frame spooked me so much back in the day I get nervous just standing around in the game. Folklore horror is so good…

  3. Fatal Frame <3 I want Fatal Frame game for VR. Btw. did you ever play and like (and consequently will cover it here in the future) original Clock Tower for SNES (or rather it's fan translated ROM hack, since original never released outside Japan)?

  4. J Horror is the most terrifying genre of horror out there, I hate Ghosts they scare me so bad, they're invisible until they decide to pop out at you then they always look really creepy. Anyway reason I bring this up is because I've been recommended Fatal Frame by a few different friends, but I've always been too scared to play it, but now that I've seen this video I can talk about it with my friends and they'll never know that I was too much of a coward to play it myself.

  5. I just finished the first game for the first time October of last year. It still holds up really well all these years later.
    I hope you'll cover the other games in the series at some point. I'd love to watch more of your thoughts on the rest of them.

  6. Aw man, I was just rewatching the silent hill videos. I didn't even realize this was a new one right away. Super excited to see this series return.

  7. Another great video Ragnar! I recently found your channel and I'm really grateful, you really do make me question and think about the media I like to consume and translate your ideas much better than other video essayists I feel! As a horror fan and archaeologist I loved how you really made me realize how my hobbies and career intersect by my interest in folklore and story telling!

  8. I thought you would give away the story, thank you for focusing on the game itself and its interpretation. I haven't finished the story, but I fell so in love with this game.
    Your video mirrors very well the beauty of Fatal Frame.

  9. I adore the main trilogy. No matter how many times I've beaten them, the games are still fun to go back to. Honestly, I'm not a reactive person, but there's a scene in FF2 with a certain spooky arm easter egg that actually made me physically scream in fright. And with the amount of horror media I consume, that's quite a statement! No other game series has matched it.
    EDIT: Gotta say, though. Broken Neck can take a friggin' flying leap– Again.

  10. “Hey chill video I’m enjoying this :)”

    “…. wait I know that voice. Did this turn into a Pathologic video?”

    Always happy to hear Sulmatul chime in hahaha. Your videos are a pleasure Ragnar 🙂

  11. I loved these games! I remember having a nightmare from the trailer for the first one on Xbox 😂
    Such a shame they didn't really do much with the franchise but I'm so happy to see you talk about them in 2020!

  12. I loved this game growing up! As per usual, what a brilliant video. I love the fact that you still have Saba with you in the writing department. I cannot wait for the next video!!

  13. One of my favourite action horror games was Kuon for the PS2. No one I know of in real life has ever played it and that saddens me. It is especially close to my heart because it is through Kuon that I learned of Project Zero. Thanks again my dude, for bringing me back to a simpler, more scary time.

  14. The ghost busting camera shoot 'em up gameplay of this series is FAR more fun than I was ever expecting it to be. Definitely worth a look for the gem hunters out there.

  15. I've been waiting for so long to see this!
    To me, you know if a story was well told by observing how you can take it for what it is, on just the surface level and enjoy it for it but can also dive deeper, find hidden meaning, lore and philosophy within it. And i think you're video demonstrates that argument.
    Sure, you can take it literally, kept it as just that, or you can go deeper into the story, dive head first and find more.
    I also agree that, these games are somewhat of a perpetuation of the folklore. It extrapolates it, makes us active participants and expose it to more people, not letting those legends die.

    Cool how Ragnar singled out "Kairo" as one of his favorites, because i feel like "Kairo" is one of the lesser appreciated J-Horror movies from it's time, and that's a crying shame. It's the one with one of the most overt and relevant social criticism still to this day.
    The whole genre was super clever in it's social commentary, but i feel like "Kairo" is the one that is closer to us, the generations who grew up with so much eletronic entertainment, from gaming consoles to the internet. It's as relevant in 2020 as it was in 2001.

    Also, this is a pet peeve of mine, i know it's annoying, but everytime someone mentions "Ju-on: The Grudge", my mind always screams about the fact that not many people know that "The Grudge" is the third movie in the "Ju-on" franchise.
    It's mythology just got so much more famous and marketable than it's predecessors, so most people dont even know about them.
    (And they are super hard to find too, just like "Rasen" the original and retconned sequel to "Ringu". Although "Rasen" has been remastered and is now a lot easier to find, there was a time when it was kind of a hidden secret amongst western audiences.)

    Pretty sure Ragnar knows about all of these movies tho. As always, beautiful work.

  16. The thing about this games is that I never felt so engrossed by the storytelling as they made me, specifically because the lore was so well integrated with the game exploration. Narrative suspenseful puzzles that make you dread what you will read about next and recontexctualizes some scary monstrosities as simpathetic and frequently very tragic figures. Not to mention the somber tones feel realy aproriate with the genre, and fits my preference to the psycological dread that even well-made body horror just fails to appeal to me most of the time.

  17. i am SO HAPPY to see you talking about fatal frame. underrated and mistreated in the west. one of the few games to make me physically sick playing it. i also liked fatal frame 4 a lot more then most people, shame it didnt get officially released. holy shit, im so happy to see this

  18. I have no idea what's playing at 19:20, but I find it VERY reminiscent of the soundrrack for Lord of Illusions, a somewhat underrated, I think, Clive Barker film. If that's music from one of the Fatal Frame editions I didn't play, I must track the game, or the soundtrack, down.

  19. Man, you'r every video is like a treat to me. You one of very few people who actually talks about what I care.
    God I wish more people had same attitude to video games, especially horror, like you present.

  20. My cousin bought Fatal Frame and gave it to me and I spent all of that night playing through it

    And became one of my absolute favorite

  21. Honestly I think recent ones only being on nintendo have held it back, feel like pc and ps4 users would eat this series up, heck there is a rather successful game inspired by it on pc (dreadout)

  22. I'm glad to see more content, you don't dissappoint!
    I first played FF on my best friend's PS2 while I was in grade 9, and we were spooked and hooked! The screensaver took us by surprise cause we left it paused for a bit while we went to get something to eat. In that quiet room, the only sound was our gasps, as the chills shook us to our core.
    Keep up the great work!

  23. Great video about a great series that I've spent many, many hours playing. I would just like to add something that I've always felt coming from those games and that I'm not sure you have mentioned. I get the "what would you do if folklore was real", and the depiction of people having to deal with that, but to me, the idea that people made this legends and folklore elements come true by believing in them and perpetuating awful rituals is even stronger. The final boss(es) is/are always victim of the rituals, while the actual antagonists are always the ones who enforced them unjustly or in blind faith.

    What all final bosses also share is that the rituals failed because of a love relationship, making them value their own life and/or their loved ones over the need for a sacrifice. The antagonist, usually cult leader/father figure, dismisses that and makes it so the ritual is accomplished. It can then be interpreted in two fashions : sacrifices must be made in order to appease the occult forces, or if you start putting more value in rituals and beliefs than in life, it comes back to you. The good endings of each games are when you save the spirit of the final boss, and that you manage to keep everyone alive rather than doing the rituals. In all games, the protagonists are pushed by the ghosts to redo the ritual properly and sacrifice themselves to appease the occult; yet when accomplished, leading thus mostly to canon endings, this is never shown in a good light. Now this is not to say that everything should be good and that sacrificing yourself to save others should be shown like this is a great thing, of course. But the way I see it, the game presents it as being kind of pointless. The curses only affect very small communities, and perpetuating the rituals only saves the next generation who will have to sacrifice new people in turn. The only way to escape this is to go on, keep on trying, and beat nightmare mode to get the actual good ending. To me, it's this idea of "hold on to life, don't give in to the rituals, sacrifices, fight against it and you'll be freed of it".

    In conclusion, and it might only be a personal feeling, even more than "what would you do if it was all real", the game's idea would be that "other people can make it all real", if they believe in it strongly enough. They make their own curse by hurting others and fearing the unknown rather than protecting the lives of their children (because most of the time, the antagonists are the parents, and the victims are the childrens sacrificed).

  24. Let's hope Nintendo adds these games to their Switch catalog. We've been getting games like Resident Evil, Final Fantasy, and Devil May Cry on the Switch so why not Fatal Frame? I've been eyeballing this series since it was added as an assist trophy in Smash Bros Ultimate.

  25. Also I've got to say, nintendo wii u was the perfect platform for this game- series.if nintendo would have remade the whole saga for the wii u the console's history would 've been different perhaps- Dont get me wrong: fatal frame 5 s an outstanding game, but among the other titles in the series is not the best. i wish the fourth one was remade with the fifth one's mechanics. The woii u and tv screen used simultaneously was the best scenario for the mechanics of this game to work ideally. You didnt saw ghosts in the tv, just in the wiiu pad, it was like being in the game itself, when it comes to immersion FFV is the most immersive.

  26. I absolutely LOVE Fatal Frame, it formed a lot of my love for horror, and the story brings me back, again and again, every few years. Even if the graphics haven't aged the best, I still love to dust off my PS2 to play it and get lost in it all over again. 🖤

  27. I feel like these games are up there…I feel like now a days they got more exposure with YouTube from videos like this and people who do let's plays. But I love vids like this because it always adds something more for me to love about these games.😊❤cheers!

  28. I usually can't stand anything horror-related, but I love these games! The thrills, the folklore, the spooky setting, the extremely limited defense (a camera of all things)~

    Fantastic. I wish more horror games were like this. XD

  29. Ahh I love hearing people talk about these games. I've been chasing the feeling I got from playing the first two games (especially the second) for almost a decade and a half, and nothing's ever really scratched that itch. The atmosphere, design, tone, vibes, etc. Theres something beautiful and lived in about it, while also being hostile and anxiety inducing. Theres just an aesthetic about it I miss so much.

  30. Too bad they fucked up the storyline in Fatal Frame 5 and imply that Miu is the incest child of Miku marrying and boinking her brother's ghost, thereby getting impregnated.

  31. I heard the Ghost in the shell in there.
    Very nice.
    Personally, the first Fatal Frame is my favorite out of the series. It impressed me so much, I still remember most of the cutscenes and ghosts, espacially from the first part of the story. Good times. 😊 Thanks for this great video, you nailed it.👍🏼

  32. This game was so damn scary. The second one broke my brain. The setting, sounds, and lore creeped me the math out.

  33. Great video, man! I remember see ads of this game in gaming magazines that I buy back then, unfortunate I never really play the game itself, besides Fatal Frame 3, which was a nice game.
    The last game is from 2015? Damn, why we don't see more of this stuff, like Siren (Forbidden Siren) too, to give some examples

  34. When you wish your favorite content creator released videos more often, but you realize that it takes time to create masterpieces. Love your content ❤

  35. The most frightening moment I remember was going down the tall mirror hall and having Blinded run down the stairs in front of me.
    I mean, it's a game and one expects enemies, but Fatal Frame was very good at placing ghosts in ways that made your stomach drop. Like the ghost of Koji the appears right behind you after you exit a room.

  36. I remember being sick in the hospital and my dad bought this game for me. Fatal Frame is my favorite horror game of all time, and I'm glad you talk about it.

  37. I don't know if this is relaxing or terrifying… relaxing yet terrifying? Anyway, welcome back, RagnarRox. I've been waiting for you to release a video.

  38. I'm waiting for the one YouTuber that gives me an hour long retrospective of any or all the Fatal Frame games. Thank you for the video.

  39. I fundamentally disagree with the statement that reading codices for backstory is "entirely superfluous to the experience of actually playing the game."

    If that were true, then there'd never be a sequel made to any game, because the lore of the previous game would also be "entirely superfluous" so why bother with it? Just tell a new unrelated story, or the same story all over again.

    I can agree that environmental storytelling may be a preferable way for some to learn backstory, but regardless of how it is learned, lore absolutely can effect the gameplay experience.

    There's no way short of prequel games that the Mass Effect Trilogy could have unloaded all its lore on the player. And while you didn't need to read the codex, doing so gave you such a richer experience because it put the current situation into perspective, and let you feel that you were making decisions based on the knowledge of how the characters got to where they were.

  40. Great video! I'm curious though. Could someone tell me what game the clip at 22:04 is from? Probably a dumb question, but it just didn't look like it was from Fatal Frame to me.

  41. Great video. I struggle to explaining to people why it's so scary and here's this amazing deep dive into the why.

    No game has ever scared me more and it helped fuel my favorite prank. My roommate Ryan played the game and we were so scared by the game we had to tap out frequently (and we were both horror fans). The character that scared him the most the night before is the little girl in the red kimono or yukata that crawls after the player from under the building. I am a small, Asian woman with long black hair and I owned a red yukata. I waited behind the couch and the living room wait for him to get his morning coffee and then frantically crawled after him just like in the game. He screamed and ended up standing on his bed dancing from foot to foot. He was completely freaked out.

    He was cool about it and we had a great laugh.

  42. and PLEASE be someone who'll do vid on one of the best stand alone mods for UT 2004 – Out Of Hell – it was made by one guy and it is great,fully playable separate game

  43. Fatal Frame and Siren are two series that i love that always felt like the under appreciated companion pieces to Resident Evil and Silent Hill. The latter two take the idea of making the familiar and lived in horrifying while the former two did the same for the idea of backwoods locations forgotten to time, be it ghost towns or the sort of communities you see in the backwoods of every country that seen to have stuck themselves in the period between the 60's and 80's and never kept with the times and those kind of places are prime fodder for the 'smaller town with big secrets' setting but also feel like they can touch on the idea of backwoods cults and things that Silent Hills Order tried to comment on as it was made right when the 'era of strange crime' was wrapping up and taking a surge in religious cults in the backwoods with it. Its just a shame its not as grounded which seems to be what westeners enjoy and the surge i j-horror movies probably made them feel more by the numbers as well.

  44. At last..!! Someone who is intrigued as me to know the folklore of my favorite horror game.. Fatal Frame!! Kudos to you bro!!

    PS.. I've tried to research the place where the story took place in.. It seems to be a real place in Japan..

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