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WHEN PROJECT ZERO FIRST released we were scared half to death. No sooner had the nightmares stopped when Project Zero 2: Crimson Butterfly (entitled Fatal Frame 2 in the US) appears, promising to return us to the catatonic state the first game left us in. Featuring a similar game style, the sequel features new locations and characters, but keeps the features that made the original game so compelling.
Project Zero 2 isn't just about being scared, though ?it has a great story to go along with all the creepiness, and one that is very well told. The game is set in a hidden village call All God's Village and centres around a mysterious ritual called the Ritual of the Crimson Sacrifice, which involves twin sisters. At the start of the game twin sisters Mio and Mayu Amakura stumble into the uninhabited village after following a crimson butterfly and must try to escape, whilst uncovering the secrets of the ritual and battling the spirits of the dead residents of the village. The story is told from Mio's perspective, and slowly unfolds through finding various clues and through numerous David Lynch-esque cut-scenes.
Players take control of Mio in this third-person adventure, although Mayu is often on screen at the same time. The presence of two characters through much of the game makes it feel similar to a game like Ico, where players must think not only of protecting themselves but also their companion. Mayu is defenceless and fairly useless, preferring just to stand on the spot and sob when attacked. Players must constantly be on their guard for attacks on Mayu, often making battles even more difficult. Mayu does occasionally become annoying in other ways also. As well as having to be protected from harm, she follows Mio around slavishly, sometimes trapping her in a tight space. Most of the time she could be easily pushed out of the way but there is the odd occasion where Mayu will stand firm and the game needs to be rebooted.
Project Zero introduced players to the concept of a survival horror without weapons. The sequel carries on that thread with the return of the 'Camera Obscura? a camera capable of capturing spirits on film. With no weapons this is the only defence Mio has against the apparitions she will encounter. Photos taken of ghosts are given points depending on the positioning of the shot and the proximity of the spirit. More points can be obtained by capturing two or more spirits in a shot. For hostile spirits these spirit points are also converted hit points, doing a certain amount of damage to them. They will only disappear if their hit points reach zero, often requiring several shots of them while they try to attack. The spirit points can also be used to upgrade the camera, increasing such things as the amount of damage it can inflict, the size of the lens, and the available range. In addition various upgrades can be found, equipping the camera with abilities such as stun and slow.
As well using the camera to fight certain apparitions other, more harmless ones can sometimes be seen as well. These generally appear only for a few seconds, forcing players to act quickly if they are to capture them on film. There are also hidden apparitions that can only be sensed by the Camera Obscura. Their capture doesn't alter the story or affect gameplay in any way, although it does help to accrue spirit points used for upgrading the camera as well as increasing replayability for those wanting to capture all the spirits in the game. Project Zero 2 is not an especially long game, but it has enough to do after completion in terms of finding all the spirits, different difficulties, hidden chapters and multiple endings that players will still have plenty to do after finishing the first time.
The controls for Mio are fairly simple, and quite similar to the first game. Mio is controlled directionally with the left analogue stick while the right moves the torch when Mio is equiped with it. In addition there are jog and search buttons. The camera controls are similarly easy, switching the view to a first-person mode, with buttons to take a picture and to activate any special features the camera may have.
Camera angles play a vital role in the storytelling and can greatly affect the level of fear felt by players. As with movies a well-placed camera angle can portray a lot. This can, for instance, be used to highlight a particular feature of the area, make it appear as if the character is being watched or to show something the character cannot see. Project Zero 2 does this to great effect with a masterful choice of angles being used depending on where Mio is standing. Normally we'd grizzle about static cameras but in this case it's actually the preferred option and certainly helps to create the right atmosphere.
In addition to the normal view, Crimson Butterfly often segues into sepia-toned rendition, filled with terrifying imagery, generally portending something about to happen or showing a relevant event that has passes. These interludes to the normal game truly are truly disturbing. Their timing is well planned, often occurring just as players start to relax. Also used to great effect is a quick cut to a different camera view, often used to show an apparition standing behind Mio or appearing out of her line of sight.
Visually the game is fairly well done, although some of the textures could have been better. The game is portrayed in a realistic and gritty manner, and the use of light and shadows is well done. Mio waving the torch around, searching hidden corners or dark areas, is done to great effect. Mayu and Mio are well animated, although they have a very limited range of movement that basically consists of a slow walk or a barely faster jog. The apparitions are similarly as static, with most slowly creeping towards the twins. Their appearance is no less terrifying though, and fits in well with the general pace of the game.
Helping to add to the tension is the near lack of onscreen items. The screen is totally dedicated to the view of the game, apart from one sensor that shines when something supernatural is near. This helps the player feel even more in the game, rather than playing it. Health meters appear briefly when attacked or when peering through the camera, but are not too intrusive. The menu system is well laid out and various clues and information Mio acquires in her travels is easily accessible. We can't say the same for the save system though, which employs one easy save file for the game and a complex, confusing system of files for any photos that players may want to save.
As well as the visuals in Project Zero 2 the game also relies heavily on a strong aural presence to convey the sense of dread and terror to players, and it does this very well. The soundtrack made of a mix of traditional Japanese and orchestral instruments and covers a range of styles. While players won't come away whistling the tunes they do a great job of setting the mood of the game. Accompanying this is the occasional appearance of various noises ?background chatter, crying, thumping, scratching ?that serve to create more disquiet amongst players. This is a fantastic game to play at high volume, especially in the dark.
All of the elements in Project Zero 2 combine to create a game full of high tension, allowing the player to feel an almost claustrophobic fear. Gamers used to adventure titles will feel slightly lost without a weapon to rely on, but the Camera Obscura will quickly become a firm friend. Project Zero 2: Crimson Butterfly is an unforgettable experience, highly recommended for those that can handle it. |