Fatal Frame 

released on Dec 13, 2001
Fatal Frame

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Fatal Frame 

released on Dec 13, 2001

Fatal Frame is the first game of the Fatal Frame series, introducing the franchise's unique premise of fighting ghosts with a special camera.

Fatal Frame was the first to introduce the innovative use of an old-style camera as the primary weapon. In addition to navigating the main characters around the mansion grounds, players are able to enter Viewfinder Mode, where the camera is raised and the view changes to that of the camera's frame. In viewfinder mode the player is able to snap photographs of ghosts, both violent and benign, which is the main method of progressing through the game. Items are also available, some being consumable and most being key items needed to unlock doors, complete tasks or solve puzzles. Puzzles are encountered frequently in the game, some being based on the same concept but becoming progressively more difficult. The varying difficulty settings of the game (Easy, Normal, Hard, Nightmare, or Fatal (Xbox only)) determine the amount of consumable items scattered throughout the mansion and how formidable the enemies are.

The main horror aspect of the game is, undoubtedly, the ghosts. The mechanics programmed for the ghosts allow them to float ethereally through the air, walls and floors, and even teleport, allowing them many ways to attack the player. The ghosts' appearances are usually inspired by their deaths or by Japanese stigmas of horror, which, some argue, are particularily chilling.

The game, depending on which console it is played on, offers two endings. Upon completion of the game, a ranking is given based on total time taken, points accumulated and other categories. The player is also given rewards and unlockables, such as alternate costumes and camera functions, depending on what difficulty was beaten, how much of the Ghost List was completed and other criteria. Beating the game also unlocks Battle Mode, where the player is faced with fighting specific ghosts, and is rewarded with points towards purchasing unlockables. An option is also given where the game can be replayed with all equipment, upgrades and unlockables carried over.


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Awesome game, the voice acting is funny af the gameplay is also awesome. Only thing I dislike is the design of the level since its pretty much all backtracking.


Eu amei o jogo, principalmente a mecânica da câmera, que na minha opinião é muito boa e o modo de exploração, que eu gostei muito de procurar e entender mais sobre a historia, que é ótima, o visual dele é muito bonito e eu gostei muito da "ambientação", o jogo realmente consegue dar medo e eu tomei vários sustos, o único problema é que eu sinto que os personagens talvez sejam meio rasos , e você não se apega muito a eles.


in terms of atmosphere, this game is pretty fucking great. just listen to the soundtrack, there's not a single piece of music in there that's anything but unsettling. coupled with the sinister look of the game, it's bound to leave a strong first impression on you.

that said, man the gameplay did not age well. while it's pretty good at inducing anxiety for the first few times, the combat system will quickly reveal itself to be so frustrating and tedious that instead of getting scared by enemies you'll just sigh in exhaustion whenever you encounter one.


When reviewing Outlast, I mentioned how constant checkpoints and unlimited supplies can prevent a feeling of vulnerability that I think is important to horror games. Oddly enough, this is another survival horror game focused around using a camera, and it has the exact same design flaw. In this case, it’s how the save points scattered around the haunted mansion can be used as many times as you like and provide you with an unlimited supply of film for your ghost-exorcizing camera. While moving from room to room should be a tense experience where you’re unsure when ghosts will strike, having a HUD element to tell you when one is nearby so you can ready your infinite ammo weapon eliminates that possibility. The design of the ghosts themselves is spectacular, but this visual aspect is the only place where horror actually manifests itself. Fighting them is also a shallow and repetitive process, pointing at them until your indicator changes color and snapping the picture. The story isn't enough to rescue it either, sitting comfortably among the bog standard plots of the horror genre. There are enough good ideas here to where the potential of the sequels intrigues me, but I can say that this entry doesn’t live up to the series’ reputation.


juego oficial de cagarse encima


This game joins both survival horror and on-rail shooter principles and makes its combat fair and engaging without renouncing to the tension and vulnerability that often comes with horror games.

The game surprisingly turns more arcadey the more you play it. The staged jumpscares that scared you the first time turn into fun 'bonus score' to keep an eye on subsequent runs, the anxiety inducing enemy movement patterns that inevitably culminated in the spectre jumping towards you turn into a fun acuracy challenge with a fun risk-reward mechanic.

Unlike most horror games where the horror sentiment either remains constant (like in tank control survivals) or accidentally disappears due to its loss of shock value, Fatal Frame fully embraces this loss and decides to make it a fun game for second-timers.