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Forums - Gaming Discussion - The Dark Room: The King that Never Got It's Crown - Fatal Frame IV: Mask of the Lunar Eclipse

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              Before we get into this, I just want to say sincerely sorry for the large amount of text in this review, or any of the reviews for that matter. Fatal Frame is a series I enjoy great and wish to share that joy with others. It's why I started this series of reviews. I felt it was a great series that never really got its time to shine. Also, I feel it could be something people could enjoy during the Halloween season.

              This review of Fatal Frame IV feels very special to me, because it was one the rest of the world couldn't enjoy, so perhaps not many people may know much about it. I feel lucky enough to be able to play it and share it with everyone, and wish to provide the best analysis I could so people could get a good understanding of something we missed out. So I will have a lot to say about this. I hope you can stay with me to the end and learn a little something about a game that most of us never got to experience. With that said, let's get into it.



The Blank Mind of Lost Memories

 

 

 

 

             Fatal Frame IV: Mask of the Lunar Eclipse is a very interesting title in the franchise. It was the first game to be made exclusively for the Wii as well as the first title to release on a Nintendo console, previously being a main stay on the Playstation 2 and eventually Xbox. It was also the first time to not be published nor developed by Tecmo, being a joint effort with Grasshopper Manufacture and Nintendo. Yes, the team behind games such as Killer 7 and No More Heroes helped with this game.
   
            The most painful thing about this game, was that it was the first title to not be released worldwide, sold only in Japan.  There were plans to localize it in Europe, but it was eventually canceled. So the quality of this game remained a question for many years. Was it good, or perhaps it was a terrible throwaway that resulted in it remaining in Japan? Well, fortunately, thanks to the effort of a team of dedicated fans, an english patch was made and is available for the public to use. Even allowing the Japanese copy to work on foreign consoles, although it took some modifications.

 

            Though the question is, was it worth the effort? DId the combined efforts of Tecmo, Grasshopper, and Nintendo manage to get Fatal Frame's good side, or did the picture end up coming out blurry?

 

What?! You don't start with the start button?! What madness is this?!

Oh, also, we got an increase in budget. A very slight increase... : X

 

 

 

Story

 

 


    The game follows the tale of Ruka Minazuki, a young lady whose childhood is tied to an island known as Rougetsu Island, but she has no memory of her time there, except for one melody. She caught word of two of her friends who also went to the island, but have not returned. She sets out to find them there, as well as try to regain her own lost memories from her time there as well. After hearing that two other childhood friends were found mysteriously dead not long ago, she feels she must return to the island and regain her memory of those past times, or else she too might end up with the same fate....

 

Is it too late to turn this boat around...? Hey captain, I changed my mind... Please, let's go back..!

 

 

 

Game

 

 


           Fatal Frame IV comes with the most changes of any title in the franchise, tweaking many series staples around. It was quite surprising to me when I first started. First off, the Camera Obscura returns yet again as the primary weapon, but the layout design and functions were slightly changed, each designed uniquely for each character. It's noticable when the camera charges for power.

 

Ruka: By the name of the moon, I shall punish you!

Misaki: Pfft, whatever. I will make cool squiggly lines...

 

   The ghost light in the top center has also changed, showing you the location of a ghost from up, down, left, right. Previously, the light would glow more intensely when you are closer to a ghost, like a friend telling you whether you are getting warmer or not x )

 

You're getting warmer... ; )

 

    Also, when you focus on a ghost when your camera is fully charged, it will zoom in on the ghost, signaling the opportune moment to take the shot. There is no escaping the detailed horrifying looks of the new and improved ghosts, hallow eyes and all. These are all minor tweaks to the workings of the camera, but if you are well versed in the previous titles, it may come to a bit of a surprise to you. Oh, also you have unlimited type 07 film again. Huzzah! : D

 

The camera loves you baby ; )

 

    There is also another major change and new addition to gameplay, a new weapon: The Spirit Stone Flashlight! Yes, you can now fight ghosts with a flashlight. It is quite a shocking new addition. This flashlight, exclusive to our new male lead, Choushiro Kirishima, uses moonlight to charge energy to fire a large range blast to all enemy ghosts caught in the moonlit circle. It does have unlimited firepower, but if you drain all your power, you'll have to lower your weapon and let it charge, as shown in the bottom right. A fully charged flashlight looks like a moon : ) To me, using this weapon felt as if I was a Megaman character with an arm blaster. It is an oddly very satisfying weapon to use. The sound of the blast as you release the chagred energy only adds to the satisfaction you feel using it. It is just overall a joy to use. Surely a such an out of place and powerful item would break the fearful setting of the game, right? Well, we'll get to that later...

 

You got arm cannon Spiri Stone Flashlight

 

    Let me not forget to mention, 3 lead characters return again as the cast of this tale. Technically, it is 4, but you'll learn of one of their fates in the game ; ) No, I'm not telling who.

 

Silly masks only... Hey, that guy's not wearing a mask..! GET HIM!

Also, our cast: Ruka Megurine, Madoka Magika, Misaki Ayuzawa, and Choushiro ...I got nothin'

 

    Other small, but notable changes are here as well. Actually, there are a lot. The most shocking is that points accumulated from defeating ghosts are no longer used to upgrade your weapons. They are actually used in a shop present in the game! It is accessed from a save point, and it allows you to purchase any items you may need to continue, such as healing items and film. The items available do change depending on the difficulty.

 

What are ya boyin'? EH HEH HEH HEH, thank you... >: D

 

    The new items used to serve as that function are the introduction of red and blue crystals. They are items you find throughout your adventure that serve different parts of your camera and flashlight. Blue crystals are used to enhance your weapon, while red crystals enhance your lenses, which are secondary effects you can add to your shots, ranging from more damage, pushing enemies away, slowing them down, etc.

 

So I just jam them in there...?

 

    How do you get them? Well, that is yet another new function: picking up items. In previous games, simply pressing a button near a glowing blue item would automatically add it to your inventory. However, in Fatal Frame IV, your character reaches for the item by holding the A button. This is done for everything except film and healing items.

 

Oh naw, I wouldn't touch that...

 

    I also forgot to mention, the items will not be visible in plain sight either. You must reveal them first by flashing your light over it. Afterwards, the item will reveal itself in a blue glow, followed by a faint sound. You'll see it from a light that will glow on the top of the screen when you are nearby something.

    Another strange new addition to gameplay is oddly enough, a side collectathon quest: the Hozuki Dolls. These are small dolls dressed in kimono scattered in rooms across the entire game. Their hiding places can range from easy to a case of Where's Waldo/Wally, being difficult and somewhat frustrating to find. Collecting them all may reward you with some nice things... Oh, and when you take a picture of one, you are greeted to such a wonderful picture of a cute little girl... : )

 

There you are, you litter bugger...!

 

    And I think that just about covers the gameplay section. There are other minor things, such as the return of puzzles, which vary greatly, more so than any game before it, even using a bit of motion control as well, such as playing a piano. Also, when you obtain keys, the game will show you on a map where it is used. So that is nice too. Thanks game...

 

 

 

Controls

 


   

Wait, we have to use this thing? No please... anything but that..!

                I'm adding a section solely for controls, largely because it is such a radical change from its predecessors, moving from a standard controller to the Wii remote and nunchuk. It is also often commonly noted as one of the biggest issues with the game. Well, what do I think?


... I think it's great actually.


             At first, it did feel strange to me, but I quickly became adjusted to it, feeling more natural to use than any controller before it. The control scheme works really well with the wii remote. The back button takes out the camera in a quick instance, the A button takes a shot, the D-pad above it allows easy switches between film and lens, the - and + buttons allow for quick access to the menu and map, the nunchuck handles character movement and horizontal movement in camera mode while hand motion with the wii remote handles vertical movement,and the C button allows for use of the lens.  When in hand, it slowly starts to make sense, or quickly maybe. It depends on the person. (I'm just so good at video games you guys ; ) )

    One of the main common issues is focusing on ghosts while in combat. The loose motion control of the wii remote can make it difficult to center the camera, often jagging around the target, and this caused me trouble as well. But I later learned of another function which helped in moments like this: Z-targetting. It functions similarly to targeting in Zelda games. Hold this near the ghost, and it will lock on, giving you a perfect shot. While this may appear to make the game easy, it does remedy the frustation of trying to maintain focus on the ghost, nullifying this problem.

    Overall, I think the controls are fine. Infact, I think they are great. It fixes an issue I had with other games, performing a 180 turn. It only takes the shake of the nunchuck, or wii remote to do so, and you turn. This made running and turning much easier, which made combat all the more smoother to do. Also, waggling is used to evade ghosts, so... You'll be shaking it around a lot... ( Mario Party 8 Shake It Up anyone..? ; ) )

Don't mind me, I'm uh... evading ghosts! ; )

 

 

 

The Goods

 

 

Fear at its Finest


    When development began for Fatal Frame IV, there was one main goal the strived for, and it was,

as quoted from Keisuke Kikuchi, ..."in a nutshell, "feeling fear with your body"."

 

               And that is what was done so excellently well in this entire game: the feeling of fear. Previous games had achieved this to varying degrees, but Fatal Frame IV takes it to a whole new level, making a masterfully crafted horror setting. Almost every small thing was tweaked to make the feeling of fear the best it could possibly be. It makes sure your nerves are constantly pushed to its limit. Sound has been intensified to be its absolute best, moving from unsettled to sometimes outright bone chilling. Many rooms have their own unique sounds, from random beeps and screeching sounds, as if broken down machinery desperately trying to function, or faint whispers are being spoken nearby you. It makes one feel absolutely uneased at all times, even frightened as if you've invaded a ghost's personal space and have angered it. It sort of feels the game borrows a page from the Silent Hill team, who has used sound masterfully to terrorize players.

 

    Rooms and halls are also greatly detailed and decorated, showing great amount of decay and deterioration, as if the structure has been deserted for decades. There are often disturbing things on walls, tables or other objects, making it unpleasent and uncortable to be around. It is with one addition that makes you notice this unsightly things far more often: the Hozuki Dolls. If you search for these throughout the game, you're bound to see things you wouldn't before, and wish you hadn't. Some of the things you'll see will leave you feeling disturbed.

 

    Even the simple task of picking up items has an element to fear tied to it. Your character reaches out for them in a slow manner, as if your character is hesitant to do so. Also, as you reach closer, the sound around you slowly intensifies, becoming louder and adding more pressure, as if some force is trying to stop you. The most terrifying this is that sometimes, something will grab you... But you never know when. That is why you must be careful when you reach for items. Some time, the ghosts just might get you. What is most terrifying is when you see the ghost reach for you, but doesn't quite make it. It's very frightening as you move in and back your hand away, and see the hand from the side quickly reach out and retreat back in. It will go away when you back away though. However, you'll never feel safe picking up an item.

 


Woah, I'm sorry...! No need to get mad. : /

 

    The fear doesn't end there though. The act of opening doors even has a pinch of fear to it. Upon opening a door, the character will slowly reach out, similar to reaching for an item. Passing that sense of hesitation and fear of the unknown to the player. With certain doors, the camera show the character opening the door, but from a different angle. It gives the illusion that perhaps something from afar is watching you attempting to leave, such as a doll on a shelf, a creepy mask that hangs on the wall, or perhaps something you are unable to see...


    Oh, I forgot to mention, the game is very dark. Perhaps the darkest in the series. And by dark, I mean light, haha. It almost feels as if the light of your flash light is the only source of you have. Everything else is shrauded in darkness. It's quite a distressul and lonely feeling, as if the darkness is trying to eat you. There are lights scattered in some areas, but when there are none, around, it's only you and the light of your flashlight...


    Let's not forget the ghosts as well. Ghosts look visually impressive,  having some of the most grotesque and horrifying appearances in any Fatal Frame game to date, sometimes having a zombie-like appearance. Their movement has also been changed for some, moving in twitchy and erratic patterns, again, like the dead. It's very well done, leaving you in fear as it leaves you unsure what the ghost will do. Sound becomes intense when you engage a ghost, with high pitch screeches and moans of the ghost. At rare times, they will change form, and screaming will accompany the screeches, becoming even more tense. It really tests your nerves at times when you have to face ghost, especially in the most uncomfortable of locations.

 

I'm coming for ya baby... ; )

 

    All these changes and additions blend well to make for an excellent horror, but perhaps the part that ties it all so well toegther is the setting: The Hospital.

 

 

 

The Hospital

 

 

The hospital... Welcome to the hospital! Na-na-na-na-na-knees..?

 

          Fatal Frame IV makes a drastic change in its setting. Previous titles were well rooted in old traditional Japanese settings, such as old Japanese manors with sliding doors and tatami mats, but the developemt team decided to try a new location, a hospital with a mix of western and eastern styles. Because of the setting, this allowed the developers to explore new ways to bring terror to players. Some of the ghosts make up of patients with illnesses and different unusual behaviors, which influenced the behaviors of ghosts and allowed to build up fear by noting issues patients had, causing dread in eventually having to enter their rooms and see their state of mind. Hospitals in general have a naturally unsettling atmosphere, seeing the ill state of people, ranging from mind to severe, and sometimes a feeling of death lingering around. It feels terrible to say, but it is not uncommon to feel this way in hospitals. It makes for a good setting for horror... I feel the setting helped influence and bring out the most possible in fear.

 

 

 

The Bad

 

 

      I feel like this is a serious cop out, but I don't really have many negative things to say about Fatal Frame IV. Issues that came up for me were minor, small moments in the game and did not really overall negatively affect the game. I did have some issues with the controls in the beginning, but I quicked adapted to them and the Z locking button prevents the controls from negatively affecting gameplay. It may be as well that my motion sensor is not placed in an ideal location, not being center when I played the game. Z targeting as well as the item shop does make the game appear easier, but it assures you are always well equipped to continue playing to reach the end. Plus, you can always choose to not use them if the game becomes easier to you. Picking up items can become tedious, as you always have to be cautious when you get items, but this is to assure that you continue to feel fear thoughout the entire game. Certain sequences, such as playing a piano and following the melody can be somewhat frustrating, especially at a pivotal moment in the game, but it is such a short moment in the game, I feel it is unfair to dock the game on such a minuscule moment. The spirit stone flashlight as I described may break the fearful atmosphere of the game, but the game is designed excellently enough that you still feel unsafe and afraid, even with this weapon. There is also a particular ghost that comes off as more comical than scary, but he is one of many ghosts that are quite terrifying. Also, certain times, it doesn't phases the ghosts at all, continuing to march at you. There is also a single puzzle I couldn't solve, perhaps due to it being lost in translation. So yeah, there really isn't any majors I had when I played the game...

 

 

 

Conclusion

 

 

         It is unknown why Fatal Frame IV was never released outside of Japan. Perhaps it was due to the glitches that were found in the game, such as 6 ghosts being unable to be captured on camera, resulting in a reward being unobtainable, or a error which can cause the game to freeze. Perhaps they felt the game wouldn't sell well in other regions.


    Whatever the reason may be, Nintendo was in the wrong to keep this game Japan-exclusive. This is perhaps the best in the series, as well as being the best horror game of the 7th generation. The fear aspect was expertly crafted to give players the scariest experience the developers could. Even after becoming very familiar with the series, I felt spooked by it. And after I finished the game, I immediately wanted to play it again. And with nice extra rewards to use for the 2nd playthrough, there is plenty incentive to try again. I found this game to be that enjoyable : )

 

Play as Weegee and Zero Suit Samus : D We do it! (After you earn them though... : X  )

 

    It is a major shame that Fatal Frame IV:Mask of the Lunar Eclipse was never released worldwide because it is one of the best made horror games I have had the pleasure of playing. If it was available in the west, I would consider it a must play, but since it isn't, it takes quite a bit of effort to do so, importing it and modifying your wii to make it function.


    However, despite all that work it took to play it, I would say it is whole-heartedly worth the extra effort. Play it is you can. : )

 

 

Play / Import it!

 

If you live in Japan, you can try finding this game in game stores or Book Off! maybe. If you live elsewhere, if you can get a copy and an SD card, play this definitely!

This wraps up my long review of Fatal Frame IV: Mask of the Lunar Eclipse. If you made it to the end, thanks for that : ) I'll be back for the conclusion of this side series, when I take on the latest,  Fatal Frame: Maiden of Black Water. See you then, and as always...!


 Thanks for reading!!!


You can read up on my other reviews right here : )

Fatal Frame III: The Tormented

Fatal Frame II: The Crimson Butterfly

Fatal Frame



 

              

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Miguel_Zorro said:
Nice review!


Thank you : ) Sorry if some parts felt sloppy. I'm still doing some tweaking here and there.



 

              

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Writers block or no, still a great review!

I definitely like the Zelda or ZS Samus Outfit in FFV over the Luigi ones... that one looks out of place



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Platina said:
Writers block or no, still a great review!

I definitely like the Zelda or ZS Samus Outfit in FFV over the Luigi ones... that one looks out of place


Thanks! : ) Zero Suit is in this one too, but I didn't get it  TT^TT But Weegee do it too...!



 

              

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Great review Cloud! Definitely made me more interested in the series after reading it. And that maybe all the hype over it is well justified.



 

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Fatal Frame IV has the best plot in the series, mostly remind me Silent Hill with multilayered interpretation of things.



Boberkun said:
Fatal Frame IV has the best plot in the series, mostly remind me Silent Hill with multilayered interpretation of things.

 Def agree here. It's what kepted me glued til the end of the game. The Luna Sedata Syndrome was a weird but interesting idea for a plot point, and the notes on the different patients, that was great... ; )



 

              

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Conegamer said:
Great review Cloud! Definitely made me more interested in the series after reading it. And that maybe all the hype over it is well justified.


Thank you. : ) I think it really is a great series and def needed to be played more. Perhaps when it came out at the time, it was just too scary to catch people's interest.



 

              

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Good job Cloud!

Also..... >.>



QUAKECore89 said:

Good job Cloud!

Also..... >.>

faping to evading ghosts ; )



 

              

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