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Forums - Gaming - New Fatal Frame announced for Wii U!

KylieDog said:
This series been crap ever since the third game.


Honestly, I don't know what Nintendo sees in this series. Or Tecmo Koei.



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KylieDog said:
curl-6 said:
KylieDog said:
This series been crap ever since Nintendo got involved.

When Nintendo got involved is when it blossomed and escaped the shackles of fixed camera angles.


First of all, Project Zero/Fatal Frame 1 never had fixed camera angles, they were dynamic and moved with the player, though they were limited to what the game wanted, it wasn't free camera control.  But the camera angles used were something that actually added to the atmosphere and creepyness feel, survival horror games that removed them in newer installments all have weaker atmosphere.  That is why games like REmake and RE0 went back fixed cameras when they had already gone 3D several years earlier with Code Veronica, CV just wasn't scary.  Plus you're completely wrong in the fact that the second game had a mode where you could play in first person view, removing the dynamic camera if you wished, though most fans agree the atmosphere is not as good and they removed it in the third game.

Got to chortle at 'blossomed'.  Fatal Frame 4 was buggy, not well developed and they didn't bother to release it outside Japan.  What they did release outside Japan was the god awful Spirit Camera on 3DS.

The kind of camera angles used in the PS2 Fatal Frames (And RE1-3/0) deflate any immersion by distancing perspective from the character, and make navigation awkward. It's a 5th gen trend that has thankfully largely died out.



KylieDog said:
curl-6 said:
KylieDog said:
This series been crap ever since Nintendo got involved.

When Nintendo got involved is when it blossomed and escaped the shackles of fixed camera angles.


 But the camera angles used were something that actually added to the atmosphere and creepyness feel, survival horror games that removed them in newer installments all have weaker atmosphere.  That is why games like REmake and RE0 went back fixed cameras when they had already gone 3D several years earlier with Code Veronica, CV just wasn't scary. 

That is not the whole picture though, Code Veronica and RE Zero were being developed around the same time by different teams.  Code Veronica was largely made by a developer outside Capcom named Nextech who did a lot of the programming.  While Resident Evil Zero started development on the N64 by the traditional RE team at Capcom Production Studio 3 with the scenarios for both written by Flagship.



RolStoppable said:
F0X said:
KylieDog said:
This series been crap ever since the third game.

Honestly, I don't know what Nintendo sees in this series. Or Tecmo Koei.

Jailbait.

Fair enough



ktay95 said:
RolStoppable said:

Jailbait.

Fair enough

And that's the version that upped their age to 17.

They were originally 15 on the PS2, and there were unlockable bikini costumes for them.



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curl-6 said:
ktay95 said:
RolStoppable said:

Jailbait.

Fair enough

And that's the version that upped their age to 17.

They were originally 15 on the PS2, and there were unlockable bikini costumes for them.

O_O

MUST. FIND. COPY. NOW!!!

=P



KylieDog said:
curl-6 said:

The kind of camera angles used in the PS2 Fatal Frames (And RE1-3/0) are terrible, they deflate any immersion by distancing perspective from the character, and make navigation awkward. It's a 5th gen trend that has thankfully largely died out.


Those camera angles enhance the gameplay and atmosphere, they are used to bring focus on things which doesn't actually distance perspective but adds to it, if a character isn'tmeant to be expecting something around a corner the fixed cameras can blind you to what is around it, if your meant to focus on something in a room and camera can make you focus on it.  They were also copied from horror movies which also use such camera angls to enhance atmosphere/bring focus.

Also navigation was not hard at all either, press up, you move forward, always.  Press left, you turn left, always.  Etc etc.   If people cannot tell left from right or back to front then they've got other issues.

Detaching the camera from the character's perspective kills immersion because you are no longer in their shoes.

And walking off screen and having it cut to another angle is jarring and clumsy.



KylieDog said:
foxtail said:
KylieDog said:


 But the camera angles used were something that actually added to the atmosphere and creepyness feel, survival horror games that removed them in newer installments all have weaker atmosphere.  That is why games like REmake and RE0 went back fixed cameras when they had already gone 3D several years earlier with Code Veronica, CV just wasn't scary. 

That is not the whole picture though, Code Veronica and RE Zero were being developed around the same time by different teams.  Code Veronica was largely made by a developer outside Capcom named Nextech who did a lot of the programming.  While Resident Evil Zero started development on the N64 by the traditional RE team at Capcom Production Studio 3 with the scenarios for both written by Flagship.


CV was almost done by time RE0 N64 started, and that was canned anyway and redone for GC...not releasing until after REmake.  What is 'the whole picture' got to do with something anyway?  They saw CV wasn't scary and decided to not have other projects copy it.

By whole picture I meant to say that going 3D with Code Veronica had a lot to do with it not being developed by the traditional RE team, while REØ was developed by the old team and stayed true to the N64 version which was in development before CV was released.



KylieDog said:
foxtail said:
KylieDog said:
foxtail said:

That is not the whole picture though, Code Veronica and RE Zero were being developed around the same time by different teams.  Code Veronica was largely made by a developer outside Capcom named Nextech who did a lot of the programming.  While Resident Evil Zero started development on the N64 by the traditional RE team at Capcom Production Studio 3 with the scenarios for both written by Flagship.


CV was almost done by time RE0 N64 started, and that was canned anyway and redone for GC...not releasing until after REmake.  What is 'the whole picture' got to do with something anyway?  They saw CV wasn't scary and decided to not have other projects copy it.

By whole picture I meant to say that going 3D with Code Veronica had a lot to do with it not being developed by the traditional RE team, while REØ was developed by the old team and stayed true to the N64 version which was in development before CV was released.


Right and what was REmakes excuse?

It was a remake after all, they probably wanted to stay true to the original. The pre-rendered backgrounds and effects possible on the Gamecube produced one of the best looking games of it's time.



KylieDog said:
curl-6 said:

Detaching the camera from the character's perspective kills immersion because you are no longer in their shoes.

And walking off screen and having it cut to another angle is jarring and clumsy.


Is like you cannot read.  If the character is not meant to know what is round the corner, the fixed cameras stop YOU from seeing round the corner, that is not immersion killing, that is the exact opposite.  A free cam or chase (OTS) cam can let you see around a corner before you turn it, THAT is immersion breaking.

A camera that moves with the character and sees things from roughly the same angle as them as much more immersive than some detached camera hanging from the roof or whatever.

I'm very, very happy that fixed camera angles have largerly died out.