Tecmo have unveiled a spooky new trailer from the fourth installment of Fatal Frame, exclusively for Wii.
Trailer:
Primarily in development by Tecmo, with help from the legendary
Suda51 who I love. His team at Grasshopper Manufacture, aims to inject a cold chilling
dose of horror into the bright and colourful world of the Wii.
Fatal Frame IV follows the story of five girls who were held
hostage 10 years prior to current events. Eventually they all came out
safe and sound, rescued by a detective known as Choushiro Kirishima.
However, several years later two of the girls mysteriously died and now
the 3 remaining lasses return to where they were held captive to find
out what happened.
Details from the interview above translated in English:
- When writing the prototype for the original game, Shibata wanted
to include two main ideas. Firstly, he wanted the game to be set in
traditional Japanese houses, as he intented to use the numerous dark,
hidden places these buildings usually contain to waken profound fears
within the player. Secondly, he wanted to include ghosts, as well as a
unique system to confine them via a camera. Why a camera ? Well, he
explains that the ghosts are supposed to be so scary to look at
directly, that he thought a ghost-trapping camera would be a good way
to allow the character to fight the ghost without actually looking at
him directly [basically, by putting a camera lens between the
apparition and the character].
-Kikuchi was opposed to the camera idea at first. His vision of
the way a character should fight a ghost in a Japanese-style horror
story was a bit more "ceremonial" and involved something like the
character shooting an exorcising arrow as well as casting some charm on
the ghost to defeat it. However, he later found out that this camera
idea was quite fitting for this project, and ended up approving it.
Shame be upon on you!
- This new game takes place on the fictional Rougetsutou island,
within a half-western half-Japanese hotel, which served as a sanatorium
in the past. On this island, a mystical ritual was performed every ten
years by the autochthons as a Moon worshipping ceremonial, until the
rituals stopped one day for mysterious reasons.
Coincidentally to this, five youngs girls were abducted on the
island, and later retrieved to safety by a detective. However, since
the 5 victims had lost all memories related to these events, the case
was closed.
The story of the game actually begins several years later, when
the each of the 3 remaining victims choose to go back to the island to
try to remember what happened to them many years ago. These 3 young
women are the main characters of the game.
Any requests?, apart from that
- About the subtitle "Mask of the Lunar Eclipse" : in this game,
it's actually the name of a mystical mask used during an ancient Moon
worshipping ritual, and which is able to break apart people's memories.
- the basic concept of the game remains unchanged, but the gameplay has been "dramatically improved".
- Move the character with the nunchuk, direct the flashlight with
the remote. Seems like it doesn't use a pointer at all, just the motion
sensors, so you just have to move/incline the Wiimote up, down, right,
or left to control the flashlight. After multiple experiments, they
found out that this is the control scheme that better replicates the
sensation of holding an actual flashlight. Works pretty well
apparently.
- Third Person, behind-the-back view. You can walk or even run while moving the Wiimote to look around with the flashlight.
-About the stage design -> while the previous games in the
series were taking place mainly in old traditional Japanese houses,
this new game takes place in a mansion that blends Japanese style as
well as Western style. The reason for this ? It's that while the
traditional, Japanese livehood was usually just above the ground (and
below the usual line-of-sight), the western-influenced livehood tends
to place everyday objects higher from the ground )and closer to the
line-of-sight), which they found out was a more practical level design
for a 3rd person, behind-the-back game (basically, so the character
shouldn't have to constantly look towards the ground to advance and
explore...) , which is why they choosed to design the main level of the
game around a type of building that is sporting this Western-influence.
- it might seem like a detail, but they actually adjusted very
carefully the speed at which the character moves. They took into
account both the complaints stating that the previous games were a bit
too slow, and their belief that the character should move in accordance
with the setting and the type of game it is in. See also this video.
- The theme of this project was "Feeling the fear with your
body".They effectively endeavoured to use the intuitiveness of the
controls in many ways to allow for more immersion. They also made use
of features such as the Wiimote speaker, or the vibrations to enforce
the immersion.
- Seems like they are pretty happy with the
Nintendo-Grasshopper-Tecmo collaboration, although Kikuchi admits that
it was a bit of a mess to take into account of the opinion of each and
every one. They don't give many details on the roles of each company,
but it sounds like Grasshopper in particular took care of defining the
characters' actions/controls and overall personality, while Nintendo
acted as an executive producer (they actually had a producer on the
project).
-In conclusion, Kikuchi calls it pretty clearly the very best of
the series in term of fear-inducing atmosphere, in term of volume, as
well as in term of overall enjoyment. The game is apparently full of
bonus content, which they declined to reveal for now (could we expect
crazy stuff Made in Grasshopper ?...).
Anyway, I am just glad that the Wii is getting a new adult orientated game, and one that looks this good It has a very strong development team behind it and shows a great deal of promise.
The game is due out in Japan on July 31st 2008.
If you send these to the Enquirer I will snap your throat like a fucking breadstick!
Continuing on the darker theme, very loosely....
Castlevania Wii Ware ?
Following the revelation of Capcom bringing an 8-bit Mega Man to
WiiWare, it has clearly intrigued other developers, including Konami's
Koji Igarashi, who heads up the Castlevania franchise. When asked about Capcom's retro-styled title, he stated:
"I'm watching that very
closely to see how it does. Myself, I'm a big retro gaming fan, so if
it is successful that definitely opens up doors for what I can do."
Would you like to see a new Castlevania in an old retro style, or
would a smoother DS-like 2D download game be preferable? Let me know
your thoughts below... Personally I would much prefer a 16bit game akin to the great Castlevania 4 than a new 8 bit version.
Giant NES Controller
It's pretty fucking awesome by my estimation, I know I would love one...click video above to see how it plays
So cool it's worthy of having sex on top of
Away from news it's great to be finally out of the Burger delirium of yesterday and back to blogging as per usual. I do however recommend some of you try the great burger recipes in the thread though, one in particular from Cowman is fucking delicious!.
General Gaming news tomorrow, no format on my blog will go untouched, I will fondle them all regularly