Monday 2 October 2017

Project Zero - A Horror Classic or Terrifyingly Old?

It's October, the month of Halloween! Which means it's time for the obligatory look at things on the spookier end of the spectrum! As such I'll be spending this month looking at films, games, anime, and television shows with more of a horror theme.

I thought I'd start with an old game back on the Playstation 2; it was known as Fatal Frame in the United States, and Project Zero in the rest of the world. I'll be referring to it as the latter for the remainder of this post.

Beware! There may be some minor spoilers up ahead.


Project Zero is the story of a girl named Miku Hinasaki, and her perilous adventure in an old, dilapidated mansion. Miku's brother had gone to the mansion to investigate the disappearance of his mentor, only to go missing himself. With all other avenues of help dried up, Miku goes to the mansion herself, in the hopes of personally solving the case of her brother's disappearance. Only to find the place crawling with all manner of hostile apparitions. The only thing that can hurt them is the Camera Obscura.

That's right, your only weapon is a camera. There is no pulling out bigger, and badder weapons, and no rocket launchers. Whilst there are different types of film, none of them really carry the comforting feeling of seeing your character carrying a large firearm.

The mechanics of how the combat works help to add to the tension. In order to get the maximum effectiveness from your camera, you have to keep the ghosts in frame for a few seconds, which means allowing them to get closer. This forces the player to try and hold their nerve, in a great example of risk versus reward gameplay.

Really, the camera is symbolic of the game as a whole. It represents the fact that the player is not some macho marine, who will get a increasingly larger assortment of guns, in order to blow up the monsters. You are a lone civilian, with only a tiny camera to protect from the horrors you will encounter. It creates a sense of vulnerability that most horror games can't, or won't, inspire in their audiences.

This sense of dread is accentuated by the controls. Miku does not run very fast, and she is not very agile either, turning somewhat slowly. Now whilst some players may find this frustrating, and found that it only added to the experience, and helped to heighten the sense of tension. Again, you are not an almost superhuman badass, you are a normal person in over their head. If you're looking for an experience where you can eventually mow your way through the hordes of darkness, then this isn't the game for you.

The mansion will also throw all sorts of fiendish puzzles and riddles your way, actual puzzles that require some amount of thought to solve. You will find hints and tips scattered about the place, but it will never simply give you the solution. That said, western gamers may have to put a little more thought into things, due to the game being translated from Japanese making some of the riddles a tiny bit more difficult to decipher. However, it's never really a big problem.

The visual design lends itself well, both to the atmosphere of the game, and to the gameplay. The environments are dark enough to be scary, but not so dark that it becomes impossible to see where you are going; which is a mistake a number of modern horror games make. The lighting in general is well done creating some unnerving environments, whether it be the flickering candlelight creating creepy shadows, or even the moon casting an eerie, pale light over everything.

Their is also a good use of colour. Many horror stories in various mediums forgo bright colours entirely, in favour of a duller palette; but Project Zero uses them to great effect. Deep reds are an obvious choice, but there are also warm yellows, and even blues and greens. The bright colours help to give a sense that this world has been lived in, and contrasted with the darker colours, creates the impression of a fall from grace.

Not to mention that they help to draw the eye, guiding the player towards important objects or areas, without being blindingly obvious.

The monsters are also incredibly creepy, drawing on quite a few classic Japanese horror tropes, including a few that don't regularly get seen in the west. Their appearances create a mixture of both pity and fear, heightening the horror by emphasising the fact that even the monsters are victims. The way they carry themselves shows them to be broken in a terrible manner. The sounds they make call attention to this, often being moans of pain, or pleas for help, or even sometimes apologies.

Sound wise, there are no big tracks that try to intimate you with sheer noise, or anything like that. The came is mostly content to allow for the sounds within the scene to convey the creeping dread, whether it be the creaking floorboards, or the moans of an approaching ghost. Overall, I found this much more effective than if they had used a dramatic theme or scare chord, every time an enemy was about to appear.

Unfortunately, one of the downsides in this game, is that the characters themselves do not really seem to receive much in the way of characterisation. It is not so much the script as the way they say it, and how they react to things. Miku never really shows much other than fear, and all of the characters speak with a very subdued, flat tone, that makes it difficult to tell what emotion they are supposed to be expressing. Of course, with it being the Playstation , body language would have been difficult for them to get across.

We also learn even less about Miku's brother, due to his limited screen time. In fact, the one we learn the most about is the main antagonist, but saying anything about that would be giving out spoilers.

This is made up for however, in the fact that the mystery behind the Himuro mansion is an intriguing one, and it is genuinely satisfying to unravel it piece by piece. I don't want to spoil anything, so I will leave it at that, just in case my readers want to play the game for themselves.

Overall, this is one of my favourite horror games of all time, and one of the few that have genuinely unnerved me. So I can definitely give this a hearty recommendation.


Until next time,


PhoenixAct.

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