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Makoto Shibata, series director today shares his view on the improvement of Frame 2: Crimson Butterfly which will launch PSN next Tuesday.

 

Fatal Frame 2, PSN, Makoto Shibata

 

The Fatal Frame 2: Crimson Butterfly project started relatively soon after the first project concluded. Since we received lots of feedback that players got too scared to complete the game, we shifted our attention to making the storyline more interesting, to encourage such players to overcome the scariness in wanting to see the end of the story.

 

The storyline is based on a dream I had after the initial project concluded. Thinking back about it, I recall it being a complete dream in many ways. The dream was scary, magical and traumatic, and it had a perfect plot — even with a title and a structured ending. Thus, it was simply a case of how to interpret the dream and recreate it as a game.

 

In a psychic horror scenario, it is normal for ghosts and spirits to not appear in the exact locations where they previously appeared. Even at any exact locations where spirits died, one can feel the presence every now and then. Also, the way a given spirit makes an appearance may be different on occasion.

 

Fatal Frame 2, PSN, Makoto Shibata

 

Such never-ending loops of thoughts are the core characteristic of psychic horror.

 

You will find the difference after playing the game, and you will feel more difficult next time you play it. The endless vision is featured in the game. I suggest it to all who haven’t met any spiritual occasions in true life so as to find out the thing they miss.