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#keeping the same timeline events but adjusting to give me focus on side characters and building relationships btwn characters
hunnybadgerv · 3 years
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For your fandom ask: H, N, S, and Z?
From the Fandom Meme
H - What is your favorite source text for fandom stuff (e.g., tv shows, movies, books, anime, Western animation, etc.) Most of my fandom source texts are video games. Not sure why, but I don’t get quite as invested in films or TV shows the way I do with video games. And sometimes it happens with books, but only really rarely. I’m not sure why. I mean with books and shows, sometimes I’ve thought about writing things, but I usually don’t end up going through with it. I think because at that point I’m messing with only someone else’s characters and it is hard for me to get invested fully into work that is only the creation of another.
With video games, I get to participate in the world in a manner of speaking. There is an interactivity and engagement inherent to video games that creates a different focus and a buy-in that is not present in other sources, at least for me. I get to create a character and fit them into this world and watch them move through it--and sure they fall along a certain line according to the developers’ plans, but I do get to have a hand in it. It’s the reason I’m a sucker for RPG games.
N - Name three things you wish you saw more or in your main fandom (or a fandom of choice) I’ll be honest, I’m not really sure what I’d say for any of my fandoms. But I do kind of sit at the edge of my fandoms, all of them. I’m not in the middle of anything in any of them, and I’m perfectly content there because I’m moderate participant at best.
1. I’d really like to see the Saints Row fandom revive itself. It used to be quite a lively and welcoming location. It seems that most of those that remain are the gatekeepers.
2. I’d like to see more respect and inclusion for Faith Seed. There is a group of people in that fandom that like to treat her like she is not part of the family. Despite this tendency in some corners of the Far Cry 5 fandom, most of the people I’m surrounded by also hold that Faith is a valid member of the family who should be included in discussions and representations of the Seed siblings.
3. This question would be so very much easier if I was a more active participant in my fandoms. Overall, I wish more of us, in all my fandoms, were still active on tumblr. A lot of people migrated away. Perhaps if I were more active in other places, I would still be able to reach out to them. Though I know many of them are on Discord, it’s just not a medium that works for my mind. Plus, I’ve kind of been cut off from things so long that I still struggle with maintaining connections with people. It’s something I’m particularly bad at.
Z - Just ramble about something fan-related, go go go (prompts optional but encouraged) Okay, so this is more difficult than I anticipated.
I’m both fearing and excited about the Legendary version of Mass Effect releasing in May. I really am looking forward to the graphical update and the game play cleanup. Though I really don’t know that I want to see them adjust the Mako controls, I loved that sketchy thing and the fact that if you tried hard enough you could climb over anything. I loved the Mako in all it’s flaws and fabulousness.
I’m also kind of concerned about the possibility of them altering the story or the characters in some way.
There is a tendency nowadays for fan opinions to be able to alter plans, story, and characters in media. And I really don’t want them to change the franchise in order to meet some loud corner of the fandom. I loved the game as it was, flaws and all. I really fear that they might institute some odd change to suit some rabid corner of the internet that will unravel the fabric of something I’ve loved for so long.
Though in the same vein, I’d love to see some changes here and there. Perhaps the ability to romance Ashley as fShepard, or Kaidan in the ME 1 timeline as mShep. I don’t know. But then again. If I rally for those sorts of changes, then I open myself up to the other potential changes.
S - Show us an example of your personal headcanon (prompts optional but encouraged) Hmm. I really enjoy the templar’s lore in Dragon Age, but I wanted to see where else I might be able to take it. I thought, what if there was some magic in templars that allowed them to wield lyrium effectively. And I started doing some reading with old chivalric knights and ideas about knighthood and chivalry in histroy and literature and I wanted to bring that kind of sense into the templars lore, perhaps even a forgotten or overlooked bit of lore for them. And I started playing around with the idea of Templars containing or controlling their own magical ability that is only enhanced by the lyrium. And this kind of happened.
I put it under a cut because it is incredibly long.
Malcolm found his daughter sitting in the grass at the back fence. She had been crying and he was disturbed by the idea that his wife's concern may have been more warranted than he'd given it credit for. He sat next to her and leaned against the fence. "Tell me," he said trying to keep his voice even.
"I don't even know," she said weakly.
Malcolm slid his arm around her shoulders. "Did… did he?" He could barely say it let alone think it.
She shook her head. "No, Father," Aderyn said surprised that he could think that. "I really don't know how to explain it." She wasn't sure how to talk about this with her father. But he was the only person who might be able to help her. She explained some things, though not others. She left out the details about how Cullen had ended up shirtless. "I saw a glow, it was strange. There was no warmth either, which is why I can't figure out how I burned him. I can always feel the glow of fire," she said as she stared at the grass running the event through her head.
"It was a burn?"
"Well, not really. That's what it looked like. And Cullen said something," she said looking up at her father hopefully. "That there was nothing discernable."
"You should have brought him with you."
"What did I do to him?" she asked, clearly concerned. "And how can I control something when I don't know what it is?"
"Did he return to the Chantry?"
She shook her head and shrugged. "I don't know." He looked at her for a moment. "I was scared. No, appalled. I hid. I  …"
"I'm sorry I can't assuage your fears. I'll see him as soon as I can. See if there is anything I can do," Malcolm said, hoping to reassure her some. He stood and offered her his hand.
"Aderyn!" They both turned to see him running up the path. He hopped over the fence and stopped when he saw her father's face. "Malcolm, pardon me."
"No need." Malcolm ushered them both inside and quickly into his small study. If what his daughter said was true he had to be objective, at least until he found out what had happened. He could be an upset father after he knew what had happened. Aderyn started to leave, but Malcolm told her he would need her assistance.
"Show me," Malcolm said as his fingers moved across the spines of books on a shelf. When he turned and saw the mark he dropped the books he'd pulled off the shelf. He glanced at the templar then looked at his daughter for a long moment. He clinched his jaw and gathered the books he dropped. The mage set the books on the table and touched the distinctive mark in the center of the young man's chest. "Did it burn?"
Cullen shook his head. "I didn't feel anything." He looked over at the unnerved woman in the corner. "Aderyn saw a glow. I can't tell anything about it, it's like there's no trace of magic to it."
Within the hour Malcolm was more concerned about what had occurred than that his daughter had been in a position to leave such a mark on the young man. He could find nothing in his research. The three of them had sat there for several hours as Malcolm searched through his books with the help of his daughter. When her father left the room in search of a rare volume he kept in a chest in his bedroom, Aderyn handed Cullen his shirt back and he stood and slipped it on again.
"I'm sorry," he whispered standing behind her. She leaned back against his chest and he set his hand on her hip.
"You have nothing to apologize for," she replied replacing her father's books on the shelves.
"It doesn't matter." "How can you say that?" she asked glancing up at him over her shoulder. She shelved another volume. "You can't hide what I've done."
"Actually, I can. Quite easily I must add. I'm not one for running around shirtless."
Aderyn would beg to differ, she'd seen the sight several times, but she couldn't make light of the situation she was in. She was too scared for him, for herself, but most of all, for her family. She turned around and leaned against the bookcase. "How can you not be concerned?"
He set his hands on the bookcase on either side of her shoulders and gazed down into her eyes. "You are more than concerned enough for both of us." She glared at him a moment. "I'll tell you a secret." He leaned toward her. "I don't think it's the result of magic."
"What then?" Her look changed dramatically.
"I think it's something else. More potent than magic." He leaned toward her, but she ducked under his arm as the door opened.
"Smart boy." Malcolm closed the door behind himself, completely this time. "It's not something that can be performed by a mage." He looked at his daughter who seemed most surprised by the news; she sat down slowly. "As odd as this statement is. It's templar magic." Cullen laughed, but it was cut short by the look on Malcolm's face and a glance at the seal on the cover of the book. "It's a promise. Sealed by a touch."
Cullen looked at him curiously. Malcolm touched the book then looked back to the templar. "If this is correct, Aderyn give me your hand." She reached out to her father and he turned her right hand over to look at it. He nodded and loosed her hand. Aderyn touched her palm then looked up at Cullen, it was completely smooth. She showed the discovery to the templar. He ran his fingertips across her palm.
"I've never heard of anything like this," Cullen said marvelling at the complete lack of any texture on her palm.
"It is rare," Malcolm said. "I didn't think it could be the cause, truthfully I always thought it was little more than another part of templar legend, part of the myth." Both of them looked over at him carefully.  He sat down and closed the book. "An old friend claimed he was marked by his wife in such a way, ... on their wedding night," he added carefully. "It's determined by overwhelming trust and connection to another."
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solitaire-dreams · 5 years
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Pokespe Gold, Silver and Bronze? An Arc Progression Analysis
Hey readers! I'm back and ready to attack a long post that had a long time coming. It is time for the part 2 of my prediction for the Gen 8 Pokespe dexholders/dexholder analysis. I would recommend reading my previous “What Type are you?” but there is a recap below for need-to-know info. Skip to the asterisks if you've already read (thanks).
Grass type dexholder = character who has self-intrinsic motivation despite life pushing them down and the path to their goal doesn't hurt many people.
Fire type dexholder = character who tramples over anything or anyone in the way of their goal.
Water type dexholder = character who hides important information from other characters and is secretive.
Gen 8 Male Character Counterpart = water type
Gen 8 Female Character Counterpart = fire type
Relationship (platonic) between the two = more emotionally charged and dramatic than other pairs.
***Today in our analysis, part 2 looks at exploring the progression of Pokespe against the evolution of...comic books of all things...and how the sets of holders mirror the ages of comic books.
DISCLAIMER: I am personally not a fan of comic books, despite my love for the superhero shonen of BNHA, and all this information is extrapolated from online research. Also this post was inspired by a post on the dexholders opinions of the pokedex which I can't refind for the life of me because I DON'T KNOW HOW TO USE THIS FREAKING SEARCH BAR CORRECTLY. Credits to them for inspiration. Somewhere out there.
SPOILERS BEWARE.
So, let's start at the beginning with the main arcs for our first three dexholder trios (RGB, GSC, and RS; with Yellow and Emerald to a lesser extent). These arcs represent the Golden Age equivalent in Pokespe.
The Golden Age (from the late 1930's to the middle of the 1950's) is described as the introduction of archetypes for the genre, and heroes and villains were depicted as very white and black in order to provide moral for a society in wartime.
While the original arcs of the manga were marketed towards 10 year olds in the 1990s-2000s instead of 10 year olds in the time of WW2, there is many of the same patterns in how they present the stories.
The RGB arc is the most shonen-esque out of all of them, where Red simply plays the role of the standard protagonist you've seen countless times and an episodic formula for chapters. The rival of Blue also feels standard by this definition and the conflict with Team Rocket is pretty black and white. Giovanni is a mafia boss who kidnapped an entire town, genetically engineered multiple Pokemon through harsh experiments, was willing to murder kids; and all for “The Glory of Team Rocket.”
GSC gives you the exact kind of story you expect with a shonen target market and a hot-headed + headstrong main protagonist (a f*ckboy). The main villain of the Masked Man who kidnapped children also keeps him firmly on the evil side and our protagonists who oppose him firmly on the good one.
Then while RS may have been unexpected for most readers, considering a secretive male protagonist clashing with a headstrong female protagonist, a stronger character focus and development was to be expected. Plus, despite Ruby initially ignoring the fight against the region and Norman (who I still maintain is a sh*tty parent and should not have been forgiven for his treatment of Ruby that easily) both are still painted on the side of good. Ruby does the closest in giving a complex protagonist, but by the time he locks Sapphire in the aircar and teams up with Courtney, the reader can understand he's still on the side of good.
Mainly, the reason they never seem too morally grey in the first arc is that the in universe characters do not address their flaws as in depth as they should. Plus, the villains of Maxie and Archie are both shown be extremely corrupt and willing to endanger their own for the end means; providing a level of villainy to overshadow the grey tones of Norman and Ruby.
The arcs are all often grouped together when talking about Pokespe as well because the first three regions of dexholders are the only ones that have actually interacted with one another. And the post which I CAN'T find classified their stance on the Pokedex as they take their roles as protectors of the region seriously and accept the responsibility.
This translates well into the Golden Age characterization as this view of all the dexholders makes them appear more noble than most; magnifying the heroic traits of dexholders and heightening the contrast with the villainous teams.
Next up in the timeline was the Silver Age. The notable features of the Silver Age (mid 1950's to 1970) are hard to peg down, but they conclude important aspects are: targeting a wider audience including girls and adults, science fiction overcoming gods and magic in use in stories, and the pop art style started in this time period.
The Silver Age honestly doesn't have much to apply to Pokespe, but the Silver Age is a transitional era for comic books, as its boxed in by the much more influential ages of the Golden and Bronze ages. For Pokespe, its version of the Silver Age does seem to adjust its target audience to a wider audience of kid Pokemon fans (as there isn't too much “mature” content in Sinnoh or Unova arcs). However, its new hook lies in “the power of friendship”; also noted in that elusive post.
The DPP arcs centres around a trio that all become very close friends, with the Pokedexs canonically serving a role to demonstrate the bond all three of the characters have developed. Plus, Dia is a protagonist who completes believes in friendship for all as he listens to Cyrus is the Platinium arc, possibly giving him the chance to amend his wrongs.
BW may not have a trio of great dexholder friends, but the connection that develops between Black and White have a strong focus, and Black's friends of Cheren and Bianca also have a strong present in the story and exhibit the friendship that exist all between them. Meanwhile, the power of friendship cannot really apply to Team Plasma, but they definitely manifest the transition from “evil for the sake evil” to “complex motives that may not make them evil”. Despite N being the near definition of “morally grey” in Pokemon, the manga keeps him in a dark enough light that the reader can't fully think of him outside of evil—unlike the game.
Following up the Unova adventures in B2W2, this arc does a better job of emphasizing friendship. While Lack-two/Blake claims to lack any emotions, I'm not sure if it would hold up to a power of friendship punch in his emotionless face. Whi-two/Whitley also learns a lot about becoming friends as she gets closer and opens up to Blake—despite it being a ploy for information—still pushes the friendship theme. The evil is team is dealt with better as well, because Whitley has sympathy for N and the old values of Team Plasma, being a former member herself; and we see one of the older members aid Hugh in his search for Purloin. By having the new terrorist branch of Team Plasma cover the evil, it allows the members who follow the previous values to be painted in a redeemable light.
Finally, we arrive at the two most recent arcs of XY and SM/USUM. Or the Bronze Age equivalent of Pokespe.
The Bronze Age (1970-1985) of comics is the one people who are fans may know fairly well. Darker plots returned in full forces, tackling more serious topics such as poverty, pollution, and dangerous substances. Heroes were also more flawed and complex than they had ever been; and villains were dipped deeper into grey.
And if you've read the XY arc, these traits are probably ringing some alarm bells. The arc was extremely dark, expanding on the games in a way they never managed to achieve. The main theme of the arc is the apathy of society and how its flawed, self-serving natures screws over anyone unfortunate enough to be caught in its wake. This stance that Team Flare took against society had radical actions (tons of it), but the sucky behaviors demonstrated by Kalos citizens in the manga prove society is far from perfect. The story of Emma/Essentia is also compelling as you understand she is on the wrong side, but with some right reasons.
X is additionally one of the most flawed male player character protags by far; the best way to describe him being all the negative mental problems shoved into one 12-year old boy (which I mean in the most loving way possible). Y also has her repressed problems, and a standoff-ish/headstrong nature that puts her at odds with others; most notably with the huge fight with her mom.
Then, in the SM arc, despite the more lighthearted vibes that come from Alola; that does not undermine the Bronze age themes present throughout the arc. The manga does not shy away from manifesting the trauma Gladion and Lille have sustained from Lusamine going insane, Guzma smashes his head into a wall after losing a fight, and Lusamine's fusion with Nihelego horrifies our protagonists; as it probably should if you saw that for the first time. The manga seems to be going in the direction that Lusamine has lost all her marbles and can't be fully held responsible for her crazy actions. Plus, Sun's flaw of hyper-focusing on gaining all the yen he needs to buy back the island/hatred for the Aether Foundation; and Moon's flaw of a hero complex that causes her to help one problem, but abandon it for a new one when it comes up (on top of her cold attitude to people initially).
Their Pokedex stance was summed up in the post by: “WTF is this thing? I don't want it.” which fits pretty well with their overall stance on the region crisis. None of these four protagonists ever truly consented to saving the region. In Kalos, the reasons the protagonists fight back is that their town is destroyed and they are being assaulted by the evil team. And as for Alola, both Sun and Moon get sucked in slowly with smaller events until it's like: “Hey, you've bonded with the incarnations of the Sun and Moon. Guess you’re the last line of defence for Alola now!”
Thus, if the Ages have each of the three rotations sets in it, Gen 8 in the Galar region will also stick with the Bronze Age vibes. Though, that's to be elaborated on in a later post (so sorry).
Tl;dr The progression of arcs in Pokespe follow the same progression of comic books throughout the different ages. RGB-RS (also Emerald) are in the Golden Age, with standard archetypes and black and white divides between heroes and villains. The Silver Age doesn't tie in much to DDP-B2W2, but they are both transitional periods for villain characterization (evil, but with a chance for redemption) and have a new hook; this time in the form of friendship boosts. Last lies the Bronze Age for XY and SM arcs, known for darker plots, and complex and morally grey villains paired with complex and flawed protagonists.
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jmsebastian · 6 years
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Middle Child Syndrome: Fatal Frame III
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Fatal Frame III: The Tormented sits in a weird place among the entries in the classic horror series. After the novelty of the first game and the refinements of the second, The Tormented starts to retread some very familiar territory. There are more old, abandoned and haunted mansions, more hostile ghosts that need exorcizing, and the same Camera Obscura with which you take pictures to solve puzzles and rid said haunted mansions of the undead. The general idea of the game is identical to its predecessors. If you’ve played through the entire series, you know that there is a familiar sense of core elements and a consistent quality that invites comparisons to the NES line of Mega Man games. As such it’s easy to overlook the game as just another sequel that does more of the same. Done and done.
That would really be selling the game short, though. While not nearly as celebrated as Fatal Frame II: Crimson Butterfly, or as controversial a release as The Maiden of Black Water, The Tormented veers off the beaten path in surprising ways. Sure, you spend the majority of your time doing the exact same things you do in every Fatal Frame game, but the story has a more personal side to it. It also isn’t all haunted house all the time. There are things to do outside of playing paparazzi to the angry spirits of people who met untimely and gruesome ends. There are characters that you can interact with, and loads of quiet time.
I haven’t talked at great length about the story of the other Fatal Frame games for a couple of reasons. First, they are all set up as mysteries. Going into a lot of detail about them would diminish the rewarding sense of discovery you get when you uncover more journal entries or newspaper clippings that allow you to fit the timeline of the story’s events together. Second, the stories being told were never all that satisfying to me. Learning exactly how the ancient ritual that keeps the spirits of hell away got botched for the third or fourth time loses a bit of its luster. There’s nothing wrong with that framework, and you have to expect it to some degree with a series that is self-referential and takes place in some semblance of a timeline. Still, the possibilities to go beyond the failed ritual scenario have been surprisingly unexplored. Fatal Frame III makes a valiant attempt.
In The Tormented, you follow Rei Kurosawa in the aftermath of the loss of her fiance, Yuu Asou. Rei bears the responsibility of Yuu’s death, as she feels it was her inattentive driving that caused the accident he was killed in. Having survived the accident, Rei suffers from tremendous guilt. That is a heavy stage to set and contrasts wildly with the previous setups of “my brother is lost and I think he might be in this creepy mansion” as seen in the original game, and “we were running through the woods and now we’re in some creepy, abandoned village that appeared out of nowhere”. The themes in the series have always leaned very hard into dark and disturbing territory. Who could forget the slightly hinted at taboo relationship between twins Mio and Mayu from Crimson Butterfly, or the horrifically unethical medical experiments performed on mental patients in Mask of the Lunar Eclipse? Where the series had previously begun its games with big, open-ended mysteries, III was the first to begin its story with such a specific focus on the details that ground both the lead into the plot and the character whose the lens the player will be experiencing the plot through.
Rei’s grief and guilt are the emotional frameworks upon which The Tormented is built. That subtitle essentially gives the theme of the game (and the entire series, for that matter) away right off the bat. It’s one thing to have an interesting story framework, though. It’s another to elevate that story through the integration of its themes into something the player can take part in. To that end, Fatal Frame III is comprised of two distinct phases. There’s the dream phase, where Rei (and occasionally other characters) explores The Manor of Sleep and uncovers information about various ghosts she encounters while there. This is also where the player does all of their ghost hunting with the Camera Obscura.
There’s also the waking phase. This phase is set in Rei’s home, which she shares with Miku Hinasaki. Miku is the protagonist of the first Fatal Frame and she works for Rei as an assistant. While awake, the player can develop certain pictures taken while in the dream state in her home’s dark room. Those photos can then be given to Miku to investigate the characters or events revealed in the film. The other main component of waking up is simply to take a breather from the harrowing experiences of investigating the mansion while eluding the tattooed woman hell-bent on tracking Rei down. Having structured quiet time makes the difference between the emotional highs and lows of the game more pronounced and even. The house, taking the role of refuge, completely recontextualizes the nature of the mansion exploration as set forth in the previous entries in the series. Where before the game’s protagonists were forced deeper and deeper into exploration in an effort to find what they were looking for or free themselves, Rei gets to act more like a spelunker. She explores the same horrifying locations and situations as the characters in the other games, but she does so with a rope (somewhat) firmly tied back to reality.
The cyclical nature of sleeping and waking is then twisted over time. The safe haven of Rei’s home, which included having Rei’s health restored and her film replenished, begins to feel less safe over time, especially as night falls. Apparitions tucked away in corners can be seen flickering in and out of existence, the constant rainfall outside acts as somewhat of a psychological barrier to leaving the house. It’s as though Rei’s dreams are forcing their way into her consciousness slowly over the course of the game, which is a more oppressively sinister emotional path to walk for both Rei and the player. What was once a welcomed relief erodes into more uncertainty, cementing the effects of the trauma that Rei undergoes.
The subtlety of Rei’s descent into the trappings of guilt is propped up in some unexpected ways. There are the aforementioned hauntings in Rei’s home introduced over time, but there are more subtle touches that magnify the effects of her emotional deterioration. Elements as omnipresent as the UI seem oddly understated compared to the games it’s sandwiched between. Compare how busy the viewfinder is of a mildly upgraded camera is in Fatal Frame II and a similarly upgraded camera in III.
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Fatal Frame II: Crimson Butterfly
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Fatal Frame III: The Tormented
The highlighting around the reticle, which indicates the charge of your spirit power, is so subtle that upon picking this game back up again, I completely missed it for the better part of my first fight. I’m not exactly sure why the Camera Obscura has such a minimalist representation when the trend in the rest of the series was to amplify its feedback to 11. It’s not even like it fits in with the rest of the UI features, which saw more shortcut buttons and menu options than previously provided. It certainly seems that breaking immersion wasn’t particularly on the list of worries, so the only options left seem to be that the developers just wanted to give the player more screen real estate with which to frame the ghosts they would be taking pictures of, or they felt that toning down the flashing lights and alarm bells would keep the mood somber, preventing it from clashing horribly with the tone of the narrative. It could be both at the same time. Whether intentional or accidental, Tecmo completely nailed it.
Being the third installment of a series means there were plenty of opportunities to adjust and fine tune features that might have been underdeveloped in previous games. There is still some redundancy in how the player takes pictures, for example, being able to use either the R1 or X buttons, but that’s much better than the three possible buttons used in the previous title. A big improvement was getting rid of having two camera viewfinder control options active at the same time. Fatal Frame and Fatal Frame II allowed for movement of the Camera Obscura’s viewfinder with both the analog stick and directional pad, an odd choice considering the PlayStation 2 had integrated analog control built in from the beginning. The Tormented fixes that, leaving control simply with the left analog stick. By doing this, they freed up the D-pad to be used for swapping film types during combat without forcing the player into a series of menus, which would take them out of the action and ruin the pacing.
Fatal Frame III is full of these small improvements. The system menu options were moved from the Start button to Select, which allowed for the game menu options to be moved from Triangle to Start, which then allowed the Camera Obscura to be raised or lowered with Triangle instead of Circle, putting it much closer to R1, which is used as the shutter button. The map, a huge time saving and confusion busting tool, was moved to the L2 button, which went completely unused in previous entries. One of the best improvements involved implementing an older constraint from the first game that had been “corrected” for the sequel.
Film in Fatal Frame is finite. If the player does a poor job managing their film either in combat or when taking pictures of wandering ghosts or other things of interest, they can either run out completely (admittedly difficult to do as there is more than enough scattered around the mansion), or more worryingly, run low or out of the most rare and powerful film types because their damage capacities weren’t maximized. The team at Tecmo realized that there was a real possibility that players could put themselves into an unwinnable situation, and to make sure that couldn’t happen in the sequel, they introduced a type of film that was infinite. Its capture power was very weak to compensate for having an unending supply, but it was a nice safeguard against both running out of film completely and also against being forced to use more powerful film when it wasn’t really necessary.
Fatal Frame III rides the line between these two extremes. All film types have a limited supply, like in the original game. Two of those types, Type-7 and Type-14, refill to a set amount when Rei wakes up from her dream hours. This accomplishes the goal of heightening the tension of each dream by forcing players to be conscious of how much film they’re using and for what, and also provides an extra dose of relief once players reach the end of a dream segment. There’s an additional benefit to aiding players in mentally pacing the game, as they can form a pretty good idea of about how far into a segment they are based on how much film they’ve consumed, assuming they haven’t gone above and beyond in exploration and searched out every possible film drop possible. The mixing of old and new series ideas demonstrates the importance of looking at the games in a franchise holistically, as there can be great ideas tucked away in entries that can easily get overlooked in the rush to keep things fresh.
Unfortunately, refinements don’t really make for huge selling points, which may be part of the reason why the game is underrepresented when it comes to the series as a whole. It looks the best and typically plays the best of the PS2 games, but not because it made any huge design overhauls. It simply examined what it was that players most often spent their time doing in Fatal Frame and made those features more logical and accessible. It’s as if the Camera Obscura viewfinder’s visual design was a representation of the elegance that this game was going for.
For all that it gets right, Fatal Frame III does, of course, have flaws. Those flaws largely derive from the expectation that players of the game are familiar with the series. Aside from relying upon up the stories of previous games, it also borrows much of its level design from them as well. Revisiting levels familiar to seasoned veterans of a series can be a nice surprise. The Tormented takes this idea to its logical conclusion and basically creates a new game using the locations of the previous two games. The Manor of Sleep, for all intents and purposes, is a combination of Crimson Butterfly’s Lost Village, and Fatal Frame’s Himuro Mansion. There’s really nothing wrong with this in principle, but Tecmo’s reliance on familiar architecture allowed them to slip a little with regard to guiding the player along the right path. Far too often it feels as though players need to rely on past experiences with the games in order to figure out where to go because Fatal Frame III doesn’t really bother to give them adequate clues. This is an intermittent problem. The first quarter of the game is fine, and there’s even one section when controlling Miku where the player has to rely on audio cues to figure out where to go which works extremely well. There are other sections, however, such as Hour VI, where guidance is a little less straightforward. You don’t really take any pictures revealing other locations, there aren’t spirits walking about to point your way, you just have to wander around a bit until you stumble upon the place you’re supposed to be. It’s clunky and does a great disservice to the sections that are well planned out.
The difficulty of the game is another issue that normally wouldn’t be worth mentioning except that it’s tied to the lack of context clues seen in previous games. During Hour VII, Miku ventures into a crawl space beneath the house in order to reach a previously inaccessible area. This area of the map is set up beautifully by way of Rei commenting earlier in the game on her inability to pass through it if the player inspects the opening while in control of her. There’s also a later section where a ghost can be seen hanging out, her body contorted in an off-putting way. When it’s time for Miku to crawl through this space, the player is ready for something. With a set up that good, it’s a shame that the payoff is so weak. What the player finds is an incredibly difficult enemy to fight. While crawling, the game forces you into first-person mode, whether you have the camera raised or not. This limited view makes the ghost, who crawls around on all fours with the frantic pace of cockroach, very difficult to locate quickly. Her attacks are swift, as well. She approaches the player abruptly before pausing ever so slightly and ringing the neck of Miku.
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Her spider-like ceiling walk is especially frightening.
It’s obvious there is something wrong with this encounter based on how little damage this ghost does to you upon each attack. If you fail to get a shutter chance on her (and you will), she hangs on to you for a long time. During that time, she drains a minuscule amount of life compared to even the weakest of enemies in other parts of the game. With such little health at risk, it suggests that players are not really meant to engage with this ghost at all, which makes one wonder why they bothered putting her in the game in the first place. After getting strangled weakly for the third or fourth time, I figured I’d just keep on crawling so I could get to my destination, which worked out perfectly. My constant movement made it so the ghost could no longer land hits on me, and she was unable to follow me out of the crawl space.
To say this whole section was a disappointment is an understatement. Because the situation is treacherous, it seems that Tecmo just couldn’t resist putting an enemy here, which would be fine if that enemy had animations that the player could deal with more comfortably. It doesn’t. To compensate for how difficult the timing is for landing shots in her, they simply made her incredibly weak, which takes away all tension from the situation. Players can fail time and time again on this fight without real risk of dying, so the overall scare factor drops to nothing. The animations no longer frighten once seen repeated fifty times. A better option would have probably been to have some clue that a ghost is nearby, but never actually reveal her. Having the player go into a confined space was already enough to ramp up the tension, so much so that actually executing on that tension made for the least scary scenario possible.
Another reason why this particular ghost encounter sticks out is that it occurs roughly halfway through the game. The halfway mark is where the game starts to falter a bit. Where it hits the pavement is in the sheer number of ghost hostile ghost encounters. There are tons. On top of the scripted fights, which must be completed to progress, ghosts can randomly pop up all over the place, even in areas once thought safe. There’s an element of surprise here that serves to undermine whatever sense of security a player might have developed when going through certain areas of the Manor of Sleep, but it becomes overkill almost immediately. Sometimes two ghosts can show up back to back, other times you might fight one, move on, then have the same ghost reappear during a backtrack to a different part of the mansion.
Having repeat ghosts already feels unsatisfying because it eliminates any sense of accomplishment the player had when taking them out the first time. The point of the Camera Obscura is to exorcize spirits, and if it isn’t actually accomplishing that, then the integrity of the narrative completely falls apart. The other major side effect of this is fatigue. The Fatal Frame games are not easy. Exploring takes time, the puzzles, though not mind melting, take a bit of thought or planning to complete. Throwing in fights every other room is daunting, reduces the impact of those encounters, and gives the player incentive to avoid them at all costs. This takes away opportunities to get points to level up the camera and additional abilities, crucial elements of the game that must be done in order to combat the spikes in difficulty. It’s a shame when games appear to actively discourage players from participating in the mechanics that make up the core of the experience, and The Tormented is quite guilty of this in several chapters.
The middle section of the game is also where the training wheels come off with regard to figuring out where to go, not something that makes a great deal of sense considering the amount of backtracking the players are required to put up with. Traveling back and forth between the same rooms dozens of times requires some guidance so that players don’t begin to wander about aimlessly. It’s inevitable that a player is going to run into some blocked doors or impassable spaces, but it doesn’t take hitting too many of these in a row before the adventure starts to fall flat and the feeling of frustration dominates the experience. As a general rule, leading the player on is something Fatal Frame III does really well. There’s a night where Miku’s destinations are signaled by the sound of singing. Locating the sound becomes the game, and it’s an interesting way to provide the player with the solution of where to go without simply jotting down the right room on the map. The uneven application of these unique guidance tricks makes the game feel longer than it is, and horror games are particularly damaged by wearing out their welcome.
Having a bit of a slump in the pacing is an issue, but can certainly be overlooked when viewing the game as a whole. What can’t be ignored is how Tecmo treats its main protagonist, Rei. It shouldn’t be a surprise that the developers responsible for the Dead or Alive series would have some issues regarding representations of women. Sadly, the Fatal Frame series is not free of this problem. With the protagonist of The Tormented being an adult woman, Tecmo was able to overtly sexualize her in a way that feels a lot more familiar to fans of Western horror movies (not to mention sexualization of the main antagonist, who goes bare-breasted throughout the game). Sure, you could read incestuous undertones into the relationship between twins Mayu and Mio from Fatal Frame II, but that served to make the characters more enigmatic and eerie, a reasonable thing to do for a horror game. The fanservice content that did exist was reserved for bonus content and was entirely optional. This is not so with Rei. Even jiggle physics make it into the game, if subtle. Rei’s breasts don’t heave or sway like Mai Shiranui when she runs or quick turns, but there is a distinct butt bounce that is noticeable when she runs. It can be hard to see as it requires the camera being placed close to Rei in an area where she would be moving away from the player’s view, but it’s definitely there, and it’s difficult to justify a reason for its existence. It ended up distracting me quite a lot once I’d noticed it. Maybe that doesn’t say something so flattering about me, but one has to wonder what the intent was with including it, as it seems animated too well to be accidental.
To further Re’s unfortunate portrayal, we get a scene of Rei taking a shower in a half-hearted attempt to convey her difficult time coping. It’s a bit difficult to empathize with her situation, though, when the scene is served with a very generous side of boob. It’s jarring because Rei is just an average woman who’s lost the person she loves most and feels immense guilt about it. She isn’t action star Aya Brea from Parasite Eve running around shooting mutated monsters with a shotgun. Trying to mix in a bit of sex appeal here just doesn’t sit well. The shower trope is repeated later on to more mixed results.
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This scene is more Nightmare on Elm Street than Fatal Frame.
This mixed messaging doesn’t hurt the narrative to an irreparable degree, but it certainly does the game no favors, and when your main problem as a game is that you are easily overlooked, it’s this kind of objectification of its characters that makes passing the game by not feel like such a bad thing.
The biggest regret of the game is that its most dramatic moment, the showdown with the Tattooed Woman, has a fatal flaw. That flaw is an instant fail state. One hit deaths feel bad in pretty much every game, but for Fatal Frame, they are especially cheap. The series has these littered throughout, and normally they are easy enough to avoid. Maybe you get caught once, but after that, it’s a good lesson learned. Fatal Frame III decided it would make half of the final boss fight subject to them with a healthy dose of randomness to make the medicine go down. The fight begins normally, with the Tattooed Woman becoming hostile while also becoming vulnerable to your camera. Intermittently, however, she will transform the scene so that it takes on the black and white film grain look that’s been peppered throughout other Hours. During this time, the Woman appears in a random location and you must run from her until things go back to normal. The randomness of her appearance and her ceaseless pursuit of your character make avoiding her challenging, and sometimes, literally impossible. If you get touched, you die. Death at this stage is especially punishing because the player must quit out to the game’s main menu in order to reload their last save. If the last possible save point, the trek back to the boss room isn’t especially far, but it’s enough that the time going back for another try after a death caused without fault from the player really adds up. This is a horrible choice for any boss, let alone the final one.
For this fight alone, it’s hard to blame anyone who honestly hates this game. It’s so bad that it is hard to remember anything else about the game as you fight back the tears of frustration. Of the three games, The Tormented easily feels like the most difficult for me, and poor design decisions like this are a big reason why. It would be one thing if the difficulty had some semblance of fairness to it. Maybe the Tattooed Woman’s moveset could be especially varied or challenging. Maybe she would have a fairly simple moveset but hit very hard in order to punish impatient players with jumpy trigger fingers. Taking control away from players is great for instilling fear, but it’s equally good at instilling rage, which is really all this boss fight accomplishes. What’s amazing is that even upgrading my camera as much as possible and using Type Zero film exclusively, which is the most powerful in the game, I still died numerous times simply because I couldn’t turn around fast enough to avoid some grabby hands.
With all games, you have to weigh the good with the bad. Fatal Frame III’s lows are certainly low due to their feeling of cheapness with regard to eliciting thrills or titillation. Those lows, however, far from sink the game to the level that its reputation seems to have sunk it. Maybe the quick development of these games simply led to oversaturation. Half of the entire series was released in about a three year period, which is remarkable. With that, you’re going to see a lot of corners being cut. The Tormented lacked originality in its locations and ghosts, but it more than made up for those shortcomings through its unique use of those existing assets. From a lore perspective, it’s also crucial, as it expands on the original game’s story and incorporates elements from the second to create a cohesive fictional universe for the fans who really crave that kind of thing. Fatal Frame and Fatal Frame II are more complete games because they have the third game to connect all the dots, even if they didn’t really need to be connected in the first place.
The series would change drastically with its next iteration, moving away from the fixed camera, adopting a whole new control scheme, and abandoning the characters that had established it as one of the premier horror titles. Given that it never made it out of Japan, it’s hard to see those radical departures as being completely successful. The Tormented, then, sits in the kind of limbo that the player strives to make their way out of. It’s the point between staying true to what works and reinventing the wheel. What risks it took were overshadowed by where it played it safe, not unlike what happened to Capcom’s Resident Evil 3. There are far worse fates than good, if not spectacular. If you choose to play Fatal Frame III for yourself, you’ll come across plenty of them.
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magiatales · 7 years
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Madoka’s Birthday Party, ch 3
"Alright, everybody, settle down! Settle down... Hey, Kyoko! Shut up!" Everyone looked to Sayaka, and Kyoko stuck out her tongue. The blunette ignored it and continued. "Okay, so... Hitomi, your stomach okay?"
Hitomi nodded, though looked a little tired. "I'll be fi-"
Sayaka interrupted her. "Good, how about you, Kirika? How's your face?"
Kirika's forehead was still a little red from sliding across the ground, but she smiled. "Ready for battle!"
"Your face is ready for battle... okay... Well, now that everyone's ready-" Now Sayaka was interrupted herself.
Kyoko spoke over everyone else. "I'm fine too, thanks for asking!"
Sayaka adjusted the collar of her shirt. "I didn't ask. Anyway, it's time for the next event. Everyone, please follow me!" Regaining enthusiasm, Sayaka marched into another room, with the others following her. "If you'll all notice, this room contains many features that you've already been enjoying at this party, such as the couch, some chairs, a stuffed... frog... okay, but you'll also see that there is indeed a television affixed to the wall. This will be the point of focus for the next event! If you'll notice, there are three game controllers on the floor in front of the television!"
The girls noticed, and most quickly began envisioning having three arms.
Mami, on the other hand, went wide-eyed. "Oh my God! You have a Nintendo 64!"
Madoka cut in. "It belonged to my dad!"
"Belonged?" Kyoko wondered.
Madoka corrected herself quickly. "Belongs!"
Hitomi questioned Madoka. "Why are you being defensive about owning a Nintendo 64?"
Madoka shook her head. "I'm not being defensive!"
Sayaka nodded, agreeing with Hitomi. "Yeah, you kinda are."
Madoka looked pleadingly to Oriko. "Help me, I have no idea if owning a Nintendo 64 is good or bad!"
Oriko shrugged. "I dunno... Kirika has one."
Madoka whimpered. "Now I'm even less sure..."
Sayaka put a stop to the confusion. "Regardless, we are playing on that very same ancient piece of gaming technology! The game of choice is none other than the very best video game for playing at parties! Mario Kart! We have nine players, so we'll be going in groups of three! First up we have Madoka, Kyoko, and Oriko! Next will be Mami, Kirika, and myself! Then we'll have Homura, Hitomi, and the runt. The three winners will compete in the final round to determine who will wear the crown! Who will be the queen of Mario Kart!"
Yuma kicked Sayaka in the shin.
By the time the blunette had finished hopping around on one foot, the first round was already beginning. Sitting in the third player spot when selecting a character, Oriko was already on Princess Peach. Madoka looked dejected when Peach was no longer an option, but quickly jumped on selecting Yoshi instead. Kyoko went for Wario without a second thought. Looking over all the available races, Kyoko pounced on Wario Stadium before anyone could stop her. Just as the race was starting, Kyoko's face of glee dropped into a look of morbid terror at the realization. Madoka had this game in her house, and Oriko's best friend had one as well. They were likely both experts at the game.
The game started and Kyoko was left in the dust as Madoka and Oriko sped away. The entire race went by with Kyoko getting progressively farther behind. Madoka and Oriko consistently avoided all the items Kyoko got, and managed to stay practically tied with each other through the entire race. On the second lap, Kyoko found herself being lapped already by the other two. They were on their third lap. Madoka and Oriko sped off, heading up the ramp to the large jump.
The sound of Homura clearing her throat caught Kyoko's attention. Looking over, Kyoko saw in Homura's hands a crisp new ten thousand yen bill. Homura nodded suggestively. Kyoko understood. Looking back to the screen, she saw the green shell in her inventory. She may not be able to win, but by golly would the winner have her to thank. For a bonus, she could make money off of this. She just had to hit just this once. The green shell flew, striking true and sending Oriko flying and falling through to an earlier part of the track. Madoka made the jump, landing safely on the other side.
Acting as a rear guard, Kyoko stayed right behind Madoka until the end of the race, only to then realize that she was still a lap behind Oriko. She wailed in despair as she was smashed by a lightning bolt. A moment later, vengeful Oriko ran through her while shining with the power of a star. The race ended in a humiliating way for Kyoko, but she took consolation in her profit.
The next three jumped in eagerly. Kirika was quick to choose Donkey Kong, and Mami picked Toad. Sayaka chose Luigi, thinking that she related to the man in green somehow. With the same enthusiasm Kyoko had shown before the previous race, Kirika selected Banshee Boardwalk. The race begin and all three shot off. The first turn came and the difference between the player was obvious. Sayaka bounced off the wall, but kept going fast, while Kirika sped around the turn flawlessly. Mami hit the wall head on, not turning in the slightest.
Mami looked down at the floor. "I don't know how to turn." She remained in that spot for nearly the rest of the race, only escaping her predicament when she figured out how to reverse.
Already knowing she shouldn't have chosen Luigi, Sayaka found herself too far behind Kirika to hope for a win. Luigi is always second. Kirika, who had played this game every day of her childhood, was driving perfectly right until the end when, in front of her, she saw Mami going in reverse across the finish line. They slammed together, Donkey Kong's weight sending Toad flying. Unfazed by the impact, Donkey Kong soared across the line, winning the victory for Kirika. Sayaka passed in a measly second, but she was glad her loss was not as humiliating as Oriko's.
The third race began. Hitomi had chosen Peach, Yuma had chosen Mario, and Homura picked Bowser. The race selected left them all a little confused, as only one knew what they would face but had feigned ignorance. Hitomi had been to Madoka's house before. She knew what Toad's Turnpike held, and should have known better than to try navigating the never-ending onslaught of oncoming traffic. Her plan came crashing down on her as a large yellow bus smashed her less than two seconds after the race started.
Yuma took the lead, though mostly out of sheer luck. Homura kept a close second, out of sheer desperation. Hitomi only lost ground, unable to steer clear of the monstrous vehicles that seemed to aim for her. Nearly half the way through the third lap, Yuma lost focus on the purpose of the game and decided to try following behind a white car. While she succeeded, not crashing or hitting the wall, her speed fell and she never noticed when Homura passed her moments from the finish in a burst of mushroom speed.
With the three races over, Sayaka took to announcing the final round. "Now our winners will compete on the most obvious course made for victory, Rainbow Road! And our winners are Madoka, Homura, and myse-"
Kyoko hit Sayaka over the head with a stuffed frog. "You lost, damn it!"
Sayaka fell over, mumbling from the ground. "I meant to say Kirika."
The race went about as expected. The three girls had returned to their chosen characters of Yoshi, Donkey Kong, and Bowser. While all were moderately deterred by the chomping creatures that chased them down the track, Homura predictably used every item she could get her hands on to keep Kirika behind Madoka. So strong was her determination that her aim was perfect. Her tactics were flawless. Her motive was questionable. Madoka would win.
The race went about as expected, until the beginning of the third lap where Kirika, still managing to stay not far behind, let out a mighty roar. "DESPERATE MEASURES!"
Immediately after crossing the line, reaching the third lap, Kirika hit the steep hill and pulled the right trigger, causing her kart to jump. Swerving to the left at just the right moment, time seemed to stand still for everyone as they watched. The kart flew into the blackness of space. Just when Homura's face began to show a grin of true victory, voices rose in a great cheer behind her. Kirika landed, safely across the abysmal void, on the other side of the track. Homura turned blue. True to form, Kirika was now well out of reach, thus making Madoka's victory equally out of reach. Homura had failed. Again.
After that, the win was assured. Kirika took the victory, and the even ended. Madoka, and all the others, cheered and praised the winner.
Finally snapping out of her trance, Homura stormed over to Kyoko. "Give it back."
"What? No! I did what you wanted. You're the one who sucked when it counted."
Giving in and letting Kyoko keep the money, Homura turned on her heel and walked away, grumbling to herself. "Seems I've failed in this timeline as well."
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