
The overall atmosphere, punctuated by ambient droning soundscapes that change with each room, started to become a cloak of comfort rather than a sign of impending danger.Īs I alluded to earlier, Fatal Frame almost seems designed with this flattening of challenge and danger in mind. I had killed countless Wraiths with similar movement patterns, and I had taken pictures of countless Specters. Then, as hours started to pass, the elements of Lunar Eclipse that I originally found novel started to become routine. Cutting through these temporal and spatial dislocations and facing the ghosts with the relative objectivity of a camera smartly mirrors the way in which the characters themselves are forced to reckon with the distortions of their own past. In Fatal Frame’s prologue chapter, for instance, the gameplay is constantly interrupted by minor cutscenes, shifts to a wider POV when opening doors, varied close-up shots of ghosts, and more. What’s more, adopting a personal, constant POV in order to fight back against Fatal Frame’s enemies compliments the way in which the narrative is constantly shifting and interrupting the player’s perspective. Forcing the player to adopt a narrow first-person perspective in order to attack while also severely limiting their view of the enemies that are creeping around them elicits a sort of fumbling tension that every great horror game trafficks in. I found this combat system entrancing in theory.


While the game is generally played from a third-person perspective, the the player can enter a first-person view while using the Camera and snap pictures of passive Specters (entering them into a catalog and granting the player points to spend on items/upgrades) or use it to damage aggressive Wraiths. Some spirits are aggressive, others are spookily benign, but all can be interacted with via the Camera Obscura, a staple of the series. …And then, they encounter ghosts! Lots and lots of them! Now, two of the girls have died under mysterious circumstances, and the others (as well as the investigator who originally found them) decide to separately return to the island, seeking the truth about their past. Years earlier, these characters were involved with a mysterious incident during a ritual, after which five girls were found in an underground cavern with no memories. But i think it works? By the time I finished the story, exhausted yet somehow satisfied, I felt that Fatal Frame had become my part-time job at the Taking Pictures And Running From Monsters Factory.Īs a new ’employee’, I took control of a handful of different characters, investigating the mysterious Rogetsu Island. Opting to skip over or dilute some of the usual challenges offered up in survival horror, Mask of the Lunar Eclipse instead asks the player to do a few very specific things, in a very specific way, for about 10 hours or so.
FATAL FRAME MASK OF THE LUNAR ECLIPSE INTRO SERIES
However, even among its contemporaries in the genre, Fatal Frame: Mask of the Lunar Eclipse seems committed to a sort of ascetic minimalism that surprised me, a committed Silent Hill guy who had never dipped into this series before. I doubt it’s controversial to say that the survival horror genre isn’t known for deep game mechanics. WTF The collectibles are a bunch of creepy haunted dolls. For what it's worth, I don't experience that particular slowdown anymore ever since using the 圆4 build + regular JIT, but I do experience it using JITIL.HIGH The use of a camera is an FPS-like combat system without the violence! This doesn't fix the inexplicable slowdown during the intro (where the game runs at about 85% for no real reason) - that seems to be something else entirely. U32 VPS = -DrawnVideo * 1000 / ElapseTime ĭelete the parts in red. U32 frametime = DrawnVideo * 1000 / ++TargetVPS U32 VPS = -DrawnVideo * 1000 / ElapseTime


U32 FPS = Common::AtomicLoad(DrawnFrame) * 1000 / ElapseTime SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter While ((u32)Timer.GetTimeDifference() = 1000)
