Fatal Frame IV: The Mask of the Lunar Eclipse Review

Bad moon rising.

Version tested: Wii

Rarely has a such a great series been dogged by such careless disregard. Passed around no fewer than four publishers for its first three incarnations, the fact the Fatal Frame series - known as Project Zero in Europe when it bothers to show up here - never gained more than a loyal cult following has been a perennial source of frustration for survival horror fans.

As if that wasn't bad enough, Nintendo has elected to deny Western gamers the Wii-exclusive fourth chapter in the series, The Mask of the Lunar Eclipse.

Thank goodness for the internet, then. Undeterred, a talented group of fans set about developing an unofficial English-language patch which, remarkably, also manages to circumvent region-locking shenanigans, giving import gamers peace of mind that they can go ahead and buy the game without having to consider shady hardware modifications.

Having gone to all that effort, one would assume that the collaborative efforts of Grasshopper Manufacture's Goichi Suda (aka Suda 51) and series developer Tecmo must be amazing. But it's actually surprising how little has changed in years since the original. The setting shifts and the cast changes, but essentially Fatal Frame is still content to be Ghostbusters with a magic camera, frail high-school girls and a penchant for knee-high socks.

Still, with a tone as unremittingly bleak as ever, this is about as far from Dan Aykroyd and Bill Murray as you could imagine, focusing on a bizarre ritual that robbed a group of young girls of the memories of a kidnapping and the events surrounding it. Set 10 years after the incident, three of the girls return to Rougetsu Island ("the island nearest the underworld"), followed by a detective who's still investigating the man behind the mayhem.

Broken down into chapters, Fatal Frame IV takes a similar approach to its predecessor, with each of the main characters starring in rotation and gradually peeling away the layers of obfuscation. The air of dark mystery remains an engaging hook, although some may find it a little over-familiar - particularly grizzled survival-horror veterans who eat crazy conspiracies pieced together via flashbacks and endless journal fragments for breakfast.

'Fatal Frame IV: The Mask of the Lunar Eclipse' Screenshot 1

It's clear from the outset that the developers are content to stick to what they know and repeat the creaking formula. Whereas Silent Hill's recent reinvention, Shattered Memories, was bold enough to discard the shackles of the genre's ancient history, Tecmo strides back into the old frontier, shirt tucked into its stonewashed denim [knee-high socks, surely? - Ed].

The stark truth is that much of the experience is a sluggish chore in terms of control and quest design. Comparisons with Silent Hill are unavoidable - both are third-person games which involve exploring darkened, abandoned environments with a torch - but the two control systems could hardly be more different.

For one thing, you can't simply point the torch beam in Fatal Frame IV freely and fluidly like you would naturally. Aiming your viewpoint is excruciating, forcing you to slowly and steadily point in the direction you want, gently tilting the Wii remote up or down as required. Forensically scouring every location takes an order of magnitude longer than it should as a result - a process also hindered by treacle-slow turning speed and a 'running' speed best described as sedate.

'Fatal Frame IV: The Mask of the Lunar Eclipse' Screenshot 2

Helpfully the game has introduced a new Item Filament meter in the bottom right of the screen, which gradually intensifies when you're in the direct line of sight with something worth picking up. Annoyingly though you can't even see the item of interest until your torch beam has passed over it, so you still have to painstakingly modify your aim, often inch by inch, until it finally appears. Simple processes such as walking room to room and picking up items turn into numbing chores, taking you out of the game and grinding away your affection with slothful routine.

Combat is no better. Once spirits announce their arrival you whip out your Camera Obscura, the view switches to first-person and you then train your reticule on them and try and get the best-possible shot once the power meters fill up. Timing and positioning become all-important, because without a close-up shot you won't do much damage, so you're often forced to wait until the very last moment before capturing a picture to send ghosties reeling back in shrieking agony.

This would all be fine if it worked, but it's horrible to use for much the same reasons as general exploration. Although some might argue that the soupy aiming, turning and movement speed all add to the sense of nerve-jangling desperation, that's no excuse for a system that defies reasonable input expectations.

Eventually, one of the characters, detective Chouschiro Kirishima, adds a welcome element of novelty to proceedings with his special Spirit Stone Flashlight. This operates in roughly the same way as the Camera Obscura, except it damages ghosts with charged beams of light instead.

With movement mapped to the nunchuk stick, and aiming performed via the Wii remote, it ought to be a beautiful combination almost tailor-made for a game like this. But for some reason you're blessed with all the turning and aiming speed of an stricken oil tanker - useless in the context of a game where enemies disappear and reappear out of thin air, often right behind or beside you.

Sharp movements and nimble evasion are nearly impossible, and are limited to ducking out of viewfinder mode to run, or shaking the remote to perform a 180-degree turn. At first this isn't a huge problem because enemies are equally slow and ponderous, but when the game starts throwing faster enemies, and more of them, you're in trouble.

Even the most basic actions, like adjusting your aim to react to a downward lunge, are hopelessly sluggish, so combat is actually more challenging on the Wii than it ever was on PS2 or Xbox. Rather than redesign the game for Wii, Tecmo and Grasshopper have retrofitted the old-style gameplay to pointer mechanics that might as well have been designed to be counterintuitive. The sensation is akin to controlling a mouse cursor on a choked PC.

And yet despite being mercilessly unpleasant to control, there's still a degree of grim enjoyment to be had locking horns with such wilfully unhelpful mechanics. As many a survival-horrorphile will attest, taking such games at face value is never a good idea. There's always a pain threshold to negotiate, and once you get over that the enjoyment intensifies.

'Fatal Frame IV: The Mask of the Lunar Eclipse' Screenshot 3

This is definitely the case here, because once you start to accept the crippled movement, the stodgy aiming and the incessant need to crawl over every room to get a key to unlock a door somewhere, you stop griping and start enjoying the intrigue and narrative again. You start to stay one step ahead of the game; saving at every opportunity, stocking up on health items, and upgrading your camera abilities with all the red and blue crystals you've been slavishly collecting.

You can't fault the game for its art and all-round style, either. The atmosphere is as intense as ever, and its neglected environments and unhinged enemy design still has the capacity to chill the blood all these years later. One can only ponder what these talented artists would come up with on more technically advanced systems, but with Mask of the Lunar Eclipse hardly selling in vast quantities in its homeland this may be the last we see of their series.

In which case, fans may want to overlook its numerous flaws and take what they can get. The nonsensical premise is strangely absorbing, and the tense routine of battling spiteful spooks with the camera remains enjoyable. In fact, even all these years on, there's nothing quite like it.

For others, however, this is essentially more of the same with dodgy controls - and that's after you go to the trouble of getting it working. Maybe Nintendo was onto something.

7 / 10

Fatal Frame IV is out now in Japan and available on import. Getting it working on a PAL or NTSC Wii involves little more than dragging and dropping a few folders onto a blank SD card. The translation is text-only. Full instructions can be found elsewhere on the internet.

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Comments (34) Latest comment 2 years ago

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  • Oh-Bollox #1 2 years ago

    Thank you for reviewing this. Expending some actual effort sets EG apart from the competition.
  • laharl80 #2 2 years ago

    I wish they would port this to the PS3.I loved the first 3 games.Easily the scariest survival horror series with forbidden siren a close second.
  • Malek86 #3 2 years ago

    Bought and played this on launch day... and yes, it's disappointing alright. As a long-time fan of the series, it's even more of a letdown, because I was used to much higher standards. A 7 is probably ok if you're a fan, but this really should be lower.

    (though I don't believe for a second that it's the reason why they didn't localize it)
  • samaran #4 2 years ago

    i really like the controls in this game - they pretty much force you to assume the position of a petite japanese schoolgirl with a flashlight. the combat is barely combat, and aiming the camera is easier than in the PS2 games, if nothing else.

    basically i had no problem with it and my only complaint is that i just preferred 3 more, for whatever reason - this is still far and away the best horror game of the generation. which is saying nothing at all! but never mind.
  • krudster #5 2 years ago

    I never found that a problem, no.
  • FogHeart #6 2 years ago

    Bloody hell, I can't believe it. The whole point of moving the franchise to the Wii was to take advantage of motion controls....and it's actually worse than twin-sticking? I'm picturing the legions of "Wii-is-just-waggle" naysayers pointing and laughing at me now.

    Still, big thanks to EG for reviewing this now we can make use of it. I'll probably bite, I mean, 7 from EG is still a very respectable score (*cough* Dead Space *cough*) and, well, Fatal Frame is like sex or pizza, innit? Even when it's bad, it's still pretty good.
  • krudster #7 2 years ago

    That should go on the back of the box!
  • GreyBeard #8 2 years ago

    I assume camera movement speed accelerates as you upgrade like in previous entries?
    A big part of the appeal of the Fatal Frame series has always been (for me anyway) the way it starts out really slow, but gradually ramps up to FPS like speed on new game+ and beyond.

    This speeding-up process changing the overall feel of play was particularly apparent in the original game.
  • MoGamer2006 #9 2 years ago

    At least that should shut up the moaners - listening to some of them, you'd think Nintendo denying the West this game was akin to a Nazi atrocity.
  • JohnnyWashnGo #10 2 years ago

    Great review - kudos for going further than most.

    Its a crime that this game isn't coming out over here... Nintendo snatching defeat from the jaws of victory once again :)
  • Triggerhappytel #11 2 years ago

    So basically if you're a survival horror nut who has put up with a lot of crap over the years you're liable to love this, if you're more of a recent or casual fan (i.e. Dead Space & Resi 5 only) then the controls will likely be the deal breaker?

    Shame. I do have a soft spot for the PZ series and the controls were generally excellent on the PS2 iterations. It's a shame Tecmo/Grasshopper couldn't re-build the controls from the ground up around the Wiimote.
  • Cappy #12 2 years ago

    Is this really looking like the end of the series?

    I'd like to see Tecmo do a Kagero game on a similar budget to Zero if they're going to let that series rest for a while. Kagero was always an interesting idea for a survival horror game let down by an extremely low budget.
  • Sonic_D #13 2 years ago

    I enjoyed a little FF on the PS2, but more me the best survival horror game is still Eternal Darkness on the Gamecube. How I would love a decent sequel.

    Should add that I am intrigued by how they got this translation patch works using the SD card reader and no homebrew stuff.
    Edited by 2 at 03/02/10 @ 14:57
  • swissorc #14 2 years ago

    MMM eternal darkness sequel right up there with mother on VC. Never going to happen
  • Shakey_Jake33 #15 2 years ago

    @MoGamer2006 - It's never really been confirmed why Nintendo wouldn't licence the game for a western release. The 'moaners' are annoyed that Nintendo supposedly *blocked* the release by refusing the licence it. I'd say it's fair enough for people to be somewhat miffed about that.

    Having played the game myself, it's quite excellent and recommended for anyone who liked the general style of the previous games. The EG review is a tad harsh. but not unfair.
  • chukcyQ #16 2 years ago

    If I was a petite Japanese schoolgirl, I'd know where I'd stick the Wii controller... Aaah!
  • malexous #17 2 years ago

    "no homebrew stuff"

    They may claim otherwise but this is homebrew.
    Edited by 1 at 03/02/10 @ 15:43
  • FogHeart #18 2 years ago

    I recall that in the earlier incarnations there were two turning speeds in camera mode - press a button down to turn quickly. Is that still in place?
  • Caspar_Esq. #19 2 years ago

    Seven???? That's wildly generous....
  • KDR_11k #20 2 years ago

    The flaws are the reason Nintendo refused to localize it, they told Tecmo to fix that or GTFO. Supposedly Nintendo wasn't willing to pay for the fixing but the flaws shouldn't have been there in first place.
    Edited by 1 at 03/02/10 @ 16:38
  • bmxbandit #21 2 years ago

    Bringing this title to the Wii is/was/will always be a mistake. This game should have been on the PS3 or 360, it should have expanded on the second title ... and damnit, thats why the Japanese developers just arent respected these days.

    They have something great and throw it away, for what?
  • samaran #22 2 years ago

    i'm pretty sure that's actually to do with a game-breaking bug that i never experienced, rather than any design decisions.
  • messiahtj #23 2 years ago

    Shocking!!! This is better than Dante's Inferno!?!?!?!
  • Malek86 #24 2 years ago

    @samaran: that game-breaking bug is no biggie. Like you said, you'll probably never get it anyway.

    The real problems are much worse: the impossibility of completing the ghost list, the random heavy framerate drops, the horribly compressed CG videos, the general lack of smoothness (especially when compared to the near-60fps of the previous games), the weird controls, the absolute bore that were Kirishima's levels, the drop in scary atmosphere for cheap jump scares, the almost total lack of random ghost encounters (which makes navigating the hospital a lot more tedious), and the overall easiness.

    I doubt that even with some polish and bug-fixing this game would have been much better anyway.
  • captain_fronk #25 2 years ago

    Reads like a 3 or4, looks like a 10/10
    Looks a 100's better than Silent Hill Shattered Memories, which looks like a 7/10 game with 4/10 playability. EG gave that one 9/10
  • Feanor #26 2 years ago

    Makes me feel better about not getting this one. I only recently played Fatal Frame 3 and I thought it was fantastic, so maybe it's best to leave it at that.
  • krudster #27 2 years ago

    The translation was excellent, first class.
  • Razz #28 2 years ago

    I still have nightmares about Crimson Butterfly. Thanks for the review, I might pick this up in the spring when it doesn't get dark so early... :)
  • JeffGerstmann #29 2 years ago

    this is a missed opportunity if there ever was one!The second instalment on the original Xbox with the first-person viewmode is easily the scariest experience I've ever had and one of the best games I've played. EVER!!! This one should have the option for FPS mode. Come on Nintendo, it's not too late I'll buy two copies if you make it happen for a pal release. ATLEAST!
  • Zebula77 #30 2 years ago

    Wish this would come out on the PS3. Really loved the first two games. :)
  • samaran #31 2 years ago

    @malek86 i'm gonna come right out and say that i never finished the game, so a bunch of your complaints don't apply to my experience - however, i've never finished any of the games in the series, because they all genuinely succeed in unsettling me to the point where i'm rarely in the mood to play them at all. maybe that's an easy way out, i don't know! i still felt it had the same atmosphere as the others without descending into jumpiness.

    i do agree about the CG videos, though.
  • chischis #32 2 years ago

    If anything, props to EG for reviewing an import game that's only playable in english with an unofficial translation. Thank you for bothering, guys.
  • Malek86 #33 2 years ago

    @samaran: if you want the easy way out, there is one. Start acting like it's a videogame. Act, don't hesitate, because nothing will happen anyway. When you find a corridor with a room in the end, don't think "oh god, I hope there won't be any ghosts there, that would be scary". Think "oh man, I hope there will be ghosts there, so I can get some more points".

    The problem of this method, is that the scary atmosphere will definitely take a step back, so you might not enjoy it as much as you normally would.
  • notyalcsdrawkcab #34 2 years ago

    Played it. First time I tried the series. Loved it. But found the end of the story to be a big let down. Could this be a case of wrong game for the wrong reviewer? It is slow. You can`t run. It isn`t Biohazard 5, so isn`t that okay? Maybe I am easily scared, but playing this game gave me chills at times.
  • Piplup #35 2 years ago

    Gah. A few things that make the controls easier:

    Hold Z when using the camera to lock onto the ghost. It makes everything much easier.

    Hold Z when in Viewfinder mode (In both torch and camera) to move it from side to side much faster.

    And after two chapters the controls become second nature. I don't see what your big problem with them is.

    In order of the best in the series at the top, I reckon it goes:

    3
    4
    1
    2