Before work began on Fatal Frame III, I heard that PS3 would be launching soon, so I conceived this project as a compilation of the past games, and our final game for PS2. The first Fatal Frame used the Japanese horror technique of relying on the user’s imagination to create a sense of fear, while the second placed the emphasis on storytelling. For the third, we went with “fear lurking within the everyday” as the theme. In horror movies and such, the bedroom or bathroom are often where scary things happen, so we decided to try our hand and venture into these classic realms as well.
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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.
Editor’s note: With the recent release of Fatal Frame on PSN as a PlayStation 2 Classic, we reached out to Fatal Frame series director Makoto Shibata to share some thoughts on the inception of one of the most tense, atmospheric series in gaming.
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