Fatal Frame II is a big improvement over the first game in many respects but still falls short in a lot of places that are significant to me. Throughout my review I intend to compare it pretty heavily to the first game. This is because at the end of the day they are very similar games (to a fault) and I feel comparing them helps highlight what this one does well and also how it falls into some of the very same pitfalls its predecessor did.
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=Combat=
To begin with, the combat in this game has been significantly reworked from the first. It's actually different to the point that having just played the first game and being used to that one, I was so confused with the new system that I fumbled around until I gave up and looked up an explanation online. Where the first entry had you trying to hold your camera's reticle over the ghost you were fighting to charge up a powerful shot, this one shifts to having the "charge" of your shot increase based solely on how close you are to the ghost. This helps eliminate the frustration of having your target choose to teleport away or enter a wall, costing you your charge. Ghosts in general also feel less likely to go into walls, possibly as a side effect of how slowly they move in this game. Both of these go a long way to make combat a lot more enjoyable than it was previously, but have some unfortunate side effects.
The game is very easy on Normal difficulty. So easy in fact, that I ended the game with nearly all of my healing items sitting unused in my inventory and I never made use of any of the Stone Mirrors that revive you because I never died to anything but one-shot kill attacks, which ignore them, giving an instant Game Over. It's not often I complain about a game being too easy but here it makes encounters a bit tedious.
Ghosts move at a glacial pace and don't do enough damage to justify it. I was forced to get up close to the ghosts to maximize my damage but it didn't really matter because there was hardly a chance of them ever hitting me. The ghost designs also feel overall less inspired than those of the first game, which impressed with the variety of body horror it offered. Because of all this the combat lacks tension (not great for a horror game) and the only times it requires much effort are when the arena you're fighting in is small enough to force ghosts into walls so you can't track them easily, which feels more cheap and unintentional than anything else. Thankfully there weren't many encounters that suffered from this, but the few that did really took the wind out of the atmosphere the game was building.
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=Atmosphere=
This game's got some spookiness in it! All God's Village is a neat location and boasts a well-crafted atmosphere thanks in no small part to the creepy ambient music/SFX present throughout. Wandering through the streets of the village and the halls of the houses within it is tense. The Kiryu House in particular is my favorite for this. You can feel the weight of the atrocities committed here pressing down on the entire place, suffocating it in a dense, black miasma. The setting doesn't feel as ominous as the Himuro mansion from the first game but still holds its fair share of scares and looks pretty good for a PS2 game too.
Many ghosts leave behind chunks of minerals that each contain a fragment of their remaining consciousness. Early on you can find a neat radio that these stones can be inserted into, giving voice to the fears and desires which consumed them in life and continue to do so in death. I think listening to these is arguably the scariest part of the game. The recordings sound warped and tortured-- as they should be. It's a bit of a shame though that by the end of the game they start to feel repetitive, like the writers ran out of ways to express "It's dark, I'm scared, don't leave me here." There's a lot of untapped potential with this idea though and I'd love to see it return in another game a bit more fleshed out.
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=Plot=
Fatal Frame II doesn't really do much new with its plot. Remember how in the first game the Himuro family carried out a number of twisted bloody rituals on a regular basis for generations in order to stave off the opening of a gateway to Hell? Yep, same deal here, except instead of one family it's more like four major ones that make up the village and instead of a variety of rituals we have one that centers around the sacrifice of twins. When summarized like that it sounds like an overall downgrade but what this game does do differently is succeed at making the main characters feel immediately relevant to the events which ruined this village, thus tying them into the plot in a much more natural way than "Oh no, my brother went to the spooky house, I need to go save him," even if the plot can be boiled down to something pretty similar in essence.
Our twin main characters, Mio and Mayu, manage to get lost in the woods and end up in All God's Village during their wanderings. You primarily play as Mio, who notices very quickly that an odd change has overcome her sister. Before long Mayu is unusually fatigued, murmuring cryptic nonsense to herself, and decides to wander off alone, to Mio's dismay. This is kind of creepy and neat the first time, but then it happens again and again, and by the end of the game I was feeling a bit fatigued myself from chasing after my sister. I would have much preferred if this were something that happened a single time, maybe around the middle to late portion of the game. It would have felt more impactful that way.
Mio and Mayu also share an invisible bond forged from a promise they supposedly made to one another a while ago that they would stay together forever. Throughout the game, Mayu (between bouts of wandering off by herself) reiterates to Mio, "You promised you'd never leave me!" This line gets repeated probably close to 50 times in various fashions and by various people throughout the game's 10 hours. It's exhausting. There's thematic relevance there, but it doesn't need to be beaten into my skull the way it is.
Lofty promises between children seem to be part of a odd trope I've noticed pops up a lot in Japanese games from the late 90s and early 00s. It features significantly in Final Fantasy VII between Cloud and Tifa as well and feels just as vacuous there. I just can't bring myself to put much stock into a promise made by children who aren't even middle school age yet. Like I get that it can mean the world when you are that age, but it just feels hard to take seriously now as an adult. And when that childhood promise is a major emotional crux of the narrative of a game, like it is here? Ehhhhh, it's just lost on me. I can't feel bad for Mayu when she comes off as so absurdly shortsighted and selfish. And unfortunately this also drags down the impact of the very same promise made with far greater urgency between the twins Sae and Yae who lived in All God's Village and comprise another major strand in the game's narrative.
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I appreciate the much needed rework of the combat in Fatal Frame II after pushing through the frustrating encounters of the first game. And I very much fuck with the plot and characters on a conceptual level. But the experience is dragged down by how often the game reiterates the same plot points over and over to the point of exhaustion. The game is also shockingly easy for being survival horror, which in turn serves to water down the otherwise excellent atmosphere with ghost combat sequences that feel more like speed bumps than terrifying experiences with the supernatural.
This game is worth checking out if you're a horror fan and can get your hands on a copy, but I struggle to mark it as essential because of the issues I have with its narrative.