Traditional Japanese Architecture: Fatal Frame

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John Doran ART310 http://johnpdoran.com Page 1 of 8 All content © 2009 DigiPen (USA) Corporation, all rights reserved. Traditional Japanese Architecture: Fatal Frame The US and Japanese Special Edition box art of the game Fatal Frame. The Japanese cover obviously has a much more Japanese style, while the US version is playing into the Horror and “based on a true story” aspects of the story Game Summary (with parts from http://en.wikipedia.org/wiki/Fatal_Frame_%28video_game%29): Fatal Frame, known in Japan as Zero (零~zero~ ? ) and in Europe as Project Zero, is a survival horror video game for the PlayStation 2 and Xbox consoles. The game revolves around a girl named Miku Hinasaki, who goes to the “supposedly” haunted Himuro Mansion to search for Mafuyu, her older brother. Mafuyu has been missing for almost a week after visiting Himuro Mansion to look for his mentor. Throughout the course of this paper, I will explain how the game uses Japanese architecture and culture in order to provide an effective and immersive gameplay experience and why game designers should use this information in order to improve the worlds in which they create.

description

A look at the Japanese Architecture contained within the game Fatal Frame and how it helped the game in engaging the audience and fulfilling the suspension of disbelief needed badly in a game in the horror genre in particular.

Transcript of Traditional Japanese Architecture: Fatal Frame

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John  Doran  ART310  

http://johnpdoran.com  

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Traditional  Japanese  Architecture:  Fatal  Frame  

   The  US  and  Japanese  Special  Edition  box  art  of  the  game  Fatal  Frame.  The  Japanese  

cover  obviously  has  a  much  more  Japanese  style,  while  the  US  version  is  playing  into  the  Horror  and  “based  on  a  true  story”  aspects  of  the  story  

Game  Summary  (with  parts  from  http://en.wikipedia.org/wiki/Fatal_Frame_%28video_game%29):    

Fatal  Frame,  known  in  Japan  as  Zero   (零~zero~?)  and  in  Europe  as  Project  Zero,   is  a  

survival  horror  video  game  for  the  PlayStation  2  and  Xbox  consoles.  The  game  revolves  

around   a   girl   named   Miku   Hinasaki,   who   goes   to   the   “supposedly”   haunted   Himuro  

Mansion  to  search  for  Mafuyu,  her  older  brother.  Mafuyu  has  been  missing  for  almost  a  

week  after   visiting  Himuro  Mansion   to   look   for  his  mentor.   Throughout   the   course  of  

this  paper,  I  will  explain  how  the  game  uses  Japanese  architecture  and  culture  in  order  

to   provide   an   effective   and   immersive   gameplay   experience   and  why   game  designers  

should  use  this  information  in  order  to  improve  the  worlds  in  which  they  create.  

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1.  How  successful  were  the  game/movie  artists  in  depicting  a  "Japanese  style?"    

  Fatal  Frame  was  very  successful  in  depicting  a  Japanese  style.  For  starters,  the  

game  takes  place  in  the  setting  of  Himuro  Mansion,  which  is  a  large  residence  with  a  

distinct  Japanese  style  to  it.  The  mansion  has  a  number  places  the  player  may  visit  

outside  of  the  main  building  with  a  Japanese  flair  such  as  a  shrine  as  well  as  a  Buddha  

room  and  rock  garden.  There  is  also  a  dock  that  contains  many  Japanese  style  elements  

with  lanterns  lighting  the  way  with  a  distinctly  Japanese  cover  over  them.  

  The  idea  from  Japanese  folklore  of  doing  rituals  in  order  to  appease  spirits  and  

keep  evil  away  is  also  used  in  the  overall  story  arch  of  the  game.  In  fact,  it  is  because  of  

one  of  those  rituals  going  wrong  that  the  different  enemies  in  the  game  appear.  To  a  

western  audience  this  has  a  very  Japanese  feel  as  The  Ring  is  what  most  Western  

audiences  think  of  when  they  refer  to  Japanese  horror.  

 Left:  In  order  to  enter  the  shrine  behind  her  Miku  would  have  to  pass  a  torii  gate  

Right:  A  torii  gate  outside  of  Ryoanji  Temple    

 

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2.  Part  A:  Is  the  notion  of  "Japanese"  style  played  up  in  the  description  of  the  game/movie?  Was  it  successful?       The  Japanese  style  was  very  paramount  within  the  game’s  description  and  

gameplay  in  general.  The  game  uses  specific  elements  of  the  Japanese  horror  style.  

Japanese  horror  generally  employs  the  use  of  folk  legends  and  uses  them  in  order  to  

create  a  fear  instilled  in  Eastern  audiences  from  childhood.  It  is  with  this  folklore  that  

the  idea  of  yūrei  came  from,  which  is  the  basis  of  the  enemies  that  the  player  will  

encounter  in  the  game.    

  Yūrei  are  the  Japanese  equivalent  to  what  Western  audiences  will  refer  to  as  

ghosts.  Unlike  the  Western  ghost,  yūrei  often  are  kept  from  passing  on  by  some  sort  of  

emotion,  such  as  need  for  vengeance.  The  Ring  is  a  good  example  of  this  kind  of  yūrei  in  

the  form  of  modern  cinema,  though  they  have  been  featured  in  Japanese  culture  for  a  

very  long  time.    

 

2.  Part  B:  Are  you  able  to  tell  what  type  of  Japanese  style  you  are  looking  at?    

  From  the  knowledge  that  I’ve  gathered,  the  mansion  in  the  game  is  centuries  

old  and  dates  back  far  further  than  the  Edo  period  of  Japan. However,  while  

experiencing  the  different  areas  throughout  the  game  I  felt  as  if  the  mansion  was  built  

with  the  Edo  period  of  Japanese  history  in  mind.  This  is  due  to  the  way  the  areas  inside  

the  mansion  are  built  as  well  as  the  choices  in  terms  of  what  materials  were  used  in  the  

creation  of  it.    

  The  main  character  and  her  brother  come  to  the  mansion  at  an  undisclosed  

time  in  the  actual  game.  Therefore  it  could  be  from  almost  any  period  in  recent  history,  

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though  it  is  presumed  to  take  place  in  modern  times.  In  later  games  in  the  series  players  

learn  that  the  events  of  the  first  game  takes  place  in  October  of  1986.    

  In  terms  of  specific  architecture,  the  Shinto  shrine  obviously  employs  the  use  

of  Shinto  architecture  with  the  inclusion  of  a  torii  gate.  The  shrine  was  also  built  in  the  

middle  of  a  forest  keeping  with  the  Japanese  tradition  of  trees  being  sacred.  Other  areas  

in  the  game  also  have  torii  gates  placed  before  allowing  the  player  to  enter  sacred  

buildings.  Shōji  doors  were  often  employed  in  areas,  as  well  as  more  modern  wooden  

ones  used  to  keep  players  from  seeing  where  ghosts  may  spring  up  for  the  convenience  

of  surprise  tactics.  

 

 A  side-­‐by-­‐side  comparison  of  a  game  screenshot  and  an  interior  shot  of  the  Shokintei  located  in  Koyto  built  

in  the  17th  Century  during  the  Edo  period.  

 3.  Does  the  depiction  of  the  environment's  style  help,  hinder,  or  do  nothing  for  the  game  play  or  movie's  suspension  of  disbelief?         Without  the  inclusion  of  the  Japanese  environmental  aspects  of  the  game,  I  

feel  the  game  would  be  hindered  by  a  number  of  different  problems.  Players  with  a  

Western  background  playing  the  game  are  unfamiliar  with  the  territory  of  the  game  and  

as  such  feel  even  more  alienated  in  the  game.  Eastern  audiences  don’t  feel  alienated  in  

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terms  of  what  the  game  area  looks  like  due  to  familiarity  with  some  aspects  of  the  

folklore,  but  still  have  plenty  of  opportunities  to  be  frightened.    Different  areas  in  the  

mansion  give  the  player  the  feeling  of  claustrophobia  due  to  smaller  corridors.  This  

causes  tension  to  the  player  and  gives  them  a  more  “on  edge”  feeling  as  if  they  could  be  

in  trouble  at  any  time,  which  is  the  goal  in  a  horror  game  in  certain  areas.  

 In  this  tutorial  section  of  the  game,  the  player  is  given  a  wide  area  in  which  to  travel  in  letting  them  feel  

free  to  experiment  as  they  experiment  and  get  a  feel  for  gameplay.      

4.  If  "conflict"  is  portrayed  in  the  game/movie,  is  destruction  of  environmental  items  portrayed  accurately  and  convincingly?         “Conflict”  in  Fatal  Frame  is  done  in  a  way  different  than  any  other  survival  horror  

title  of  its  time.  Miku  (the  player)  will  use  throughout  her  search  of  Himuro  Mansion  a  

camera  that  she  inherited  from  her  mother.  The  camera  has  the  unique  power  of  being  

able  to  send  yūrei  to  “the  other  side”  as  well  as  reveal  other  things  that  normal  people  

cannot  see.  When  using  the  camera  the  game  switches  a  first  person  viewpoint.  The  

amount  of  damage  caused  in  each  shot  depends  on  how  long  the  player  keeps  the  lens  

focused  on  the  yūrei  before  taking  the  shot  (a  charge  meter  is  at  the  bottom)  and  how  

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close  the  enemy  is  to  the  camera  itself.  This  provides  a  risk/reward  mechanic  that  the  

player  will  have  to  use  in  deciding  if  being  frightened  is  worth  more  to  them  than  not  as  

the  player  will  get  a  large  bonus  for  taking  a  shot  as  the  yūrei  is  right  about  to  get  

him/her.  However,  if  the  player  misses  the  shot  they  will  loose  health  that  would  be  

very  hard  to  recover  during  the  course  of  the  game.  

  It  is  also  worth  noting  that  the  camera  is  also  used  in  exploring  the  architecture  

of  the  game  by  letting  the  player  see  anywhere  in  the  game’s  world  where  as  the  rest  of  

the  game  is  placed  in  a  fixed  camera  mode  in  order  to  add  to  the  tension  that  the  player  

will  experience.  

 Screenshots  of  the  combat  system  in  Fatal  Frame.  Should  a  picture  be  taken  at  this  moment  the  player  will  knock  back  the  enemy  and  damage  them.  The  right  left  side  will  only  do  a  small  amount  of  damage  where  

as  the  right  will  be  a  very  deadly  blow.    

 

5.  Are  characters  depicted  accurately  in  terms  of  "Japanese  style  and  culture”?  

  In  terms  of  Miku  and  her  brother  I  believe  the  characters  are  made  to  be  as  non-­‐

impressionable  as  possible  in  order  to  let  the  player  believe  they  are  in  the  shoes  to  

promote  suspension  of  disbelief.  As  the  player  continues  the  game,  the  intention  of  the  

designer  is  that  they  will  come  to  believe  that  they  are  in  Miku’s  shoes  and  that  they  are  

in  fact  trying  to  save  someone  that  means  something  to  them.  With  that  being  said,  the  

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original  Japanese  version  of  the  game  makes  it  quite  clear  to  the  player  that  she  is  a  

Japanese  schoolgirl  by  her  outfit  and  mannerisms.  

  The  other  characters  in  the  game  are  very  accurate  in  terms  of  the  Japanese  

style  and  culture  as  they  are  characters  taken  out  of  Japanese  folklore.  Enemies  in  the  

game  take  the  form  of  yūrei  that  haunt  the  mansion.  These  enemies  often  wear  

kimonos  and/or  other  Japanese  items  such  as  traditional  masks.  Depending  on  how  they  

died,  they  may  look  differently  than  how  they  did  in  life.    

 

The  main  character  and  antagonist  of  Fatal  Frame.  Note  the  distinctly  Japanese  feel  that  each  character  has.  For  the  American  version  of  the  game  the  right  side  of  Miku  is  used  as  the  character  model  in  order  to  

be  more  familiar  to  a  Western  audience  to  relate  easier.  

  In  conclusion,  Fatal  Frame  contains  many  of  the  various  elements  found  with  

Japanese  architecture  and  culture.  Through  use  of  those  aspects,  the  game  creates  a  

very  interesting  world  and  experience  in  which  people  from  both  Western  and  Eastern  

audiences  can  appreciate.    Game  Designers  would  do  well  to  look  at  and  analyze  how  

they  can  use  culture  and  architecture  style  within  their  games  with  Fatal  Frame  being  a  

prime  example  of  how  it  can  make  a  game  shine.

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         Bibilography:  

http://www.gamefaqs.com/console/ps2/image/529305.html  

http://www.uic.edu/depts/ahaa/classes/ah111/imagebank.html  

http://ps2media.gamespy.com/ps2/image/article/667/667532/fatal-­‐frame-­‐

iii-­‐the-­‐tormented-­‐20051116105804515.jpg  

http://www.gaming-­‐age.com/cgi-­‐

bin/img.pl?image=/reviews/ps2/fatal/&img=1&imgnum=4&sys=&game=&ti

tle=Fatal%20Frame&returnpath=/cgi-­‐

bin/reviews/review.pl?sys=ps2%26game=fatal  

http://www.daninjapan.com/1.23/index.html  

http://www.cameraslens.com/gallery/thumbnails.php?album=1  

http://www.cameraslens.com/fatalframewiki/index.php5?title=Main_Page