Here we go with Fatal Frame 5: Third Drop Gameplay! The second drop was intense. But it looks like we’re jumping from Yuri to Ren Hojo. Ren, for those who might not remember from his very brief introduction in the first drop, was a man who commissioned Hisoka to find a photo album.
That album contained a photo of a girl he’s been seeing in his dream. But was it really a dream… or a memory?
Who are all these people?
Here’s a reminder of who each character is:
- Ren Hojo – Ren is an author who lives with his assistant, Rui, at the base of Mt. Hikami. He often calls Hisoka Kurosawa to find things with her Shadow Reading.
- Rui Kagamiya – is the assistant to Ren Hojo.
- Hisoka Kurosawa – Owner of an antique shop, she’s also a talented shadow reader who’s able to find lost things and people. She vanished during on Mt. Hikami during the second drop while looking for a missing person.
- Yuri Kozukata – one of the main protagonists. She attempted to commit suicide after the death of her family but was stopped by Hisoka. She now works for Hisoka in her antique store and is learning how to shadow read. She’s very sensitive to spirits.
- Inn Keeper – We meet him during the prologue while Hisoka is looking for the photo album in the inn. His inn used to be popular but a landslide destroyed most of it and killed his family.
We start off in Ren’s home, with Ren and Rui leafing through the photo album at the waterlogged inn. But as they turn the pages a photograph falls to the floor. Ren reaches for it and the woman in the photo turns to him.
“Will you die with me?”
Ren is stunned but he’s the only one who sees, or hears, the woman’s ominous request.
To make matters worse, Ren decides that he wants to go back to the inn where the photo album was found in case there are more photos. With Rui and the Camera Obscura in tow, we head off.
Or we would if I wasn’t a lore hound. Taking a few moments to scrounge through Ren’s disorganized living room, we find a few documents. We find Ren’s unfinished manuscript first. It looks like he’s an anthropologist who specializes in Japanese memorial photograph. The next document is Hisoka’s evaluation of Ren’s camera. She’s an antique dealer but she also specializes in these occult cameras.
Ren’s Camera Obscura, she writes, is the only one she’s ever seen with a compound lens. But perhaps more important, owning a Camera Obscura invites misfortune into the life of the owner. Everyone who owns one has either died, lost their mind, or gone missing. With the Camera frequently outliving their owners.
That rings true, considering Hisoka vanished on Mt. Hikami last drop…
Digging into Ren’s impressive bookshelves we find a few interesting tidbits:
A book details how Mt. Hikami was the home of many shrine maidens. A man fell in love with one, but she refused his advances. In a rage, he butchered all the shrine maidens on the mountain he could find, tossing them into the river as he went.
The bodies of the shrine maidens turned the river red, and their corpses spilled into the Pool of Purification.
The spirits of the slaughtered shrine maidens are said to have haunted the mountain ever since, leading all who meet their gaze into the water, where they drown themselves.
Hmm. Seems very reminiscent of some of the cutscenes and notes we saw while exploring the forest.
But after the shrine maidens were slaughtered the rituals being performed on Mt. Hikami ceased.
With no more lore to find, Ren and Rui head to the inn, just before sunset. Why is it always sunset?
“If you climb the mountain in the twilight hours, it’ll show you a different form. It’s true form. Only those who wish to die come here at that time.”
We arrive at the inn and – Nooooooo we have to do another tutorial. Apparently Ren’s compound camera is different from Hisoka’s. I desperately wish it’d just let me find out on the fly. But we can take multiple shots now. And while that’s cool, I’m so so so tired of tutorials.
At least Ren and Rui have better banter than Yuri and Hisoka. And Rui is very happy to provide ample exposition.
Tutorial done, we step inside the inn… we’re almost immediately met with a ghost. A drowned woman who stands, staring, at the end of the corridor. We turn down another hall, and a hatch on a duct slam close as we approach it.
I have a feeling that we’re not wanted here.
And yet the moment we turn around –
An entire room of ghosts. That’s not good.
There seem to be even more than the first time we came here. Why are they all converging here? They vanish as soon as we snap a picture.
We work our way through the first floor, towards a glittering. It’s just herbal medicine. But as soon as we take it a spectral woman attacks us.
It’s an incredibly easy fight, and she dissipates into blue flame, apologizing. Now I kind of feel bad…
We get to the room where Hisoka originally found the album. Inside, the inn owner is waiting for us. He vanishes once we take a picture but where he stood is a crumpled note.
It’s a note he must have written when he was alive. In it, he laments that the mountain swallowed up half his inn. The only thing left is the album of postmortem photographs. This album is the last thing he has of his father, the last thing he has of his family.
He decides to burn the album and commit suicide upstairs, while watching the sunset. Sunset suicides – what a theme.
Let’s go upstairs!
We turn around to try and find our way upstairs but before we can get too far the ghosts we saw earlier lumber towards us, suddenly ready to fight.
I’ll be honest, the multi-shot function is really fun. It’s pretty brutal against packs.
We head upstairs, where we see the inn owner stumble, disoriented. He vanishes again but we’re getting closer.
We find a locked door and take a picture of it. The film shows us a picture of the hatch that closed on us when we first arrived. It’s a strange mechanic that’s been around since Fatal Framers early games… but if we want to open this door, we better investigate this hatch.
As we turn around, we find the inn manager hanging from the ceiling. But that’s strange, since we know he burned himself to death. He vanishes again and there’s another note.
The note reads that things on Mt. Hikami were always strange. A few years ago two girls went missing on the mountain, but only one returned, though she lost her mind. Since then, she’d return every year to look for her missing friend. Mt. Hikami has a way of making people disappear.
“My father disappeared on Mount Hikami. Will it take me too? And will anyone look for me…?”
Heading downstairs we find the hatch which generously opens for us. It seems like a bad idea to stick our hand in it, but Ren does it anyway, and pulls out a key hidden between the pipes.
Finally, we can unlock that door!
But the moment Ren turns around he’s assaulted by the ghost that attacked Yuri in the first Drop. And he’s a little stronger than he was in that tutorial battle. He collapses and we poke his collapsing ether for a few extra spirit points.
Things are heating up…
Mostly unscathed we head towards the door upstairs. But as we cross the corridor towards it the windows in front of us shatter— and the hung inn keeper bursts through.
It’s more silly than spooky.
To be honest, I’m a little tired of seeing the inn keeper everywhere. Like… we get it. You’re dead and upset about it. Anyway, Ren photo battles him, but now the inn keeper has shards of glass in him. Rui stands there, staring at you vaguely concerned. Occasionally she walks through the inn keeper, utterly baffled by the events unfolding all around her.
It’s by far the hardest fight during the drop, as he’ll occasionally vanish only to drop on your from above. But once we’re done, we touch his spirit fire and we’re overcome with a vision (cutscene).
Ren sees the inn keeper stands on top of the inn at the roof’s edge, noose around his neck. But this isn’t a man who’s committed to death—he’s terrified. A ghastly pale woman grabs his ankles from below, staring up at him with the most unearthly, hellish expression. He screams and falls, hitting the glass which shattered right before the boss fight. He hangs there, and the spectral woman who startled him into falling stands within the inn, staring at her handiwork.
But as the inn keeper’s spiritual essence vanishes, he sighs, “Now I can meet them again.”
He’s surely talking about his family who passed all those decades ago. So was he trapped here? By exorcising his spirit, did we free him?
If that’s the case, we’re essentially doing good deeds by kicking ghost ass.
There’s a note, left where we defeated the inn keeper.
Mt. Hikami was once known as the Grove of Shrine Maidens, where mountain maidens oversaw the deaths of pilgrims, easing their passing to the other side.
“I like that. I envy it. I wish someone would be there to see me off,” the note ends.
Looks like that ghostly woman came to grant his wish.
Outside the window, the woman who is perpetually falling off the cliff falls to her death. I’m pretty sure it’s her, anyway. Same white dress, same scream.
We head to the observation room, where a hung woman greets us. Who’s she?? She vanishes once we snap her photo.
There’s another locked door, so let’s skip that for now and go to the other door, which leads to the inn roof.
It’s the innkeeper. Didn’t we exorcise him? Is he still stuck in his eternal loop? Other ghosts have mentioned dissolving and melting. He jumps, and there’s another note.
“The sunset beckons. It’s calling me into the water. This is the right thing to do.”
Hmm. Was the innkeeper influenced by the mountain to kill himself?
There’s a room up here, and I’ll be honest the architecture of this inn has me completely confused. But the room is all burned up, and now I remember why we’re here. To look for the postmortem photographs the inn keeper supposedly burned.
We enter the burnt room and see the inn keeper staring at something. Rui tells us there must have been a fire. Thanks, Rui.
We take a photo, and the Camera Obscura brings something to light. The photo album we came here for.
Behind us, Rui goes to contemplate the noose and the edge, slipping the noose over his head.
We slow jog to Rui and snap a picture to see a woman from the Netherworld behind him.
Boss fight, let’s go. We have to exorcise her before she kills Rui. Or gets Rui to kill herself. She floats around, accompanied by the sound of a swinging noose. It’s a gruesome sound, perhaps the creepiest thing in the whole drop.
This fight is much harder, but we eventually catch the final Fatal Frame and Rui faints, falling back from the edge.
Ren steadies Rui but before we can finally, finally leave another Maiden arrives.
“You will dissolve into nothing.”
Fuck. It’s another fight. Ae these Maidens going to show up at the end of every drop?
As we fight her, the reassures her we can: “Show it to her.” “I can see into your soul.”
The only good thing is that she goes down easily. Way easier than the woman who almost got Rui.
There’s one more note. The postmortem album was compiled by folklorist Keiji Watarai, who moved to the base of Mt. Hikami to study the rituals there. The inn keeper’s father helped find photos for the album.
But Keiji became fascinated with how water was revered on Mt. Hikami. So, he built a house on the mountain itself. Shortly thereafter, he vanished. And search parties were unable to find even the path to the folklorist’s house.
Only the photo album was recovered, which the inn keeper’s father took it back to the inn. But shortly thereafter, he, too, started acting strangely and vanished.
“I’d forgotten about the photos until I found them in the old building, after the landslide. But now I understand why my father left. Watarai, too. These photos are so beautiful.”
Like the Camera Obscura, it seems like this photo album leads people to mysterious ends. It seems these photos are cursed. I wonder if Ren is next in line. But Ren and Rui survive the night and return home, scathed, traumatized, and full of questions.
Final Thoughts on Fatal Frame 5: Third Drop Gameplay
So, if I had to give a score for Fatal Frame 5: Third Drop Gameplay it’d have to be 3 Cthulhu heads out of 5. And that might be a little generous.
I’m personally tired of the inn and seeing the same ghosts. Particularly the inn keeper. It felt like recycled content. If we had to go back to the inn to collect story-necessary lore, I wonder if that lore couldn’t have been compiled in Hisoka’s notes, during the Second Drop?
Also there were way too many hanging ghosts. Just, constant nooses, everywhere. Spooky the first time! So very unspooky the fifteenth time.
Approximate Playtime: 1 hour.
Heretic’s Fork Review: Punish Sinners Like it’s Your Job (It Is)
Welcome to your new corporate job. It’s Hell. No, really. In Heretic’s Fork, Punish sinners, chat with your co-workers, and don’t forget to check your email before you clock out!
Heretic’s Fork is a 2023 video game by 9FingerGames and published with Ravenage Games. 9FingerGames is a one-man studio run by Stevie Andrea that is also responsible for titles such as Zapling Bygone. While only out since September, Heretic’s Fork has already garnered several accolades. These include selection for Fear Fest 2023 and The Mini Indie Showcase as well as making Rock Paper Shotgun’s Bestest Bests list.
Heretic’s Fork is a deck-building, tower defense, bullet-hell (ha) game where you take on hordes of souls trying to escape Hell. To begin, you choose an employee to help you in your task. Each employee has a special ability (and variants) that do everything from nothing to stat buffs to adding whole new mechanics. For example the starting character, Intern Ruby, gives no bonuses. But, Gilbo Gibbins introduces a luck-based wheel that encourages you to gamble your cards away for potentially big rewards (and risks).
As the game progresses, you build and upgrade structures to bolster your defenses against the increasingly difficult hordes of sinners. You also have a deck, through which you upgrade your stats and gain special abilities. With rogue-like elements, you are able to unlock new cards and characters by completing goals, using coins, or finding secrets. This leaves a lot to uncover as you work your way through the circles of Hell. While your screen quickly becomes bullet hell, your structures are more or less automated and do all the sinner punishing for you. The real strategy comes in what cards (and structures) you play, upgrade, and get rid of as the game progresses.
I have a soft spot for rogue-like deck building games. Heretic’s Fork is no different. I love the diversity of game play through the many structure, character, and card options. The mechanics really complement the game play choices, making each run feel unique and rewarding.
It was easy to spend hours at a time achievement hunting and exploring the hidden secrets buried in your file systems. In fact, I easily put 20 hours into Heretic’s Fork within two weeks of buying it! It also helped that it was an easy game to play on the Steam Deck, despite it not being created with the Steam Deck in mind. That being said, endless mode did stretch my Steam Deck to its limits (but my PC did just fine). It is also of note, that since September the game has been regularly updated with both paid and unpaid bonus content. It feels like every time I’m ready to move on, something new drops and I’m forced to dive back in!
If you are a fan of tower defense, rogue-like, or deckbuilding games, Heretic’s Fork is definitely worth checking out! It’s only $10 on Steam, which is well worth the price for an interesting gaming experience.
(5 / 5)
The Thing in Review, Movie 1, Movie 2 and the Board Game
The Thing… Where to start? I guess we’ll start at the beginning, or the first movie as it were, in 1982…. (Note: for all that it is based upon the same book, I am not including the 1951 The Thing from Another World in this review as it is very different from the later iterations. Nor am I reviewing the book itself.)
John Carpenter’s The Thing is a cult classic film and a staple of the horror genre despite its original release to lackluster attendance. It focuses on a small group of Antarctic researchers desperately trying to piece together the mystery of what happened at a neighboring outpost before succumbing to the horror itself. Seems that some “thing” was unearthed from its burial in the long frozen ice and has been released to roam the desolate Antarctic wasteland in a ravenous bodyshaping doppleganger frenzy.
The psychological thriller aspect of this film is laid on thick, with distrust sown between the scant trapped crew remaining, trying to figure out who is and isn’t affected. The characters don’t act irrationally based on tired tropes, making somewhat reasonable choices based on what information they have and learn over the course of the incident, save for acting solo or in pairs despite known risks.
Paranoia reigns supreme and the implications of the circumstances the crew finds themselves in are not lost in the shuffle. This elusive us-versus-them setup is the film’s best quality. And as for another film great, I totally want MacReady’s helicopter flying hat. That is some grand fashion, if I do say so myself. But I digress…
The Bad (or at least, The Ugly)
I won’t go into detail because I don’t want to spoil the plot, but I will mention that the alien being appears in numerous gruesome scenes. Personally, I feel that this is where the film falls short. I get that we had to see its evolving body horror nature to better understand the implications of what the alien can and cannot do as its abilities are revealed.
But it starts to fall into the campy uncanny valley bordering on comic relief when there is too much focus placed on showing the intruder. In my opinion, such vagaries are often more terrifying when left unseen, for the viewer’s imagination to run wild. That said, I will remind everyone that this was before CG, and it was a wholly different world of special effects then. So, for 1982 amidst the shiny happy wonderment surrounding E.T., The Thing was freakishly damn creepy.
I give the original film 4.0 Cthulhus.
(4 / 5)
On to the prequel, the 2011 version of The Thing exploring exactly what had happened at the Norwegian base camp, as seen in the setup in the John Carpenter release…
So, despite all of the mixed reviews out there, I rather liked the prequel. I thought it did pretty well conveying the same moods and story as the 1982 release.
As expected, the prequel did use a lot more fancy pants computer generated content to depict the sheer terror of the Thing itself. Although it relied heavily on this, I think it used the new capability rather well while still paying homage to the original. The scene developing the two-faced monster was wonderfully creepy in much the same spirit as the 1982 release. The psychological distress revved up very convincingly, with the characters’ paranoia escalating in ways that made sense internally. And the jump scares and grotesque features were good.
The Bad and the Ugly
The way that the events panned out and how the characters interacted within their circumstances was unfortunately less developed than in the original film. As a prequel, not all of the actions led into the 1982 film in ways that were believable, and thus beg the question of when all that research was conducted with the videos made and written records chronicled. The timeline just doesn’t feel at all consistent. Did this occur over a day, two days, a month, or even a few months’ time? This is not wholly clear. The movie plays out as if everything happened within 48 hours but that doesn’t naturally follow with all of the setup.
And the 2011 release relied more on typical horror tropes like scientific secrecy and splitting up in ways that don’t entirely make sense. A lot of the characters behaved less rationally even despite being shown to process the information at hand quickly. It’s almost like they were trying to set themselves up to be jump scared and assimilated. Who knows, maybe they were?
But my biggest beef with this film is the weirdness with the alien spaceship. I won’t spoil the plot by giving it away, but suffice it to say the alien’s capabilities seem more influenced by how quickly the humans learn what they can do rather than what they are actually able to accomplish, which creates a sort of unique dysfuntion all its own. I’d have shrugged this off if not for the spaceship but instead was left feeling like the movie just had to push for an Iron Man moment (like in The Martian). I guess sometimes we need a big red sign on the wall that says “Bang head here” in the form of a WTF movie moment.
So I give the 2011 prequel only 3.0 Cthulhus. If I had seen this first I don’t know that I’d have gone out of my way to see the 1982 release, and it really just wasn’t as good as the original despite the psychological tension and creepy factor. I know I started off this mini-review stating that I rather liked it, and I genuinely did. But then again I also rather liked parts of The Minions movie from the Despicable Me enterprise (it had me laughing any way; what can I say, I’m easy sometimes), so you do the math…
(3 / 5)
The Board Game
And finally, The Thing the board game, based on the 1982 film. Note: there are previous games along themes of The Thing, but I have only played the recent 2022 release. All of the versions have had mixed reviews, mostly being compared to the Battlestar Galactica game of hidden identities, often held as the pinnacle of this “hidden role” game style.
I really like this game. I love that you can sow paranoia as you try to figure out who is and isn’t human. And if you don’t have enough players to really delve into the psychological aspects of this, with every man out for himself, you can play cooperatively against the game itself as the harsh environment, sabotage and alien infiltration take their toll. And as many of you know, I adore cooperative games.
The board game is a hidden identity structure featuring characters from the 1982 movie. Player characters do not know whether the others are human or are alien-imitating-fake-human trying to assimilate them into the alien threat. Everyone is acting upon their own motives and suspicions as they try to get the hell outta Dodge back to the civilized world. I have not been able to approach this in the full version as my tabletop game group is small, but the cooperative version does still offer some sense of the terror and urgency felt.
The game mechanics are a bit chunky but they aren’t overly complicated and the game doesn’t generally outlast its run time of around an hour once you get the hang of the actions and how the phases play out. Again, we’ve played it cooperatively and this may or may not hold true depending on your game group. First off, you have to account for the weather, which always comes first in such an inhospitable environment as Antarctica. Next, player characters determine where they are going and theoretically what they are doing, though this doesn’t reveal itself immediately and doesn’t necessarily make it apparent who is and isn’t human. Then the alien threat is established and the leader takes a role in determining what happens where. Eventually, food is eaten, tests are administered, and the dogs get out and wreak havoc.
The art is lovely and hearkens to the original film. And the game is fun. But the game mechanics and rules are not entirely well-explained in all circumstances, including the translation between standard and cooperative play, and the playbook raises more questions than answers. There is much heated debate over the interpretation of this, and my group was not exempt from the discussion around when exactly the dogs get out.
Returning to the film does not offer a better explanation, as the game deviates from the movie in enough ways to create possibilities around actions too far gone, such as blood testing or repairing the communications to call for help. And the original monstrous dog has a big role at the start of the film, pretty much going wherever it likes, so are the dogs supposed to be in or out? Unsure. So expect to get bogged down in this discourse for awhile, especially if you don’t all agree on how the game should be played.
The Fine Print
Because of this extra confusion, sowing dissent for reasons that have nothing to do with the movie or theme and everything to do with people having their own ideas of how the rules and setup should be interpreted, I give the game only 3.0 Cthulhus. Lack of definition in these circumstances is not a boon, and should not be left to the imagination (unlike the portrayal of monstrous creatures which can benefit from not revealing too much). And since everyone is paranoid and self-serving, it only muddles up discussion of how to interpret the rules more, depending on what side you’re on, human versus alien threat… That said, the game is fun and, if your gaming group isn’t full of a bunch of rules lawyers like mine is, hopefully you won’t get too bogged down in the fine print.
(3 / 5)
And for follow up, we decided to ignore the forums and make a house rule that one dog begins outside of the kennel sowing confusion and the location deck is interacted with from there to see if the other dogs are released. This seems to be more in keeping with the spirit of the original film, for whatever that’s worth. The other dogs weren’t even shown to be at risk until that dog is taken to the kennel, so maybe they shouldn’t come out to play until exposed. And here we go again…
More Game Reviews
If you enjoyed this review and want to explore another creepy cooperative game with lots of character motive, feel free to read about Dead of Winter. Or you can delve further into the survivalist genre with Ravine.
Fear & Hunger (2018), a Game Review
Fear & Hunger (2018) is an RPG survival horror game developed by Miro Haverinen, using RPG Maker for a dungeon-crawling horror.
Fear & Hunger (2018) is an RPG survival horror game developed by Miro Haverinen. This RPG Maker game brings to life a dungeon-crawling horror set in a grimdark fantasy world. Published by Happy Paintings, this game remains available on Steam and Itch.io.
You are one of four adventurers tasked with uncovering the truth of a dungeon simply called Fear and Hunger. Fighting through the horrors, you must manage your hunger, health, and sanity. But with fate stacked against you, how can you hope to survive?
What I like about Fear & Hunger
Despite the plethora of RPG Maker horrors, Fear & Hunger stands out in nearly every way. While it looks like an RPG Maker game, the aesthetic provides a uniquely decrepit and haunting visual uncommon even among the horrors.
Fear & Hunger wears its inspirations on its sleeves. Any casual search on the development, even the aesthetics, will reveal these influences. However, it weaves these inspirations to add something new.
This game is excruciatingly hard and unfair in the best of ways! I tried a few runs with specific tests in mind. One was on the default experience, or “easy mode.” This mode affects how much damage monsters can take before dying but doesn’t notably affect your “luck” rolls. It’s these luck rolls that truly make the experience. Every step can lead to danger, forcing you into rolls that may cost your life.
Many factors lead to abrupt endings or benefits, making each playthrough unique. Each level has a few different potential layouts. While not procedural generation, this provides variety throughout playthroughs.
There are several options and ways to play that I enjoy indulging in, following the structural choices akin to Souls-like games. While there are no inherent right ways to play, there are easier options and tactical decisions. This truth applies to character selection. In fighting, the Knight gave me the easiest introduction. The Dark Priest requires more tactical gameplay but companionless potential if played to their unique strengths. The Barbarian can provide the easiest food resource and competent combat. Lastly, the Mercenary acts more like a rogue, so try and avoid initial confrontation.
Tired Tropes and Triggers
The most important trigger to mention is sexual assault. This game, unfortunately, includes several examples of sexual assault and abuse. While these often lead to blackout screens, the game leaves nothing to the imagination. The creator took the feedback to heart and made drastic changes to the sequel to minimize these moments. However, this doesn’t change the first Fear & Hunger.
If you get squeamish by pixelated nudity, then it’ll be hard to overlook the quantity found in Fear & Hunger. There’s more male nudity throughout the game. This point is especially the case when concerning enemies. Regardless, it remains ever-present. A game option might even turn you into a nude abomination.
As a sanity meter implies, characters can have mental breakdowns. Characters must indulge in various activities, including drug use, to survive.
What I Dislike about Fear & Hunger, or Food for Thought
Failure often leads to punishment. Where most games provide a game over, Fear & Hunger forces you to play. In these moments, the character is usually bleeding out and crawling, with little hope for salvation. I don’t exactly understand this gameplay decision. You lost to die again? There are likely ways to survive these scenarios, but some moments seem impossible and unrewarding.
I’ve heard mention that this game “hates you.” While I disagree with the wording, I will say that chance plays a heavy role in your survival. You can do everything right, but a few uncontrollable rolls can doom you to death. These dice rolls even affect when and if you get a saving book or can rest (to save), which likely means you lose progress.
Despite the innovation in gameplay mechanics, this remains an RPG Maker game. Movement remains linear, requiring the keypad to adjust to specific angles.
Fear & Hunger remain terrifying. As one delves further into the dungeon, harder choices force the character into more desperate acts. Few games truly make these decisions necessary, like Fear & Hunger. While mechanics are a bit janky, and the material does shock for the sake of shocking the viewer, it captures a darkness few games dare to cross.
(4 / 5)