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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.

Let’s start!

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?”

Fatal Frame 5 Third Drop Gameplay: a photo of a shrine maiden that moves to stare at Ren.
Pretty enough to die for.

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.

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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.

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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?

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Fatal Frame 5 Third Drop Gameplay: an image of Mt. Hikami as sun sets and night begins to descend.

“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 –

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Fatal Frame 5 Third Drop Gameplay: a bunch of ghosts in a room of the inn. They're just vibing.
It’s a little ghost party!

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.

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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.

Fatal Frame 5 Third Drop Gameplay: multi-ghost battle!
A school girl and a business woman?

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.

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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.

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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.

Fatal Frame 5 Third Drop Gameplay: the inn keeper's spirit bursts through the window.
That’s an entrance, I guess.

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.

A woman dressed in black scares the inn keeper into jumping.
I would’ve killed for this look in high school.

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?

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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.

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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.

The roof…

the inn keeper contemplates suicide

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?

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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.

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Boss Fight!

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.

A maiden arrives and she doesn't want us to leave.
Another one???

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.”

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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.”

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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.

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Approximate Playtime: 1 hour.

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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