Though survival horror games like Resident Evil and Silent Hill have always taken up most of the spotlight for the genre, lesser known franchises such as Fatal Frame have quietly provided some excellent horror experiences for those willing to go a bit off the beaten path. Fatal Frame traces its roots back to the PlayStation 2 and while it’s been over a decade since the last new release (on Wii U, of all things…), Koei Tecmo has been getting its feet wet in recent times by experimenting with some ways to bring back the old titles for modern platforms.

The most recent of these is Fatal Frame II: Crimson Butterfly Remake, a reimagining of the most popular entry in the series that brings it more in line with modern survival horror standards. It’s not perfect, but there’s a lot to love about this one and it feels like a definite improvement over the original.
Fatal Frame II takes place in the creepy Minakami Village, a decrepit and sorry place filled with the spirits of the dead. Due to a tragic and freakish past linked to an occult ritual involving pairs of twins, the village itself vanished and now only reveals itself to people lost in the forest. Enter twin sisters Mio and Mayu Amakura, the latter of which you spend much of the game chasing and tracking through the haunted ruins.
As you explore the village, you often come across discarded journals and reports from other victims and past residents, gradually filling you in on the lore and culture of Minakami and what led to its downfall. It’s interesting stuff, and helps to elevate the setting into being more than just an extended, forested haunted house. And though the twin sisters are a little less interesting as protagonists — Mayu especially feels like little more than a walking plot device — they still have just enough depth to them that you at least care somewhat about their plight and remain invested in their desperate struggle for survival.

Gameplay follows a traditional survival horror framework in which you navigate mazelike, semi-open environments rife with puzzles, collectibles, and enemies in equal measure. Story objectives often require through exploration of the current area and incentivise backtracking, but you’re rarely at a loss of what to do next thanks to smart environment design and helpful signposting on the map.
Backtracking is naturally a big part of the experience here, and the developers have done a good job of making it rewarding by offering a steady stream of helpful pickups and thrilling new ghost encounters to keep things from feeling like you’re just running in circles.
A big part of what helps add to the spirit of tension is the new camera, which tosses fixed camera angles for the over the shoulder system of a Dead Space and Resident Evil 4. This makes all the narrow passages, crawlspaces, and dark alleyways feel that much more oppressive as you move through the space with your character, and it adds some anxiety to instances where you can hear something stumbling about in the dark and frantically have to move the camera around to spot them. Plus, there’s now a mechanic where opening a door or reaching for an item will trigger a brief sequence where you can often get jump-scared by an unexpected ghost.

Other additions for this remake include new locations and side stories, both of which are peppered into the original content in a seamless way. The new locales add a bit more density to the environment while the side stories not only help to build out the lore, but also offer some extra gameplay content through equippable crystals that modify your stats for the combat encounters.
The Camera Obscura takes centre stage in combat, wherein you’re tasked with getting the best close-ups you can of your ghostly foes to whittle away their health. Every picture you snap will take a chunk out of a spirit’s energy, and you’ll get more points depending on the quality of the shot composition, including things like how much of the subject is centred, what filter you’re using, and the correct depth of the zoom and focus. It’d be tough to get the perfect shot under even the best of circumstances, and your foes obviously don’t sit around and smile for the camera while they wait for the flash.

Combat is thus a tense dance between safely distancing yourself to give you space for another quick shot and dodging their swipes and dives as they do everything in their power to add you to their undead ranks. Amusingly enough, I was vaguely reminded of the Monster Hunter series in terms of how the combat encounters demand careful study of your opponent and their attack animations. It’s not enough to merely point and click, you need to keep an eye out for when they’ll do something like teleporting or suddenly turning their head and have your camera ready to capture the moment when they move into place.
There’s a bit more of a skill element than merely having an eye for photography, too. If you wait to snap a picture until the very last second before a ghost strikes, you’ll trigger a Fatal Frame which acts like a sort of parry in how it stuns the ghost and opens them up for taking even more damage. Couple features like this with the inclusion of different film types that all have different reload times and damage outputs, and you have a surprisingly deep combat system for a game that ultimately focuses on its atmosphere and tension.
Tension quickly gives way to tedium, however, given the relative sponginess that many enemies demonstrate on the base difficulty. The problem here is that your camera simply feels too weak for even the most basic enemy. What begins as a frightening encounter with a ghost who got the jump on you and gave you a good scare quickly becomes a waiting game of ducking the occasional swipe or grab while you wait for your camera to reload or for them to get back into position so you can take another bit out of their health bar.

On one hand, enemies that could be dropped with two or three well-placed snapshots wouldn’t pose too much of a threat and thus wouldn’t do much to elevate the atmosphere. But on the other, basic enemies that require nearly 10 minutes to wrangle tend to drag down the pacing and make fights feel more like an obligatory slog that you start to avoid out of annoyance rather than fear.
Adding fuel to the fire, enemies can now become ‘Aggravated’ at seemingly any time, with the state triggering more often as they lose health. Not only does this turn the ghost red and make it more aggressive, but it also regains a huge chunk of the health you worked down and draws out combat even more.
Making upgrades to the Camera Obscura over time helps to mitigate some of these problems, but the combat never fully clicked for me, even after studying the mechanics and ensuring I was making the most of all my options. The sluggish combat isn’t a big enough issue that it completely sinks the game, but it is significant enough that I’d recommend other survival horror remakes over this one first.

Visually, Fatal Frame 2 leaves something to be desired, with poor performance marring an otherwise beautiful and atmospheric art style. The biggest offender here is the frame rate, which attempts to keep everything moving at a capped 30fps. Though this isn’t exclusively a Switch 2 issue — I've heard reports that even the PS5 Pro has a similarly low frame rate — it's still jarring enough that it takes you out of the experience and takes a bit more wind out of the sails of some of the ghost encounters.
And while the environments themselves are rich with details and shadows and a tremendous sense of tactility that the original lacked, noticeable pop-in further exposes the flaws of the engine this is running on. It just takes you a bit out of the moment when little things like cobwebs on a wooden beam show up a good few seconds after you’ve been looking at it, or when you’re watching higher resolution textures load in about 10 to 15 feet in front of you as you’re creeping through a field.
Conclusion
Fatal Frame II: Crimson Butterfly Remake is a solid, but uneven remake that nonetheless stands as a strong reminder of the cool ideas that this franchise brings to the table. To its credit, Fatal Frame II very competently executes on the survival horror blueprint. Locales are sufficiently spooky, materials are scarce without feeling too limited, and when you’re creeping around environments scouring for health pickups and stashed notes, there’s a grand sense of building dread. Unfortunately, this is sometimes rapidly deflated through things like drawn-out enemy encounters and some performance snafus.
If you’re at all a fan of the franchise or survival horror in general, I’d give this one a recommendation because it ultimately hits much more than it misses. But for genre newcomers, I’d first recommend playing any of Capcom’s Resident Evils from the past several years (or even something a little more low-key like Signalis or Crow Country) before taking the plunge on this one. Fatal Frame 2 isn’t quite the home run some may have hoped for, but it’s an overall enjoyable and worthwhile experience that I’d suggest picking up at some point.





Comments 51
All other reviews comment on how terrifying this game is in, even in comparison to other horror games and remakes. I personally can't wait to play it. The PS5 reviews ss
If there are some gripes with combat maybe they can be fixed with a patch. The original on X-Box was the very first game I played with in game Dolby Digital surround and I found the game scarier than any other game I had played, and also scarier than any movie I had ever seen. This version is apparently gorgeous on PS5 and even scarier than the original.
The PS5 version also had the film grain issue. Not sure if it got fixed. The problem wasn’t there in the Switch 2 demo.
But seriously, Koei Tecmo seems to be pretty bad at optimizing games.
I really liked the demo and the price point seemed fair as long as it isn't to short of a game. Pretty sure I'll get this.
I'm just glad that it's being critically acclaimed. I hope that it sells well across all platforms, so they remaster or remake the first and third entries.
What’s funny is that this is the Katana Engine, which is also used for Pokopia. There it runs flawlessly, here it runs like an absolute trainwreck handheld. A tool is only as good as the wielder I guess
Thanks for the review, unfortunately while the Fatal Frame series has aspects that appeal to me it's horror of the disturbing kind which is definitely not for me - anyway, glad to hear this is overall good as is for those interested in it, but fingers crossed they can improve it through patches (I'd say there's a good chance that will be the case to an extent at least for the frame rate, especially since it's not an issue exclusive to Switch 2) so that it can become even better!
@OmnitronVariant The biggest difference is that Pokemon Pokopia was built for Nintendo Switch 2 exclusively, while Fatal Frame II: Crimson Butterfly Remake does not have a last-gen version, so the Switch 2 version is the result of downgrades on the least capable system of the generation.
@JohnnyMind I think that they will release patches for all systems and maybe a performance mode for the most powerful ones. I remember that they improved the remasters of Maiden of Black Water and Mask of the Lunar Eclipse with updates.
I've been playing the series exclusively on Nintendo platforms since Mask of the Lunar Eclipse on Wii, but it's time to jump back to PlayStation, no way I'm buying a key card game.
@Banjo- Good to hear that happened for those previous games and fingers crossed that will be the case for this one, too!
Just a note on the review. This game was already remade on the WII with the third person camera angle. I thought it was odd it was not mentioned in the review, giving the impression that this is a remake from the PS2 version and not the WII version
Was excited for this as I loved the original, shame about the tech issues and the GKC.
Enjoyed the demo and will buy this eventually - I never completed it on the Xbox but got pretty far.
So, how much censored it is in comparison to Japanese PS2, XBOX Original, and Wii versions?
Imagine if there were as many single player, third person action-adventure games as there are horror games.
Why is that? I’d love a good action-adventure, but instead they make like 20 horror games. Is horror the only setting and content everybody is interested in? And interested in making? I don’t get it.
Played the demo and liked it, but there are some annoying things. Performance was bad in some parts and while it looks great it didn't look like such a demanding game. The main character has this really weird way of running too. Like, I have seen when characters are made slow on purpose, but she's more annoying than usual. And my last gripe: the first ghost design is a step down over the original. I don't know about the others, but that one was disappointing. I'll probably end up getting this on a sale.
@tecniko yeah, I'm wondering why nobody anywhere seems to be mentioning that. In fact I'm still a bit confused as to whether the Wii game forms the foundation of this remake or not? Like is it an upscaled resolution and texture improvement or a full ground-up remake with significant differences? Even the FMV elements in the trailer look the same as I remember them being in the Wii game
@NintendoWife ? There are more third person action adventure games than horror games. They are usually mixed with certain elements like open world, hack n' slash or rpg elements, but a lot of games fall on that category.
@SBandy1 Or something like being closer to the original game as much as possible? Lol.
Maiden of Black Water and Mask of the Lunar Eclipse remasters proved to be unworthy of being played even for free.
@Vyacheslav333
I deleted my comment. Censorship arguments regarding videogames are always so boring I couldn't be arsed.
@roy130390 Right. Besides Resident Evil, the horror genre had been abandoned in terms of high-profile releases until the resurrection of Fatal Frame and Silent Hill.
Once they fix the Switch 2 version, I'll get the game, regardless the system. Not before then
I played a little bit of the Wii version back in the day which was probably the start of me figuring out that horror games just aren't really my thing.
I was enjoying the creepy atmosphere in the demo until that ghost fight at the end of Chapter One. “Tension quickly gives way to tedium” from this review summed up my thoughts exactly; that fight was just annoyingly tedious, and I decided to end the demo there and not to proceed with a purchase. I can’t cope with that level of sponginess in terms of taking 50 photos to kill a ghost. Been spoiled utterly in this genre by how masterful Requiem is, which may have coloured my view also…
@Picola-Wicola To be fair, there are difficulty options in the Fatal Frame games and you can unlock and pick upgrades up that make things much more easier if you wish so.
@BenAV Well, there are horror visual novels (Saya no Uta), horror ADV (CORPSE PARTY), action horrors (Shadows of the DAMNED)...
And they have different difficulties, gameplay.
It's like saying that Telltale's The Walking Dead (interactive cartoon) made me dislike other zombie games, like Left 4 Dead and Dying Light...
Damn, a remake of the best Fatal Frame game gettting only a 7/10 is crazy, I guess this franchise will never have a proper comeback.
@fenlix I mean, look at Ninjya Ryūkenden, Dead or Alive, Musō games... KOEI TECMO were and still are doing crap for years.
@fenlix 82/100 on Metacritic right now (PC).
@Vyacheslav333 I like horror VNs. It's just more anything with much actual gameplay that I tend to nope out pretty quickly.
@roy130390 I know there's a lot of other games. But here the curiosity is: It's a type of game (singleplayer, third-person, exploring and playing along some storyline) that could be any setting, but somehow all the releases I see are horror-themed.
Loved the original on PS2, but the demo for this felt like a step down. Controls feel really bad, movement feels bad, performance seems bad (maybe a Switch 2 thing) and just the overall ambiance doesn't feel the same.
Also pro controller rumble makes a fart noise every time the characters hold hands, which is kind of weird.
@Banjo- Sure. It also runs worse than RE Requiem. It looks and runs a lot worse in fact, I played the demo. So overall it's honestly a really bad release on Switch 2.
So the issue is.. it's 30fps. I played the Demo on Switch 2 and PC. And for me the Switch 2 version was superior. On PC you have 60fps but unusable keyboard/mouse controls (controller is adviced, but i don't like playing PC games with a controller). Switch 2, yeah, it's 30fps. But that's the only draw for me.
@Banjo- thanks, it wasn’t really a difficulty issue for me personally though. Like the reviewer said, the ghost appeared to be effectively a bullet-sponge, and the tediousness completely negated the tension of the atmosphere. If that’s the nature of this game then absolutely fair enough, but it’s not for me (and not because of any inherent ‘difficulty’).
I tried the demo on PS5 and was suprised that it didn't look great on the console, particularly as was locked at 30fps. I did have the Wii remake which I thought was OK, the original game I played on the Xbox with the fixed camera angles was one of my favourite horror games at the time. I thought it was much better at creating tension that the Wii remake, and the credits song on the original game was great, perfectly timed to the ending sequence. That Wii remake couldn't really compare and this one feels more like the Wii version and other newer Fatal Frame / Project Zero games to me, from the demo at least.
@NintendoWife Yeah, I'm saying there's a lot of these games that have those aspects (third person, action/adventure). For example, there's Zelda Breath of the Wild and Red Dead Redemption to name a few. If you like something less open World but still of free exploration there's Soul Reaver and Dark Douls. If you want something level /mission based there's the Tomb Raider games, Star Wars Force Unleashed and Sniper Elite series.
And just like those there's many more to appeal to pretty much any preference.
@Picola-Wicola Yes, I understand and respect that. When you upgrade the camera, the battles are much faster and easier. It's great for a second playthrough in a harder difficulty setting and for getting additional ghosts. The demo is not enough material and looks rough, but that's all that is available right now. I can't wait for a DF video comparing all versions.
The Switch 2 is equal parts a HANDHELD. Why not talk equal parts about that experience? How is the gyro camera? How is the frame rate? How is the resolution?
Just don't expect it to EVER be fixed. Ninja Gaiden Master Collection and many other KT games had performance issues that just got ignored over time.
This Game story is based on a Japanese Story. That says you can kill spirits with a camera by capturing there souls. Not sure if that's a legend or from a supposably true story.
More like Fatal Framerate, amirite folks? Thank you, I'm here all week.
It's a good remake but the fact that it's a game key card means I would only limit to buying this on Steam and nowhere else. For third party titles, that's where my gaming future will be at sadly. Switch 2 is just for my Switch 1 games and Nintendo only games, provided they put all their future games on game key card as well then they may as well lose me as their customer.
This game being 30fps on PS5 Pro, is rather shocking. What a miss.
@ShonenJump121
Was just gonna say. Wild how not even the PS5 Pro could get this up and running at 60. But the biggest missfire is no VR port, which i completely understand at this point since it's extremely hard to even break even with VR sales.
But you know what? The PCVR Mod community(Praydog being the grand daddy) can easily get this running in 3rd person VR with an NS2 Pro or DualSense controller using traditional controls like how you'd play it on a TV, @60fps Except your head is the camera, behind the life sized lead character, IN the game.
If this actually happens for PCVR, i'll gladly buy it on Steam(Finally created a Steam Account, just need a PC now hehe) and use the Steam Frame(Which is releasing hopefully before Q2 this year) and play it like that. It's going to be pure nightmare fuel.
Why didn't they remake the first game first this game already got a remaster at least on the Wii years ago.
@Mitch
You don't seem to mention that this game originally from 2003, already saw a remake in 2012 for the Nintendo Wii.
I would have liked to hear what you thought of that, as I find it quite important to compare the 2012 remake to this new remake.
The 2012 remake had some of the best graphics for a Wii game and the atmosphere were spot on. I don't think yet another remake was necessary. I miss this comparison from you.
Nah, this game deserves at least an 8 or 9 out of 10, I played the demo on XBSX here so that could be part of the reason why I say this. They're working on fixing the film grain filter issue. For me, the game looked absolutely fantastic either way though. Yeah, combat can be a bit challenging but look at the original! I'm sorry, as much as I loved the original, it was a cakewalk because of how the ghosts moved at a snail's pace and you only needed to work on running to a safe space and then waiting for a good moment to get a Zero Shot in. In the remake? The ghosts actually put up a frigging fight! I respect the arguments about the flaws but coming from someone who played the original? I'm welcoming the challenge. Adding to this, the ghosts moving fast actually added much needed tension to each battle. The remake also supersedes the original when it comes to story because it expands the lore too. So yeah, I like how you highlight the story but disagree about the combat. Again, this game deserves a solid 8 or 9 out of 10.
This is getting pretty good reviews all around. Definitely will pick this up later once they roll a few patches.
@Warioware strange that its every review site I have read. I wonder if its not allowed to with review coppies.
@tecniko no idea, but this remake looks similar to the previous which would be expected to a degree, but to my eyes it doesn't look all that upscaled and the animations look the same. Been about ten years since I played the Wii game though admittedly
"Plus, there’s now a mechanic where opening a door or reaching for an item will trigger a brief sequence where you can often get jump-scared by an unexpected ghost." But... That was in the Wii version already? It's not a new thing?
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