YMMV / Fatal Frame

  • Accidental Innuendo: A ghost in Crimson Butterfly died in the lost village while looking for her boyfriend (by being strangled by his ghost, actually). One of her diary entries has a single page stating simply "He came" and, even better, she utters a haunting "you finally...came" when defeated. Considering how hard this phrase would be to work around, the translators probably realized the implication and just plowed on ahead.
    • Considering the lesbian overtones of the main villain of Fatal Frame V, the fact she is more likely to attack when the characters are wet...
  • Alternative Character Interpretation: Mayu can be viewed several different ways. Is she a sweet, helpless girl who the main antagonist has taken particular interest in and who you want to keep safe at all times? Is she an irritating little wimp who you need to keep safe at all times? Or is she an obsessively crazy young woman who deliberately fell off a cliff just to guilt Mio into staying with her forever? Given what's All There in the Manual, it would appear the third option is canon.
    • Sae: Did she actually care about her sister, or was she so obsessed with "becoming one" that she completely disregarded Yae's feelings on the matter?
    • Misaki: Did she honestly abandon Madoka which led to the girl's death on purpose, because she was lagging behind or did she honestly not notice, until later? Or is she understandably shortsighted since she's just as likely to die from Getsuyuu Syndrome?
  • Broken Base: The announcement that the fifth game in the series will be an eShop exclusive release in North America, and how Europe's retail limited editions are the sole retail copies being produced in, of course, pretty limited quantities. Some people in both regions are not happy with the decision as some people would have preferred having a physical disc copy of the game, while others are fine with the decision as Fatal Frame has always been a very niche franchise outside of Japan, and are just happy to get the game at all (plus this means that the game can never be "sold out"). Others are completely indifferent and really don't care either way.
    • And now we have the revelation that the skimpy alternate costumes, common to every past Fatal Frame, are being replaced with Nintendo themed costume.
      • Though the base had always been broken about the fact that vulnerable pre-teen girls would run around in bikinis. Fatal Frame V took it Up to Eleven by having the female characters have dessous as costumes, plus Gainaxing, creating a big outrage by especially the female players.
  • Crowning Music of Awesome: The Ending songs performed by Tsukiko Amano.
  • It Was His Sled: Mio will kill Mayu. This was originally the big plot twist in Fatal Frame II: Mio thought Mayu would kill her until she read the notes that said the twin that came out second was the eldest (it was thought that the "elder" twin would let the "younger" twin be born first).
  • Les Yay: Miku and Rei gave off mild vibes in the third game.
    "Having trouble sleeping? Do you need to sleep in here with me?"
    • Miya and Misaki also have a few moments which are... questionable.
    • Mayu and Mio have their share, especially on Mayu's side. Especially in the canon ending, when Mayu lies down on the sacrifical stone and Mio practically lies on top of her to strangle her.
  • Most Annoying Sound: In Fatal Frame II, the sound the camera makes when your spirit charge is maxed. Gets worse if the 'Butterfly' red lens is equipped, which doubles that sound. You almost want to not charge up your spirit power, just so you don't have to hear that noise.
  • Narm: Protip: if you're going to try to make headless ghosts scary, do not make them constantly repeat "Where's my head?", especially when their head is on their shoulders for 80% of the fight. And Female Head rolls in midair as she moves, which just makes her hilarious.
    • Some of the voice acting in the first game is also this, such as the monologues in the tapes detailing horrifying events happening to them while in the same placid monotone that someone would use for recording machine instructions.
    • Sae loses some of her creepiness, when she stumbles forward and flails her arms around like a whacky inflateable tube man during her battle.
    • During the third game, Rei wakes up and gets surprised by Yoshino's ghost slipping onto her bed and grabbing her wrist. There's a few seconds of silence as the camera remains still on Rei and then Yoshino. Rei's face looks less like it's saying, "Argh, a ghost is touching me!" and more a completly derpy expression of "Uhh...", lacking fear.
  • Paranoia Fuel: Possibly even more than the Nightmare Fuel. Usually a result of Nothing Is Scarier.
  • Player Punch: And it hurts.
  • Scrappy Mechanic: The Stealth-Based Mission in III; while there is precedent for being stripped of your camera, III takes the cake by forcing a character on the player whose ability to squat behind things is advertised as his 'special ability'. Made even worse by it not working most of the time.
    • From the same game, the frickin' candles. After a certain part of the game, the whole house becomes covered in miasma, causing more and more dangerous ghosts than usual to appear, including Reika who is unkillable and kills you in one hit even if you have a Stone Mirror. Also, the whole game turns black and white, making it hard to see anything. The only way to counter this is to find candles, but they last a few minutes at best, are scattered at inconvenient locations in the manor, so you have to go out of your way to find them. In the end, you're stuck between a rock and a hard place: Do you hunt for the next candle (being hunted yourself by Reika on the way) in order to be able to proceed more safely to the next location you actually need to be, or do you just try to rush on without and risk getting one-shotted somewhere close to your goal. Good luck trying to kill those required ghosts with an unkillable one-hit-kill distraction chasing you around!
      • Permanently distorting the player's view and forcing him to run as fast as possible without paying attention to his surroundings in a game which in no small part relies on its visual aesthetics? I see nothing wrong with this plan...
    • In IV, the piano segments. They require you to point at the narrow keyboard keys with game tending to think you hit the ones next to them instead, and they're also picky about timing. To make things worse, if you fail three times at the end of the final boss fight, you have to fight Sakuya again and repeat the process.
    • Whose bright idea was it to force you to fight through a long series of tunnels starving you of checkpoints? Right before the instant kill boss?
    • The press-and-hold-A mechanic to investigate or pick up items in Fatal Frame II's Wii-version and Fatal Frame IV. Can lead to potential Paranoia Fuel of a ghost suddenly jumping out at you, but ultimately fails at the frequency of having to watch an unnecessarily long scene of Mio picking up an item, instead of simply picking the item up with a simple push of the button. The ghost hands that could grab her wrist at random are just another strike to that.
    • IGN and GameXplain's reviews of Fatal Frame V both criticized it for adhering to Resident Evil's infamous "tank control" schemenote . Which they described as being clunky and frustrating to deal with in tight corridors, especially while being pursued by spirits.
  • Spiritual Licensee: Replace the Proton Packs with the Camera Obscura, and set it in Japan, and this can be seen as a SIGNIFICANTLY less lighthearted Ghostbusters.
  • Squick: The shots of Mayu after her fall when she was a kid, in II and its remake. It's no wonder that she's still walking with a limp all these years later.
  • That One Boss
    • The Kiryu Twins in the Doll Room in II; the second encounter with them. It still has the problem of not really giving much of a hint on which is the invulnerable doll and which is the girl, but the major contributor in this battle is that the Doll Room is very small and it's difficult to maneuvre around.
    • Sae as the final boss in II on higher difficulties (PS2/XBOX) and during certain ending conditions (Wii). She generates a red mist around her, which screws with your camera interface and makes it difficult to take a picture of her. The only way to really damage her, is if she removes the mist. And she has an annoying tendency of having a pretty random AI and teleports around. Usually right in front of you and can immediately attack. In the original version, she didn't have a One-Hit Kill, but was given one in the updated Wii version.
    • Reika as the final boss in III. Whilst Kirie and the Kusabi from I and II had One-Hit Kill moves, they were both fairly manageable bosses thanks to their slow speed and easily read movement. Reika, on the other hand, has a habit of frequently flying high in the air, which on its own makes her rather hard to pinpoint without going into the movement limiting finder vision, so good luck getting out of her way when she comes dive bombing towards you straight afterwards. On top of that her own one hit kill attack involves appearing in a completely unpredictable position close to you. If you're not facing clear away from her when she appears, you won't be able to avoid running smack in to her and she will gladly watch that health bar of yours go all the way down whilst groping your lifeless corpse.
    • The fight with the Utsuwa (dancer) and Kanades (accompanists) in the fourth game also ranks high in terms of sheer frustration. The Kanades, par for the course for child ghosts, are Goddamned Bats that work as a team, with one or more serving as decoys while another (most likely directly behind you) goes in for the kill. There are also five of them. Meanwhile, the Utsuwa is a wild card, teleporting and attacking more or less at random. If you haven't mastered the evade function prepare to die. A lot.
  • They Changed It, Now It Sucks: Some of the reaction to Deep Crimson Butterfly has been this.
  • Too Cool to Live: Mafuyu from the first game and Choushiro from the fourth.
  • Uncanny Valley:
    • Man With Long Arms in the first game stands out.
    • Kageri Sendou´s disturbing mannequin is a notable one. Especially when it moves.
    • "Tall Woman" in the fifth game, who is also absolutely unexplained.
  • Values Dissonance: These games are intensely Japanese, and it shows. A major one in several games, but is especially critical in the endings of the 1, 2, and 5. The human sacrifices are the CORRECT choice, closing the hell gate and releasing all the souls trapped by the Calamity/Repentance/Black Water in the good endings. Any western game would have Taken A Third Option rather than support human sacrifice.
  • What an Idiot: In number 3, despite having confirmation that something serious, otherworldly, and life threatening is occurring and having a genuine piece of anti-ghost technology on hand that they know of and know how to use. The main characters make no attempt to repair the Camera Obscura in the waking world or use it to cure or even resist the curse.
    • In 5, despite all the main cast being repeatedly attacked/kidnapped by the ghosts and the previous experience showing that the antiques shop was neither safe nor secure, and that Ren could be overwhelmed, everyone goes to sleep in the shop again leaving Ren on watchman duty. This is despite the fact that there is nothing preventing them from putting more distance between themselves and Mt. Hikami. Needless to say, it got worse.
  • The Woobie: Pick a main character. Any of them. Many of the dead NPCs have tragic backstories as well.

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