October 04, 2023

Part 2: Japanese Horror Games

Topics: General

In the world of video games, the horror genre stands as a testament to the medium’s power to evoke powerful emotions. Japanese developers, in particular, have played a major role in the genre’s evolution. While most people are familiar with horror series like Resident Evil and Silent Hill, this article seeks to illuminate the ingenuity, artistry, and cultural significance of lesser known horror game entries.

D (1995)

D originally debuted on the 3DO in 1995. Designed by the visionary Kenji Eno, D is an avant-garde title that blends psychological horror with deep narrative elements. The game immerses players in the life of Laura Harris, who finds herself in a gothic castle after her father’s mysterious murderous spree. Utilizing full-motion video (FMV) for a cinematic experience, D melded live-action sequences with computer graphics, offering a realism that was novel for its time. The game’s design, marked by a real-time two-hour gameplay limit without saving or pausing, heightened its tension, making it a unique and immersive experience. D’s profound narrative depth, which emphasized psychological themes and family drama, set it apart from its contemporaries, laying the groundwork for future story-driven horror titles.

The sequel to D released for the Sega Dreamcast in 1999. D2 is set in a snowy Canadian wilderness after a plane crash, following the protagonist Laura Parton. Unlike the original, D2 incorporates a mix of survival horror, first-person shooting, and role-playing elements. Laura, while trying to find survivors and a way out, confronts a series of horrifying creatures and unravels a complex narrative involving cults, bio-terrorism, and dark family secrets. While it retains some thematic ties to the original game, including the same “digital actress”, D2 has no narrative connection to D.

Parasite Eve (1999)

Square Enix’s Parasite Eve, released in 1999, emerged as a groundbreaking title that seamlessly blended elements of survival horror, role-playing, and cinematic narrative. Set in Manhattan, the game follows NYPD officer Aya Brea’s confrontation with a sinister entity, Eve, over a gripping six-day storyline inspired by Hideaki Sena’s novel. Unlike traditional games of its era, Parasite Eve combined real-time combat with RPG elements, allowing players dynamic movement during battles, weapon customizations, and the use of “Parasite Energy” abilities.

Under the direction of Takashi Tokita, the game was Square’s attempt to synergize its expertise in RPG mechanics with the surging popularity of the survival horror genre. The development team prioritized a cinematic experience, evident in the game’s meticulously crafted CG cutscenes and Yoko Shimomura’s atmospheric score. The game’s innovative blend of genres, coupled with its high-quality narrative presentation, not only expanded the possibilities of gaming but also set precedents for future video game storytelling.

Fatal Frame (2001)

Fatal Frame, a survival horror game series developed by Tecmo, distinguished itself in the horror genre with its innovative use of the Camera Obscura: a device that photographs and exorcizes spirits. Set in haunting Japanese locales filled with supernatural entities, players typically assume the role of a young woman searching for a missing loved one. Instead of conventional weapons, players fend off apparitions by photographing them, creating a unique dynamic where accuracy and proximity amplify damage. The game’s atmospheric settings, coupled with its deep roots in Japanese folklore and urban legends, provide a distinct psychological horror experience.

While it didn’t achieve the commercial success of contemporaries like Resident Evil or Silent Hill, Fatal Frame earned critical acclaim and a dedicated fanbase for its fresh approach to horror, prioritizing atmospheric tension and psychological dread over jump scares. The series is still going strong today, with an official localization of Fatal Frame 4 being released earlier this year for the first time on Steam.

Siren (2003)

Siren, developed by SCE Japan Studio and released in 2003 on the Playstation 2, transported players to the submerged village of Hanuda, where they navigated a complex narrative intertwined across multiple characters evading the undead Shibito. The game’s standout feature was “sightjacking,” allowing players to view events through the eyes of the Shibito. Sightjacking introduced a unique strategic element and amplified the horror as players witnessed themselves being pursued. Additionally, its non-linear storytelling and deep roots in Japanese folklore set it apart from many horror titles.

Siren 2, released in 2006 on the Playstation 2, retains the core elements of the first game, with improved mechanics, richer narratives, and the same chilling atmosphere. The series experienced a reimagining with Siren: Blood Curse in 2008 released on the Playstation 3. This episodic title, based on the original Siren, revamped the storyline, characters, and graphics for a new generation.

Haunting Ground (2005)

Haunting Ground, released in 2005 for the PlayStation 2, is an underappreciated title in the survival horror genre. Set within the confines of a mysterious castle, players control Fiona Belli, a young woman who, after a car accident, finds herself pursued by the castle’s sinister inhabitants. What sets Haunting Ground apart is its emphasis on vulnerability; Fiona, unlike protagonists in many horror games, is unarmed and relies on evasion and stealth. Additionally, the game introduces an intricate bond with a canine companion, Hewie. This white German Shepherd is pivotal to gameplay, assisting in attacks, puzzle solving, and item retrieval. The player’s relationship with Hewie is integral to the gameplay and Fiona’s chances of survival.

By making the protagonist unarmed and emphasizing evasion, Haunting Ground accentuated the feelings of vulnerability and fear, a concept that has been echoed in more recent horror titles like Outlast and Amnesia. The dynamic relationship with Hewie also foresaw a trend in games emphasizing bonds with AI companions. Despite not achieving mainstream success, Haunting Ground remains a cherished cult classic, a reminder of the rich tapestry of experiences the horror genre can offer.

Rule of Rose (2006)

​​Rule of Rose, released in 2006 for the PlayStation 2, is a psychological horror game set in 1930s England, centered around Jennifer, a young woman ensnared in the sinister schemes of a children’s society aboard an abandoned airship. Developed by Punchline and published by Atlus, the game delves into the dark recesses of childhood, focusing on themes of bullying and societal hierarchy established by the “Red Crayon Aristocrats.” Echoing elements seen in Haunting Ground, Jennifer is often accompanied by a loyal dog named Brown. This canine companion aids in tracking items, sniffing out clues, and providing a semblance of comfort in the game’s unsettling world.

Rule of Rose is perhaps best remembered for the controversies it ignited due to perceived inappropriate themes involving minors, leading to bans and criticisms in several countries. The game also is bogged down with frustrating combat and monotonous gameplay making it difficult to appreciate the thought-provoking narrative and themes. However, for horror enthusiasts who played it, Rule of Rose remains a unique experience, offering a different kind of horror–one that’s less about monsters lurking in the dark and more about the monstrous potential residing in innocence and childhood memories.

One Reply to “Part 2: Japanese Horror Games”

Leave a Reply

Your email address will not be published. Required fields are marked *

Most Popular Posts