Future Publishing


Project Zero

Author: Ben Talbot
Publisher: Tecmo
Machine: Xbox (EU Version)

 
Published in Official Xbox Magazine #15

Prepare yourself to be possessed and impressed by the latest survival horror to creep up on Xbox

Project Zero (Tecmo)

Creating a truly scary video game (rather than just random uglies appearing with a loud bang, say) is harder than it seems. Without the benefits of a screen the size of a barn and a THX-certified surround sound system enjoyed by horror film makers, game developers have to be more imaginative to achieve similar levels of emotion and anticipation in their audiences.

Many games still rely on uninspired shock tactics and over-the-top monsters. Not so Project Zero, Tecmo's innovative new third-person survival horror adventure. Like Silent Hill 2, Project Zero swathes its monsters in permanent darkness, revealing things gradually and pushing you slowly into a state of sweaty-palmed anxiety.

Mafuyu Hinasaki is a young man who visits the mysterious Himuro mansion at the start of the game. He's searching for novelist Junsei Takamine, who disappeared while researching the deceased residents and their adherence to cult rituals. As a prologue to the main game, Mafuyu's investigation teases you with glimpses of the derelict mansion and the evil spectres that haunt it.

Most of the creepy tale is revealed in flashback. During these sequences, the camera has a grainy black and white, handheld look, perhaps in a nod to the Japanese horror flick, Ring. The moment your curiosity is aroused, supernatural forces abduct Mafuyu leaving his sister Miku to complete the demon-busting legwork. A typical Tecmo heroine, Miku is all schoolgirl looks and short skirts. We imagine she'd be off playing beach volleyball if she weren't capturing ghosts. The graphics are of the same standard as the Dead Or Alive games; pin-sharp and gorgeously designed. Himuro mansion is especially startling - it's steeped in Japanese tradition and littered with Buddhist religious artefacts, all of which can be examined to reveal health and power-ups.

The mansion is also tormented by ghostly sounds that echo through the decrepit halls and really set the mood. You can hear the chanting of long-dead Shinto monks and the plucking of mysterious Koto strings. They're all an unnerving omen that something evil is lurking around the next corner.

Miku's only defence against the mansion's terrors is an antique camera inherited from her late mother. Charged with mystical energy, the camera has the ability to trap ghosts on film. The more accurate and artistic you are when taking snaps, the quicker you'll be able to exorcise those spirits. It's not as simple as it sounds, though, because the ghosts have entirely different attack patterns. Some fly through walls to attack you, while others grab your feet from below ground, and they all fade in and out of view. To execute really damaging attacks, you have to shoot at close range or wait for the precise moment when they attack.

It's a risky business because if you don't click at the right time, you'll take an energy-draining fright.

Not all of the ghosts are malicious; there are about a hundred bonus ghosts to discover in the game, some of which actually help you. Like Silent Hill 2, the only indication of their presence is a faint crackle of static, meaning that you'll need to keep your wits about you. For every ghost captured, your camera builds up mystical energy, allowing you to boost its capabilities. A wider camera shutter and a faster charging ability are just two of the enhancements on offer.

It's a novel approach to combat and makes a much-needed change from pumping monsters full of lead. You can even examine the photos you've taken and save them to the Xbox hard disk. And although the ghosts have set attack patterns, they're never predictable. Since it's set in a single big house, there is some element of collecting keys and opening secret passages to new areas. Mercifully, however, Project Zero doesn't make you wander back and forth too far as the Himuro mansion is compact and well designed. After each night of the adventure, slightly more of the mansion becomes unlocked, giving you the opportunity to explore more disturbing areas.

One minor complaint is that Miku could have been a lot more polished, as you'll often find yourself getting stuck on the edges of scenery. On the other hand, there are no loading times as you advance from room to room. It's also an advantage that there isn't too much dialogue, as Miku and the other characters' voices are very annoying, but rarely heard with the exception of the opening and ending sequences. We think that the ghosts' wailing could have been much scarier - they're very camp and sound a bit like Carry On... star Kenneth Williams. A high- pitched screeching may have got the nerves jangling more.

Some may question the length of the game: at around seven hours, it may be considered a little short. But the host of unlockable extras and difficulty settings compensate for this. If you want a fix of frights and nervous tension, this survival horror is for you.

Verdict

Power
Sharp and pleasing to look at. Miku is great and the ghosts are superbly creepy.

Style
A mixed audio experience: brilliant ambience but absolutely dreadful dialogue and ghost noises.

Immersion
An original and innovative combat system complements the nicely creepy atmosphere.

Lifespan
Slighty short, at around seven hours. Replaying the game unlocks loads of secrets and upgrades.

Summary
Innovative, atmospheric and technically very polished. This is a refreshingly original take on the survival horror genre.

Good Points

  1. A fresh take on survival horror.
  2. Extremely creepy and atmospheric.
  3. No loading times between rooms.

Bad Points

  1. Control can be glitchy at times
  2. Dialogue isn't scary

Ben Talbot

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