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Project Zero 2 Wii Edition Undub

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The scariest film I've ever watched is the original Japanese version of Ring. I've only seen it once, but the image of that ghastly woman, with her hair on backwards (beat that, Shoreditch), crawling out of a TV set, is seared forever into my psyche. I looked it up on YouTube just now and physically shivered at the sight of her.

Fatal Frame III: The Tormented PS2 UNDUB: TBD So since I've been having issues trying to play the newer games in the silent hill series I've diverted to anot. Fatal Frame (Project Zero) 2: Wii Edition UNDUB Let's Play - Chapter One - The Lost Village - Duration: 1:01:40. Noveria 7,078 views. Project Zero 2: Wii Edition. Game Project Zero 2: Wii Edition will please fans of innovative gameplay with motion sensor and mode for 2 players. The sisters, twins Mio and Mayu Amakura lost in the village, which was plunged into eternal twilight and that mysteriously disappeared from the map. Recommended Emulator for Wii Games: Dolphin Related Posts: Dragon Ball Z: Sparking Neo (Japan) Wii WBFS Resident Evil 4: Wii Edition (EUR) Wii WBFS Project Zero 2: Wii Edition (UNDUB) Wii WBFS Naruto Shippuden: Clash of Ninja Revolution 3 Ju-On The Grudge (EUR) WII WBFS Conduit 2 (EUR) WII WBFS One Piece Unlimited Cruise 1: The Treasure Beneath.

Project Zero 2 is a ghost story of similar visual terrors, with its own reverse-haired apparitions hiding in boxes, spirits with heads hanging loosely from broken necks ready to leap out from shadowy corners, and more screams, moans and groans than a badly-dubbed porno. It is, frequently, chilling.

It is also a series (known as Fatal Frame in the US - much better title, that) which had, until now, completely passed me by, though I was aware of its cult status amongst horror aficionados.

Remakes and remasters are still very much in fashion, of course. I was horrified in all the wrong ways by the botched handling of Konami's recent Silent Hill HD updates, but Tecmo's title has been subjected to a much more rigorous and thoughtful reappraisal in this new Wii version.

Zero

Gone are the top-down fixed camera viewpoints of the PS2 original, for instance, in favour of a more modern third-person approach where the camera is always behind the player's character. Another key change is the look of the twins at the centre of the story, Mayu and Mio: they've been aged a bit here, with more emphasis on facial expressions to accommodate the change in view. (For a slightly weird discussion of this, see the recent Iwata Asks interview.)

Returning to a favourite childhood spot in a forest, the twins stumble upon an apparently deserted village, which soon sucks them into the unfolding terror of its dark secret. The entire drama hinges on the relationship between Mio (whom you control) and her sister. The bond between them is convincing and compelling enough that it had me desperate by the end not only to escape the perpetual darkness, but also find out where it was all leading.

In essence, it's like exploring a giant haunted house. There's the odd puzzle to solve, but mainly you're wandering around looking for stuff and tackling ghosts. Your weapon, such as it is, is the Camera Obscura, which has special properties that allow it to reveal and attack spirits with a click of the shutter.

When a ghost is in range, the B button brings up the viewfinder and the A button takes a photo. The longer you hold a ghost in view (you can lock on with Z), the more charge it builds and the more damage the picture inflicts. Dare to let them in close and you'll get a split-second chance to take a powerful 'fatal frame'.

The restricted camera view makes these encounters all the more unsettling, as does the ghosts' nasty habit of vanishing and reappearing behind you. A filament at the top of the viewfinder indicates the rough location of a spirit and whether it's hostile (red) or one to snap for the collection (blue).

There are many 'blue' moments in the game, some with a very short window of opportunity, and each successful snap earns you points which can be spent on levelling up abilities.

Unencumbered by fond memories of the original, and coming to what is, despite the tweaks, a nine-year-old game, I struggled to get on with it at the outset. It was the controls at first. The core mechanics are (understandably) old-fashioned in that frustratingly unresponsive habit of the genre in its earlier days, and Mio's pace is painfully slow throughout, even when running.

Adapted for use on Wii, left and right on the nunchuk point Mio in the desired direction and up moves her forwards; C is held for strafing (which I hardly ever used); and a double-shake on the Wii remote performs a 180-degree turn.

The remote is also used to direct your general view. The problem is, it relies on the accelerometer, which works as well as it's always done on Wii, i.e. not very. It can get extremely irritating in a tight battle when it's hard enough even to turn around and look the right way, let alone target and snap a ghost before it disappears again.

And then there's the voice acting, which I understand has been re-recorded for this release. It's inexcusably poor for a first-party release (Nintendo, bizarrely, now co-owns Project Zero) and quite why there isn't an option to use the original Japanese instead is perhaps the greatest mystery of all.

The adventure itself, meanwhile, takes an age to build up a head of steam, not helped by a lot of early backtracking and stop-starting as you gradually learn the basics. But then, several hours in - probably around chapter four or five - it all just clicks into place.

I stopped caring about the shoddy acting as I was so gripped by the story; I didn't mind the slightly wonky controls as they added to the nerve-shredding drama of battles (I've always been sceptical of that particular argument in this genre, but I must admit I enjoyed the artificially raised tension here).

The story works not because it's particularly well-written, but mostly due to a confident sense of restraint which preserves the nail-biting atmosphere. Its secrets are fed to the player in tantalising, agonising morsels as the awful truth gradually reveals itself through cut-scenes, disturbing film reel clips played on old projectors, hidden documents and stones with messages that are decoded by a special radio and which crackle eerily out of the Wii controller. At last, the perfect use for that tinny speaker.

Elsewhere, the addition of a Haunted House mode adds value to the package. There are three on-rails game types here, in which the aim is to make it through a section without showing too much fear. This is measured by how much you shake the controller, doing its best to freak you out in the process. It's better as a concept than in practice, though, far too sensitive to non-jitters. Expect to see the idea more fully realised when gaming goes biometric in the years to come.

In truth, Project Zero 2's gameplay is pretty basic throughout and showing its age in areas - although the graphical makeover, bar some dodgy textures, is very good. But with the lights off, it's as spine-tinglingly scary as any game I've played, with some truly haunting moments and gasp-inducing set-pieces delivered as it reaches its disquieting climax.

It's an unusual title to see this late in Wii's life, for sure, but one fright fans wishing to give the old system one last run out will appreciate. And with modern survival-horror titles like Dead Space now swapping chills for thrills and spills at the hands of marketing men, a classic ghost story with some good old-fashioned scares can go a long way.

7 /10

Find great deals on eBay for project zero 2 wii edition. Shop with confidence. Emuparadise Forums is an open forum dedicated to emulation and games. Emulators, ROMs, ISOs, Gaming Music files and much more await for you, visit us! Oct 1, 2017 - Project Zero 2: Wii Edition (UNDUB) Wii WBFS Download for the Nintendo Wii. Game description, information and WAD/WBFS/ISO download.

Archived

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Project Zero 2 Wii Edition Undub

Gone are the top-down fixed camera viewpoints of the PS2 original, for instance, in favour of a more modern third-person approach where the camera is always behind the player's character. Another key change is the look of the twins at the centre of the story, Mayu and Mio: they've been aged a bit here, with more emphasis on facial expressions to accommodate the change in view. (For a slightly weird discussion of this, see the recent Iwata Asks interview.)

Returning to a favourite childhood spot in a forest, the twins stumble upon an apparently deserted village, which soon sucks them into the unfolding terror of its dark secret. The entire drama hinges on the relationship between Mio (whom you control) and her sister. The bond between them is convincing and compelling enough that it had me desperate by the end not only to escape the perpetual darkness, but also find out where it was all leading.

In essence, it's like exploring a giant haunted house. There's the odd puzzle to solve, but mainly you're wandering around looking for stuff and tackling ghosts. Your weapon, such as it is, is the Camera Obscura, which has special properties that allow it to reveal and attack spirits with a click of the shutter.

When a ghost is in range, the B button brings up the viewfinder and the A button takes a photo. The longer you hold a ghost in view (you can lock on with Z), the more charge it builds and the more damage the picture inflicts. Dare to let them in close and you'll get a split-second chance to take a powerful 'fatal frame'.

The restricted camera view makes these encounters all the more unsettling, as does the ghosts' nasty habit of vanishing and reappearing behind you. A filament at the top of the viewfinder indicates the rough location of a spirit and whether it's hostile (red) or one to snap for the collection (blue).

There are many 'blue' moments in the game, some with a very short window of opportunity, and each successful snap earns you points which can be spent on levelling up abilities.

Unencumbered by fond memories of the original, and coming to what is, despite the tweaks, a nine-year-old game, I struggled to get on with it at the outset. It was the controls at first. The core mechanics are (understandably) old-fashioned in that frustratingly unresponsive habit of the genre in its earlier days, and Mio's pace is painfully slow throughout, even when running.

Adapted for use on Wii, left and right on the nunchuk point Mio in the desired direction and up moves her forwards; C is held for strafing (which I hardly ever used); and a double-shake on the Wii remote performs a 180-degree turn.

The remote is also used to direct your general view. The problem is, it relies on the accelerometer, which works as well as it's always done on Wii, i.e. not very. It can get extremely irritating in a tight battle when it's hard enough even to turn around and look the right way, let alone target and snap a ghost before it disappears again.

And then there's the voice acting, which I understand has been re-recorded for this release. It's inexcusably poor for a first-party release (Nintendo, bizarrely, now co-owns Project Zero) and quite why there isn't an option to use the original Japanese instead is perhaps the greatest mystery of all.

The adventure itself, meanwhile, takes an age to build up a head of steam, not helped by a lot of early backtracking and stop-starting as you gradually learn the basics. But then, several hours in - probably around chapter four or five - it all just clicks into place.

I stopped caring about the shoddy acting as I was so gripped by the story; I didn't mind the slightly wonky controls as they added to the nerve-shredding drama of battles (I've always been sceptical of that particular argument in this genre, but I must admit I enjoyed the artificially raised tension here).

The story works not because it's particularly well-written, but mostly due to a confident sense of restraint which preserves the nail-biting atmosphere. Its secrets are fed to the player in tantalising, agonising morsels as the awful truth gradually reveals itself through cut-scenes, disturbing film reel clips played on old projectors, hidden documents and stones with messages that are decoded by a special radio and which crackle eerily out of the Wii controller. At last, the perfect use for that tinny speaker.

Elsewhere, the addition of a Haunted House mode adds value to the package. There are three on-rails game types here, in which the aim is to make it through a section without showing too much fear. This is measured by how much you shake the controller, doing its best to freak you out in the process. It's better as a concept than in practice, though, far too sensitive to non-jitters. Expect to see the idea more fully realised when gaming goes biometric in the years to come.

In truth, Project Zero 2's gameplay is pretty basic throughout and showing its age in areas - although the graphical makeover, bar some dodgy textures, is very good. But with the lights off, it's as spine-tinglingly scary as any game I've played, with some truly haunting moments and gasp-inducing set-pieces delivered as it reaches its disquieting climax.

It's an unusual title to see this late in Wii's life, for sure, but one fright fans wishing to give the old system one last run out will appreciate. And with modern survival-horror titles like Dead Space now swapping chills for thrills and spills at the hands of marketing men, a classic ghost story with some good old-fashioned scares can go a long way.

7 /10

Find great deals on eBay for project zero 2 wii edition. Shop with confidence. Emuparadise Forums is an open forum dedicated to emulation and games. Emulators, ROMs, ISOs, Gaming Music files and much more await for you, visit us! Oct 1, 2017 - Project Zero 2: Wii Edition (UNDUB) Wii WBFS Download for the Nintendo Wii. Game description, information and WAD/WBFS/ISO download.

Archived

Nintendo Switch

I found this sub over the summer, and really have enjoyed the community here. You all are friendly, give great advice and love saving money/talking about great games.

But it's really hard to be a patient gamer when you wake up to this.

Couple of questions for you all,

1.) Will you remain a patient gamer? Or does Nintendo not count.

2.) What do you think they'll set the price at?

3.) Pre-ordering? Or is that the absolute no-no here.

Regardless if you're going to pick it up right away, I'm super excited for a new Nintendo console, and looking forward to seeing more information.

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Project Zero 2: Wii Edition
Developer(s)Tecmo Koei Games
Publisher(s)Nintendo
Director(s)Makoto Shibata
Producer(s)Keisuke Kikuchi[1]
Toru Osawa
Toshiharu Izuno
Kozo Makino
Designer(s)Tomo Matayoshi
Takanori Murakami
Shingo Suzuki
Hisanori Takeuchi
Writer(s)Makoto Shibata
Tsuyoshi Iuchi
SeriesFatal Frame
Platform(s)Wii
Release
  • JP: June 28, 2012
  • AU: June 28, 2012
  • EU: June 29, 2012
Genre(s)Survival horror
Mode(s)Singleplayer

Project Zero 2: Wii Edition, known as Zero ~Shinku no Chou~ (零 〜眞紅の蝶〜, lit. 'Zero: Deep Crimson Butterfly') in Japan, is a Japanese survival horror video game developed by Tecmo Koei Games and published by Nintendo for the Wii video game console. It is a remake of Fatal Frame II: Crimson Butterfly, originally for the PlayStation 2 and the original Xbox. The game was released in Japan and Australia on June 28, 2012 and in Europe on June 29, 2012.[2][3][4][5][6]

Gameplay[edit]

The improved graphics and system featured in Deep Crimson Butterfly. Instead of the proximity-based charging system from the original version, the Wii remake returns to the series' standard method of charging attack power by keeping the target ghost in the Camera Obscura's capture circle.

Deep Crimson Butterfly has different features compared to the original game, like a dynamic over-the-shoulder third person camera angle first used in Mask of the Lunar Eclipse, instead of the classic fixed camera angles; the map and layout of the game have been updated to work better with the new viewpoint. It also features several enhancements; the graphics and character models are vastly improved, and the old costumes were replaced with new ones, designed with more emphasis on the back since it is constantly in the player's view.

Just like in Mask of the Lunar Eclipse, the game contains 'ghost hands' which may randomly pop up when the player attempts to pick up an item. Unlike Mask of the Lunar Eclipse, however, the Ghost Hands can damage Mio, with the player being able to pull back Mio's arm to evade them.

The game now has an investigating mechanic which allows the player to see many new locations and things that weren't in the original game, as well as several newly created objects that can be opened, moved, and peeped through.

Each ghost now has many new attacks and special abilities given to them. An updated form of Blooming from the fourth game, called a 'Dark Return', can randomly occur, which restores a ghost's health, makes their attacks do more damage, and grants them more abilities.

Project Zero 2 Wii Rom

Several areas throughout the game are newly accessible, such as the shores of Whisper Bridge, the atrium of the Ōsaka House, a new hallway in the Kurosawa House, and the room on the top floor of the Kiryū House which could not be explored in the original.

County saddles serial numbers. The Camera Obscura, while its external aesthetics are identical to those of the original camera from the PlayStation 2 release, has a new viewfinder and re-done controls, a lock-on function, a revamped upgrade system, a completely new way of using lenses, newly created lenses, and the capture circle has been changed from a proximity charge to the standard charge system found in every other game of the series.

Each time the player defeats a ghost, several newly created lines of dialogue for said ghosts come out of the Wii remote.

A minor two-player mode is also supported in the main story, where a player with a second Wii remote can take Syncro shots and deal double damage to ghosts, as well as hear newly created dialogue come out of the Wii remote.

A mini-map has been incorporated into the game, as well as the system from Mask of the Lunar Eclipse that shows the player where each key goes. Furthermore, the amount of healing items in the game has been decreased, and some fights that were optional in the original are now mandatory.

A few unexplained occurrences in the original game are now resolved. Additionally, many new cutscenes have been added to the game, expanding on the story, and several of the cutscenes from the original have been extended as well.

Games for ppsspp emulator android. The way the player obtains the endings in the game is no longer determined by what difficulty has been selected. Call of duty modern warfare 3 crack fps fix. Instead, endings are now determined by how the player plays the game. The game receives two completely new endings in addition to the ones obtained from the original and Xbox versions.

The game has a new theme song not in the original.

A new mode, Haunted House, has been added, replacing Mission Mode. In this mode, players slowly walk around a set course in first person view while scary events randomly occur. The players can search for haunted dolls while a ghost chases after them, along with taking pictures of ghosts from the main game and receive rankings on the spirit level (based on the player's fear meter that amasses when playing). A second player may attempt to scare the first one by pressing buttons on a second Wii remote, causing random events to occur.

Plot[edit]

Just like in the original, Project Zero 2: Wii Edition is set in the Minakami (皆神村) region of Japan. While a dam is being planned for construction in a forest at this location in the game's present, the site is also home to Minakami Village (lit. 'All God's Village'), a '[l]ost' settlement where the majority of the game takes place. The player learns that Minakami Village was host to the 'Crimson Sacrifice Ritual', the failure of which caused the settlement to vanish—thus earning it the name 'The Lost Village'. In the game's present, there is an urban legend about the Lost Village, where people who become lost in the Minakami forest will become trapped forever in the village.

Project Zero 2 Wii Iso

The protagonists, Mio and Mayu Amakura, are twin sisters who are visiting their favorite childhood playspot in Minakami, before it is lost in the dam construction. The main antagonist is the vengeful spirit of Sae Kurosawa, the sole Twin Shrine Maiden sacrificed for the failed ritual. She yearns to reunite with her twin sister Yae, whom she mistakes Mio for, and possesses Mayu to try and complete the ritual with her. Other characters include Itsuki Tachibana, a young man who also mistakes Mio for Yae, but instead tries to help her and Mayu escape; and Seijiro Makabe, a folklorist who visited Minakami Village with a Camera Obscura prototype (the same camera Mio uses in the game) and his assistant, Ryozo Munakata.[7] Makabe later became a temporary sacrifice for the Abyss, known as a Kusabi (). Although Mio and Mayu's story takes place after Miku Hinasaki's, the events of Minakami Village occur before those of the Himuro mansion in the original game.

Development[edit]

Reception[edit]

Reception
Aggregate scores
AggregatorScore
GameRankings78%[8]
Metacritic77/100[9]
Review scores
PublicationScore
CVG8.9[10]
Eurogamer7/10[citation needed]
Famitsu34/40[11]
GamesMaster89/100[citation needed]
GameSpot8.5/10[12]
IGN8.5/10[13][14]
Nintendo Life7/10[15]
ONM72/100[16]

IGN called the game 'an enduring classic that every horror fan should have in their collection.'[14]Nintendo Gamer called it 'the best horror game on Wii, by some margin.'[17]

References[edit]

  1. ^'Fatal Frame II: Crimson Butterfly - Credits'. allgame. 2010-10-03. Retrieved 2013-04-12.
  2. ^'Project Zero 2: Wii Edition'. Nintendo of Europe. Retrieved August 26, 2013.
  3. ^'Project Zero 2: Wii Edition'. GameSpot.com. GameSpot. Retrieved 10 January 2013.
  4. ^'Project Zero 2: Wii Edition Release Summary'. GameSpot. Retrieved 29 July 2012.
  5. ^Juba, Joe (9 March 2011). 'Fatal Frame Team Announcing New Project'. gameinformer.com. Game Informer. Retrieved 14 January 2013.
  6. ^'『零 ~眞紅の蝶~』傑作和風ホラーアドベンチャーがついにWiiで登場'. ファミ通.com (in Japanese). Famitsu. 18 May 2012. Retrieved 14 February 2013.
  7. ^Tecmo (27 November 2003). Fatal Frame II: Crimson Butterfly. PlayStation 2. Tecmo. Scene: Green Diary 5 (in-game file). Ryozo Munakata: Itsuki, I pray that you read this. I can't stay in this village any longer. I told Yae and Sae that I would come for them on the day of the ceremony. After they make it out of the village, I'll take care of them. Don't worry. When I get them out, I'll come back for you next.
    Ryozo Munakata
  8. ^'Project Zero 2: Wii Edition'. GameRankings. Retrieved 2012-06-29.
  9. ^'Project Zero 2: Wii Edition for Wii Reviews, Ratings, Credits, and More'. Metacritic. 2011-06-13. Retrieved 2012-06-29.
  10. ^Sykes, Tom (2012-07-14). 'Project Zero 2 review: Seven years old, but still terrifying'. ComputerAndVideoGames.com. Retrieved 2013-03-31.
  11. ^'紅'から'眞紅'へ――。『零 ~眞紅の蝶~』プレイインプレッション. ファミ通.com (in Japanese). Famitsu. 5 July 2012. Retrieved 14 February 2013.
  12. ^Schilling, Chris (9 July 2012). 'Project Zero 2: Wii Edition Review'. GameSpot. pp. 1–2. Retrieved 14 January 2013.
  13. ^Dunham, Jeremy (19 November 2003). 'Fatal Frame II: Crimson Butterfly Review'. IGN. Retrieved 17 January 2013.
  14. ^ abHughes, Maes (29 June 2012). 'Project Zero 2: Wii Edition Review'. IGN. Retrieved 14 January 2013.
  15. ^'Project Zero 2: Wii Edition (Wii) Review'. Nintendo Life. Retrieved 2013-07-26.
  16. ^'Project Zero 2 Wii review'. Official Nintendo Magazine. Archived from the original on 2013-06-02. Retrieved 2013-05-11.
  17. ^'Project Zero 2: Wii Edition review'. Archived from the original on 2012-07-02.

External links[edit]

Wikiquote has quotations related to: Fatal Frame (video game series)
  • Official website (Japan)(in Japanese)
  • Official website (Europe)(in English)
  • Official website (Australia)(in English)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Project_Zero_2:_Wii_Edition&oldid=863267543'
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