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Opinions on the proximity-based Camera Obscura

Fatal Frame II Project Zero II Camera Obscura Poll

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10 replies to this topic

Poll: Charged or Proximity (21 member(s) have cast votes)

Do you prefer Charged or Proximity Camera Obscuras?

  1. Voted Charged Camera Obscura (Fatal Frame, Fatal Frame 3, Fatal Frame 4, Deep Crimson Butterfly, Spirit Camera) (16 votes [76.19%] - View)

    Percentage of vote: 76.19%

  2. Proximity based Camera Obscura? (Fatal Frame 2) (5 votes [23.81%] - View)

    Percentage of vote: 23.81%

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#1 OFFLINE   AnimalLover47999


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Posted 30 May 2014 - 07:53 PM

In Fatal Frame 2 they decided to change the charging Camera Obscura from the first game (where you align the ghosts in the capture circle and it charges as long as you keep them there while charging slower if they are further away and faster if they are closer) to a system where the capture circle won't strengthen unless you are really close to the enemy therefore meaning you can't take Zero shots from a distance.  In 3 they went back to the original style (but added in the power up lenses and the Fatal Frame combo shots from 2) and in the remake of 2 for the Wii they kept the original camera style from the other games rather than returning to the proximity based system.


What do you think of this style?  Do you prefer this?  Do you wish they'd return to this style in later installments?  Or do you prefer what they are doing in every other game?

#2 OFFLINE   Yashuu



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Posted 31 May 2014 - 08:29 PM

I don't think it was very good, the game already encourages letting ghosts get close with shutter chances and fatal frames, I don't think making it the only viable way to approach ghost fights was necessary- it overwhelms the risk vs reward aspect of the combat.


It also makes the game a bit too easy- it means every fatal frame is fully charged pretty much, so ghosts go down without much hassle. I much prefer the charge system used in all the other games. That said, I'm still not a fan of the whole fully charged shot = shutter chance thing they've had going since FF4, makes it too easy to play safe with ghosts and can make the game boring. I've seen way too many LP'ers in FF4 and DCB get a pretty underwhelming combat experience because they just slowly chip down ghosts at a range with fully charged shots so nothing interesting really happens.

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#3 OFFLINE   FiliusMartis


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Posted 01 June 2014 - 01:51 PM

I agree with a lot of what Yashuu said. Part of the challenge of combat in this game is holding the ghost in the viewfinder while he or she is moving around while also avoiding any other ghosts that you might not be able to see with the camera up. Fatal frames kind of make the charge irrelevant, so if you get good at those, it hardly matters, but if distance is the only factor, it matters even less. Ideally, I'd like to see a combination of the two systems. Perhaps it would charge a little faster when the ghost is closer, reward the player for taking that risk by hastening the boost to their shot.

#4 OFFLINE   deer


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Posted 07 June 2014 - 06:52 PM

Isn't Kei's camera also proximity based? I don't even know how his camera works.



#5 OFFLINE   midwinter


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Posted 07 June 2014 - 06:56 PM

Nah, Kei's is charge-based as well, but it only has two charge points, so you can never build up very powerful shots.

#6 OFFLINE   MacabrelleEnvy



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Posted 07 April 2015 - 10:45 PM

I understand that they wanted you to have to get closer to the ghosts in the second game, so as to up the fear.. but it didn't really work that well. The charging system really works out much better mechanically in my opinion. Now the newer style in the 5th game....


I'm not sure how I feel about it. There are points on the ghost that if they are in the capture circle then you charge more power? It sounds kind of annoying since you would probably have to hold the gamepad sideways to get the most points every time to do the most damage. More on this once I can actually play the game later this year though!

#7 OFFLINE   PikaLink91


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Posted 16 July 2018 - 06:43 AM

I thought it was bother and couldn't get used to it at all. I thought it worked just fine in 1 and luckily Tecmo went back to that in 3, so even they realised it was bother.

I get what they were going for, "facing your fears", but I think it should work both ways. Because it was an okay idea, but they should have combined proximity with charging. Have the camera charge, but also have proximity play a role in how much damage you do.

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#8 OFFLINE   Chou


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Posted 16 July 2018 - 12:30 PM

Well this explains a lot of my misconception about the camera in 4 :D Here I was thinking the only way to really do damage is to get all up in the ghost's personal bubble.


Fatal Frame 2 was the first FF game I played, so all I knew was close proximity.

I guess since it's been so long since I played it, I didn't realize the differences as much in the other games

I do prefer the charge system that is in all the others now. It just seems to work better.

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#9 OFFLINE   ナガクラ


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Posted 18 October 2018 - 07:58 AM

I hate it. Its the most awful thing I've ever had to experience.

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#10 OFFLINE   NuMetalWolf


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Posted 10 November 2018 - 10:06 AM

Nah, Kei's is charge-based as well, but it only has two charge points, so you can never build up very powerful shots.

Wait. Don't the charge points increase as you buy the upgrades?

#11 OFFLINE   midwinter


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Posted 10 November 2018 - 03:43 PM

Wait. Don't the charge points increase as you buy the upgrades?


That's how it works for Rei and Miku, but Kei only ever has two. I think at the highest level he gets a couple of extra little chevrons that boost the power slightly, but his camera is really limited.

Also tagged with one or more of these keywords: Fatal Frame II, Project Zero II, Camera Obscura, Poll

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