Fatal Frame II: Crimson Butterfly Remake - Review
Japanese horror at its finest


André Ramos
3/19/26, 3:55 PM
Atualizado a
Fatal Frame II is one of the creepiest and most unsettling games I’ve ever played
Anyone who knows me knows I love Japanese culture and horror — I’ve said it countless times across my reviews. And they also know that I’m rarely scared by any form of horror media, whether it’s games, movies, or series.
Fatal Frame II: Crimson Butterfly Remake was my first encounter with the franchise, also known as Project Zero, a series that’s long been on my bucket list. And I can say this without a doubt: I’ll definitely be spending more time in this world.
This remake of the second entry in the series, originally released on PS2 and the original Xbox, dives deep into traditional Japanese folklore in a remote rural area. We take on the role of Mio, accompanied by her sister Mayu, as they explore a forest they visited in the past, where Mayu had been in an accident. Now they find themselves — for no apparent reason — in a “hidden” village from which they cannot escape, where it's always night.
The objective is simple: find a way out. To do so, we explore the village, enter abandoned houses, gather clues, solve puzzles, and, above all, survive.
As the story unfolds through the information we collect, we realize we’re in Minakami Village — a cursed place trapped in a perpetual certain night of its past. As expected in a horror game, the sisters are initially separated, and our mission becomes finding Mayu while trying to escape the village. In broad terms, that’s the premise — and I won’t go deeper to avoid spoilers.
The narrative of Minakami is fragmented: documents, notes, and erratic flashbacks, often aggressive and out of context. It’s up to the player to connect the dots and interpret what’s happening. It’s an extremely cryptic experience and might not be for anyone looking for a direct, fully explained story. Yet, I feel this “responsibility” placed on the player — to read, reread, interpret, and understand the subtext — is executed brilliantly. It’s the kind of storytelling very characteristic of the PS1 and PS2 era… and I still love it.
In terms of atmosphere, the Crimson Butterfly Remake is a masterclass in immersive horror. It brings discomfort, claustrophobia, and isolation to the forefront effortlessly. It doesn’t shy away from darkness — there were moments where I could barely see anything… and strangely, that didn’t push me away. On the contrary, it made me even more tense and curious about what would come next.
The similarities to Ju-On: The Grudge are impossible to miss. Even though the first Fatal Frame came out the same year, this remake seems to borrow heavily from that visual and cinematic language — especially in certain jumpscares that, honestly, would have been difficult to pull off back then given technical limitations.
The soundtrack is subtle but highly effective. And the sound design overall — from small environmental noises to intense moments — is top-notch and one of the key reasons the game works so well.
For this review, I used gameplay from New Game+ as well as more advanced parts of the campaign to showcase different environments and some of the abilities available. Even so, don’t worry — I’ve done my best to avoid spoilers.
Unique and immersive gameplay
The combat system in Fatal Frame is something almost entirely unique to the series. Taking photos of ghosts is uncomfortable and stressful — especially because the most effective way to do it is when they’re practically right on top of you.
Unlike many survival horror games, avoiding confrontation isn’t always an option here. In certain situations, you’re forced to face enemies head-on. And you don’t do it with conventional weapons — no guns, no knives. All you have is the Camera Obscura, a mysterious device capable of capturing the supernatural, the unseen… even the past. Its origins are only vaguely touched upon, never fully explained, and that sense of mystery actually works in the game’s favor.
Before writing this review, I looked into some of the differences compared to the original. In the older version, there was a scoring system based on the quality of your photos, which was then used to upgrade the Camera Obscura. Here, that system has been simplified: upgrades are still present, but they now depend on specific items you find throughout the game. Since these aren’t abundant, you’re forced to make decisions about how you want to evolve the camera — which adds a more strategic layer to progression.
The point system is still there, but it’s now used to purchase consumables, charms that can be equipped to Mio for passive buffs, as well as photo frames and alternate outfits for the sisters. I’ve seen some criticism of the combat, mainly saying it becomes repetitive. I can understand that perspective, but I also feel it doesn’t tell the whole story. As you progress, you unlock various abilities that change how you approach encounters — and in some cases, they’re essential, whether to conserve resources or to push forward. Some of these include special shots that repel ghosts, blind them, or slow them down.
Another important addition is the new mechanic of holding Mayu’s hand to help her move, as she has an injured leg. I’ll admit I’ve never been a fan of escort missions (and I’m definitely not alone there), but here it strikes a reasonable balance. Mayu doesn’t constantly get “lost” if you’re not glued to her, which already goes a long way.
Still, there are a few issues. In tighter spaces, Mayu can behave oddly — teleporting or snapping into position just to maintain the hand-holding mechanic. In stealth sections, for example, she sometimes won’t enter hiding spots and remains exposed… while enemies completely ignore her. It’s not gamebreaking, but it does break immersion a bit.
An interesting change from the original is the removal of playable sections with Mayu when the sisters are separated. Instead, you use the Camera Obscura to follow spiritual traces and figure out where to go next. This mechanic is also used to explore optional content — the so-called “Side Stories” — which help expand on the village’s lore.
Much of the game takes place inside traditional Japanese houses, with narrow corridors, limited visibility, and often confusing layouts. Navigation itself frequently becomes a challenge. And I’ll say it outright: compared to this, the corridors in Resident Evil or Silent Hill almost feel straightforward.
What’s most interesting is how the game maintains constant tension. Behind every door, in every room, or even when picking up an item, something can happen. Many of these events feel almost random — whether it’s enemies or what I’d call “lore ghosts,” which appear only to provide context or hint at something hidden.
Even after passing through the same areas multiple times, the game still manages to surprise you. There’s always that feeling of “I’ve been here before… but something’s going to happen.” And strangely enough, I really liked that.
The ghosts themselves are another standout. Their facial expressions are genuinely disturbing. The Japanese have an incredible ability to take something seemingly simple and turn it into something deeply unsettling — and here, that’s on full display.
Despite everything, it’s not perfect — there are still things that could and should be improved
First of all, I want to make it clear that everything I found “less positive” falls into the kind of details that will hardly affect most players’ experience. They’re more noticeable as you progress, but far from being serious issues.
For example, the connection between the sisters and the village isn’t explained in this game. From what I’ve gathered, that link is explored in the first entry of the franchise. However, since this remake will be an entry point for many players, that information should be here — even if only in a summarized form. Especially since we don’t even know if the first game will receive the same treatment. And let’s be honest, asking someone to go play a PS2 title in 2026 — even if there’s nothing wrong with it — isn’t exactly the easiest thing to ask. Finding a cheap working PS2 isn’t easy anymore… and getting a copy of Fatal Frame / Project Zero at a reasonable price is even harder.
Hold on to your physical games. You never know — in 20 years, they might be worth the same as those old PS2 copies.
As for combat, it works well… when it’s used sparingly. The problem comes in certain areas where ghost spawns are excessive. At one point, while exploring a house for an optional objective, I encountered more enemies in 20 minutes than in the rest of the game combined. It got to the point where a new ghost would appear almost every 20 seconds. And that takes away from the impact of each encounter. These moments work much better when they’re part of carefully designed set pieces, rather than feeling random.
The Camera Obscura controls are solid, but some features feel underused. Zoom and manual focus, for example, end up being ignored because the automatic system is more than enough for most players. It might have been more interesting to invest in mechanics that play a more meaningful role in combat.
The same applies to the filters (or abilities) you unlock. They’re interesting and useful… but very situational. The result is that, most of the time, you’ll stick with the standard filter, which makes combat feel more repetitive than it could be.
I also ran into a few moments of confusion regarding objectives. In some sections, they’re just too vague. There was one instance where I had to “explore one of the houses” — which happened to be the largest one in the village. I searched everything and found nothing, only to realize later that progression was tied to a room I had already discovered two chapters earlier. Because I found it “too early,” the game never pointed me back there.
Overall, these are more quality-of-life issues than structural problems. Small adjustments that would make the experience feel even more polished.
In terms of performance, I played on a base PS5 and had no issues. However, there’s no option to switch between performance and graphics modes, which is a bit odd. It felt like the game was using dynamic resolution and framerate — sometimes closer to 30fps, and in other moments, like certain cutscenes or areas, closer to 60fps.
As for me, I've finished my playthrough… for now. There’s a New Game+ mode and, from what I’ve seen, new mechanics and exclusive endings in this remake that I want to explore.
Until then, I can only recommend this: give this franchise a chance.
Pros:
- Extremely immersive and unsettling atmosphere
- Top-tier art direction and sound design
- Cryptic narrative that encourages personal interpretation
- Unique gameplay with the Camera Obscura
- Dense level design with constant tension
Cons:
- Narrative connection between the protagonists and the village is unclear
- Excessive random encounters in certain areas
- Combat can become repetitive
- Some Camera Obscura mechanics are underused
- Objectives can be vague and unintuitive
