

Well, few WTF scares in video game history have come close to topping the moment in Silent Hill 2 when we walk into a room and see the monster known as Pyramid Head violently assaulting mannequin creatures. The old “what the fuck is that?” scene has long been one of the most effective scares in horror. Pyramid Head’s Introduction – Silent Hill 2

The way that the game uses that sudden camera change to establish a new threat that is both behind your character and directly in front of the player is just brilliant. This moment terrified a generation of gamers still grappling with the fact that games could be this scary, but it’s honestly still terrifying to this day. I almost thought about leaving this classic horror gaming moment off the list for the sake of variety, but, when you really get down to it, the moment that the camera changes in that famous Resident Evil hallway just in time for you to see a dog jump through the foreground window really is a masterful scare. The Dog Jumping Through the Window – Resident Evil The scene is scary enough on its own, but it’s when you realize that the blood is an actual threat and that you have to try to escape this room that you really start to feel the pressure of this incredible moment. He convinced himself that ghosts cannot appear without at least some airborne moisture, as he said at the time, "I doubt I'd run into any ghosts around here.I love when a game turns these visible scares into an actual threat, and this is one of the absolute best examples of that technique. Also, water is a major theme in "Fatal Frame: Maiden of Black Water" because Shibata encountered a staggering dry heat during a 2008 visit to Los Angeles. For example, he claims that the story for "Fatal Frame 2: Crimson Butterfly" came to him in a dream. Moreover, Shibata can link the influence for certain "Fatal Frame" games to specific events. He claims that while visiting the oceanside cliffs of Tojinbo, a spectral presence lifted him into the air as he read graffiti chiseled into the rocks.

Shibata revealed during an interview with Siliconera that these events didn't let up as he grew older. According to his online diary (translated by fan site FFTranslations), he used to feel "presences" in the road near his childhood home. While the director of "Fatal Frame," Makoto Shibata, drew from many inspirations, the most influential were his own encounters with the supernatural. Zombies and monsters might terrify Western gamers, but according to Shibata and Kikuchi, ghosts and dilapidated Japanese houses are what leave Japanese audiences petrified. While the team took inspiration from the " Silent Hill" games, Shibata and Kikuchi focused squarely on what scared Japanese gamers, as well as the fact that Shibata frequently saw things that weren't there. Producer Keisuke Kikuchi also explained that the villains of the game were "beings of nothingness," (translation via FFTranslations), which tied back into the "Zero" of the title perfectly. In an old PlayStation Blog article, franchise director Makoto Shibata revealed that the game's original working title was "Project Zero," which Europe adopted for its release name. But, that is just tunnel vision talking and ignores the franchise's development history. You might assume that "Fatal Frame" is more appropriate since, in the games, the only thing standing between you and a grisly, ghost-fueled death is a camera. gamers know as "Fatal Frame" goes by "Project Zero" in Europe and simply "Zero" in Japan. As noted by YouTuber Nitro Rad, the "Fatal Frame" franchise's name differs by region.
