
With Koei Tecmo poised to bring back seminal PS2-era survival horror game Fatal Frame 2: Crimson Butterfly with a remake, we got to have a chat with series producer Makoto Shibata, who was kind enough to answer several of our burning questions about visual and gameplay elements. Shibata also went into more technical details for us, including the game’s targeted console performance, and the studio’s thoughts about new technologies like PlayStation Spectral Super Resolution.
Fatal Frame is an iconic survival horror series with roots going back to the PS2 era. How are you approaching this remake to introduce a new generation of players to the franchise while still respecting what long time fans love about it?
From a development standpoint, we were able to leverage Koei Tecmo’s proprietary game engine along with the action game development expertise that Team NINJA has built over the years. Using a modern development environment, we recreated the atmosphere of the original Crimson Butterfly while delivering a visual update. The team also includes staff who are passionate fans of the Fatal Frame series, as well as members who worked on the original title, and the game experience was rebuilt by incorporating their ideas and perspectives.
This is the second remake, so, beyond visual upgrades and audio improvements, what other changes should players expect in Fatal Frame 2: Crimson Butterfly Remake?
The biggest changes were the controls and camera perspective. In the original game, fear was often created through camera switches that revealed the presence of Wraiths as the player moved. In this remake, the game uses standard TPS controls with a continuous camera and no cuts. To support this, we reworked the staging and map design to focus on the fear that comes from players discovering something terrifying on their own. This creates a slightly different kind of fear, but we believe it significantly enhances immersion and presence.

"In the original game, fear was often created through camera switches that revealed the presence of Wraiths as the player moved."
Will any story beats, pacing choices, or cutscenes be reworked to keep the experience feeling fresh, or is the narrative being preserved as closely as possible?
While some adjustments were made to better connect cutscenes with in-game camera transitions, the cutscenes themselves largely follow the original. Some scenes that were previously cutscenes have been converted into in-game events. This change was made to create a more seamless experience using the in-game camera and to further enhance immersion.
What kind of post game content can players look forward to in the remake?
This title features multiple endings, and we encourage players to experience them all. To make it easier to view different endings and gather various collectible items, the game includes chapter select and a New Game mode that carries over upgrades. As in the original version, the high-difficulty NIGHTMARE mode can also be unlocked. In NIGHTMARE mode, players can further enhance the Camera Obscura, so we encourage those seeking a challenge to give it a try.
If this remake performs well, are there plans or interest within the team to remake other entries in the Fatal Frame series?
If this remake is well received, we would like to consider remaking other entries in the series. In doing so, it will be important that the title resonates not only with longtime fans, but also with players who actively enjoy a wide variety of modern horror games today.

"If this remake is well received, we would like to consider remaking other entries in the series."
The original Fatal Frame 2 built a gritty, tense atmosphere partly because of PS2 era technical limitations. With higher fidelity visuals, how are you preserving that grounded, oppressive tone rather than making the game feel too clean or polished?
In the original game, we carefully controlled screen noise and blur to create an analog, slightly old-film feel and a sense of atmosphere. In this remake, we maintain a subtle layer of noise during exploration so the visuals never appear overly clean. When Wraiths appear, the noise intensifies to convey a noticeable shift in the air and tension.
Classic survival horror can sometimes be known for puzzles that feel overly opaque. Are you making any adjustments to puzzle readability, hinting, or quality of life, while still keeping the challenge intact?
The original version did not place much emphasis on story reminders, but since this project is a full remake, the system was completely redesigned to better suit modern players. Objectives are clearly displayed so players understand what to do next and can easily recall their progress when resuming play. A glossary has also been added.
Fatal Frame 2 already features multiple endings. Will there be any new surprises for returning players, whether that is new scenes, new collectibles, or additional unlockables?
Yes. In addition to the remade story experience, following the newly added side stories reveals new details, and gameplay has been updated through collectible elements scattered throughout the village, as well as expanded Camera Obscura functions and upgrades. Even players who experienced the original will find new elements to enjoy.
From a developer perspective, what are your thoughts on the PS5 Pro, and how does the added GPU power affect development compared to targeting the base PS5?
Elements that were previously constrained can now be fully realized thanks to improved hardware capabilities. We have released many titles on PlayStation 5, and that experience makes it a developer-friendly platform for us.

"Elements that were previously constrained can now be fully realized thanks to improved hardware capabilities."
What are your thoughts on PSSR, and what kind of opportunities does it open up for this remake?
It’s something that we hope to make more use of in the future.
What performance targets are you aiming for across platforms in terms of resolution and frame rate, including Switch 2 in docked and handheld modes, PS5, Xbox Series S, Xbox Series X, and PS5 Pro?
The game was developed at 30 fps to maximize visual quality and the overall horror experience. On PC, while a certain level of performance is required, players can switch to 60 fps. Across platforms, high-resolution technologies are used, with output at 2160p on PC, PlayStation 5, and Xbox Series X; 1440p on Xbox Series S; and 1080p on Nintendo Switch 2. For more details, please refer to the official website.














