The prologue – shot in artsy high contrast black and white – shows roughly the events preceding Miyu’s adventure, but obscures the conclusion leaving her brother’s fate hanging. Throughout the game, the story of the brother and sister and the mansion’s former occupants is told through the documentary team’s scattered research notes (Blair Witch similarities) and Miyu’s supernatural flashbacks.Project Zero makes a bold impression with its changes to the control system. As with Resident Evil, Silent Hill et al, the camera switches perspective regularly, an action which confuses your control of the character, but Tecmo has managed to get round this problem to a certain degree by giving the square button the function of ‘moving forward’.
Unlike all competing titles, Project Zero has a noticeable absence of load times when entering new rooms. This makes a huge difference to the smoothness of gameplay as having to wait for a new area to load tends to kill the mood and diminish any immersive quality a game might have.
Miyu’s only weapon against the ghosts of the Himuro mansion is an old camera found early on, which can be used to kill roaming spectres.
Activating the camera gives you access to a first-person view and the viewfinder highlights clues and acts as an aiming device. Getting rid of a ghost is useful because he or she deposits spirit energy, which can be converted into a sort of spiritual currency to spend on improving your camera.
This aspect makes a nice gameplay addition, providing features like a faster charge rate, a larger viewfinder and special capabilities to your quasi-arsenal.