Fatal Frame III: The Tormented
Genre: Horror type action/adventure
Game review links: IGN
Game review score: 7.8/10 (IGN)
Game description: Fatal Frame III, known in Japan as Zero: Shisei no Koe (零～刺青の聲～) and in Europe as Project Zero 3, is the third installment in the Fatal Frame video game series. The game's plot ties the first three games in the series together, featuring characters, locations, and sections of storyline from the previous two games.
The game is a direct sequel of Fatal Frame and Fatal Frame II: Crimson Butterfly, seeing the return of Miku Hinasaki, the heroine of Fatal Frame, as well as other characters that share a connection with the events from the preceding games.
||17 01 2013 1.1.0 r5517-||GSdx 5464 SSE41||
||Playable, but a bit on the slow side because of heavy image filtering., Native res is fast & looks good, but some filtering bugs (border halos) on higher res...|
||0.9.7.r3113||GSdx ?||SPU2-X ?||Speedhacks:EE Cyclerate = 2, GSDX Native = checked. I used this configurations to maintain a 50-60 fps. all other options at defaults||?|
|NTSC-U||Windows 8.1 Pro x64||
||1.3.1 r134||GSdx SSE2 1.3.1 r134||
||The game plays fine so far. If you use anything higher than native resolution or enable MSAA lines start to appear off to the side and get worse the higher you set those options. Enabling EE stealing provides a nice boost but I noticed the voice dialogue skips occasionally, this could just be a fluke on my end though. Enabling 8-Bit textures also provides a small boost if your GPU can handle it.||CrazySteve88|
- Widescreen support available as a .pnatch file. Grab it from the PCSX2 forums.
- Also Known As Zero: Shisei no Koe (JP), Project Zero 3: The Tormented (EU)
Half pixel offset problems
- Type: Note (not an issue)
- Description: Half pixel offset causes some weird shadow problems to creep in after a while, at least on rev 5423. PCSX2 says an "Impossible blend for D3D" occurred. Happens on DX9 and DX11. I also found I need to disable Alpha Correction (FBA) or else I get black backgrounds on some ghosts.
- Workaround: Do not use half pixel offset