How are we feeling about combat post-demo?
I know there's been a lot of discussion so far, mostly about film grain and other issues with performance, but I haven't really seen talk about game balance.
I played on Story to get a feel for the combat.
From my experience, Mayu's days as a meat shield may be over. I dragged her to the middle of the room in the second fight to see if she'd get attacked as Miyako was completely ignoring her. I took my eyes off Mayu for a few seconds and she found a new corner to hide in. I'm sure there may be some way to manipulate the ghosts to actually target Mayu, but it doesn't seem like it. Or perhaps she'll have a greater chance of being targeted in higher difficulties?
I didn't find the increased speed of Miyako to be too much of an issue, but I am a bit concerned about how often she attacks. She was doing 2 - 3 attacks before she took a break. I realize this is to try to make the fights more engaging instead of just staying in one spot and pivoting like in previous installments. However, this has me a bit worried for fights against two ghosts at once. I just don't see how duos are going to be fun to go against with increased speed and aggression. In terms of the Kiryu Twins specifically since they perform a pincer attack, I can see people dodging one because she's the fake only to maneuver into the real one. I think there's potential for some frustrating game overs against them unless their pattern has been updated to account for the speed and aggression increase combined with a hard cap on resources as seen in some early access footage.
Speaking of that hard resource cap, while I can understand the thought process behind it, it just feels a bit weird for Fatal Frame. I believe we've always been able to carry up to 99 of everything except mirrorstones and it just feels like a weird decision. Yes, I know the community has been crying for a harder Fatal Frame, but I am also a filthy casual who just wants to enjoy things. I personally do not enjoy the thought of running out of film against the Kusabi due to his healing if they kept that (let's be honest, Kusabi will still be healing) and feeling like I need to start the chapter over. I don't like the thought of worrying about items during chapter 5 due to the noticeable difficulty spike I recall it being. Also the caps don't even make sense? Why can you only carry 8 Type 61, but I think I saw 24 for Type 90? It just feels incredibly arbitrary and kinda like they threw darts at a board. I hope resources are abundant to make up for the caps, not like every 2 steps like in 5, but just enough where there's no dead zone for items like I think chap 5 onwards were. Admittedly, it's been about 10 years since I played the original or Wii remake so I could be misremembering about which areas felt like there was nothing there.
These are my immediate thoughts. How are you all feeling about balance?
Posted Mar 6, 2026, 8:43 PM UTC