Fatal Frame II: Crimson Butterfly
Game
2 documents in the library are about Fatal Frame II: Crimson Butterfly, from writers such as Alinea Analytics and DiGRA. Each has a summary and key insights with the page they come from.
- How much revenue has Fatal Frame II: Crimson Butterfly made?
- How many players does Fatal Frame II: Crimson Butterfly have, and how is that changing?
- What do industry reports say about Fatal Frame II: Crimson Butterfly's performance?
- Which games compete with Fatal Frame II: Crimson Butterfly, and how do they compare?
Connections
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Documents about Fatal Frame II: Crimson Butterfly
Physical Game Revenues on PlayStation: 2026
Alinea Analytics' newsletter examines physical game sales on PlayStation for new 2026 releases, set against the debate over Sony's reported plan to drop physical media by 2028.
- New physical games on PlayStation generated over $655 million in premium revenue in 2026, representing less than 20% of the total premium revenue for new releases.
- Sports titles, which dominate the top revenue charts, lean heavily toward digital, with games like FC 27 and NBA 2K27 deriving only 8.9% and 4.6% of their revenue from physical copies, respectively.
- Single-player AAA titles maintain a stronger physical presence, exemplified by Resident Evil Requiem, which generated 30.2% of its PlayStation revenue from physical disc sales.
Ghastly Multiplication: Fatal Frame II and the Videogame Uncanny
This paper offers a close-play and close-reading analysis of Fatal Frame II: Crimson Butterfly, a 2003 PlayStation 2 survival horror game developed by Tecmo, to argue that the videogame uncanny is produced not merely by borrowing literary or filmic techniques but through the interplay of operational demands and affective…
- The videogame uncanny, per this paper, arises not just from borrowed literary or filmic techniques but from the interplay of operational demands (controls, camera, mechanics) and affective experience, producing a distinctly ludic form of the familiar made unfamiliar.
- Using Fatal Frame II: Crimson Butterfly (Tecmo, 2003, PlayStation 2) as its case study, the authors show how camera-based combat, shifts between third- and first-person perspectives, and restricted movement during camera mode generate uncanny effects.
- The twin avatars Mio and Mayu and the Crimson Sacrifice ritual, in which one twin kills the other, are read as doubles that mirror the player's own uncertain identification with the avatar.