One would hardly believe the new heroine of a horror-adventure in front of you when you see the opening credits go timidly on the ominously towering mansion the young lady. Fans of the genre will inevitably carried away to a comparison with Jill Valentine from "Resident Evil", and as "New" sees the first bad: no 9mm automatic, no Special Forces training, no comrades who could come to the rescue. And then you go the first steps and recognizes that the good old Jill in this mansion would have less chance than a cherry pie in front of a bunch of sumo wrestlers. Without the "second face" Miku's they could hardly perceive impending doom, and even then you would even use a cruise missile very little. Step by Step is a clear that while moves here in a similar setting, but in a, literally, another dimension. You had to use the old camera for the defense for the first time it starts. Tense one moves ahead, every sound can be a look nervously to the flashlight of the camera, listening to the distant voices, believes in each reflection of the flashlight to detect ghostly flicker because you know now, if a ghost is attacking it is to flee too late and you have to master the camera well, otherwise you'll end up like his predecessors. The atmosphere of the game is class. As a big "Resident Evil" fan I was excited (pun definitely intended). One can say with complete justification that it is a bit more gloomy - similar to that of "Silent Hill". The graphics do not completely convinced. The protagonists are well done, the black / white held flashbacks have a unique flair and enrich what is happening, but the environment - on the one hand great animated (roams times the ropes in the first hallway in passing) covered the rough and partially blurred textures on walls and objects but always unpleasant. Through the camera's viewfinder everything looks a bit grainy and colorless. Old camera well and good - but at a SLR camera can be seen only by glass, not on a display with poor resolution - that could have been better at the engine of PS2. After a while you get used to but at the dreary surroundings and in brighter rooms, the programmers have then given but more trouble. It affects up everything a bit like an older movie. But a lot is offered sound technically. What the metallic tapping and grinding was in "Silent Hill" is in "Project Zero" put on and decongestion of the wailing of lost souls. If you understand a bit of English you can get hints not only during direct contact with spirits here even. Who wants to get out of the game a little more, it should only play at night in a completely dark room and turn up the sound - horror guarantee! Most door seal are easy to break through attentive "camera", later you have to open other seals on doors as Safe wheels or betting games, which is a bit Kominationsgabe requires. I have the game not yet, but the puzzles have me so far can not keep you long. The spirits, however, are always crisp: Faster, more flexible and tougher they use more and more the ability to slip through walls or appear new to completely different places. Although the controls are very well advised only Miku will establish who change positions even when pressed by Luftaste hardly new speed records. Yet it is precisely these things make the game comically really well. Namely Much depends on how long you keep the spirit in the viewfinder (and nerves) before snaps. The camera can in fact rapidly improve if it is possible to wait until the viewfinder display is golden. So a surplus often drawn over a thousand points and the flash can distribute spirits immediately. Practice creates masters! As so often shows here once again that a game does not necessarily shine through graphical excellence in order to create great atmosphere and exciting entertainment. Who "Alone in the Dark", etc., might, should access.