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Siren |
Developer:
SCEI Publisher: Sony Computer Entertainment Genre: Survival Horror
Players: 1 Similar To: Silent Hill 3 Rating: Mature Published: 07
:02 : 04 Reviewed By: Matt
Warner Overall: 6 = Fair
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Back in 1966, a TV commercial director named
George Romero spearheaded the production of a small, shoestring budget film that
he had been kicking around for a while. Originally about a bunch of humans who
were eating the dead, by the time the film reached the principle photography stage
it had become the story of a small band of trapped survivors trying to fend off
a horror that had arisen out of nowhere: The dead were rising from their graves
to feast on the living.
This film, released in 1968 and titled Night
of the Living Dead, became an instant classic. At the time, it was the controversy
surrounding the gore in the film and the depressing ending that sparked most of
the speculation (and outrage). However, as time has worn on, many have now written
on the fact that movie taps into a much deeper human fear: The fear of the unknown.
It wasn't so much the fact that the dead were rising as the question of why they
were rising that people found to be most unnerving. Though the movie offered a
token explanation, in later years Romero would come out as saying that his original
idea for the film offered no explanation whatsoever; that was left up to the viewer.
Given the amount of critique that has gone into the movie by this time,
and the fact that there is a generally widespread understanding of why the movie
resonates as deeply as it does, it's unusual that this same tactic of not showing
all your cards to the viewer hasn't really been utilized in Survival Horror-style
videogames, a genre in which Night of the Living Dead is widely attributed
to be the inspirational keystone. While Resident Evil made a sizeable splash in
it's day as being a "playable horror movie", there were a number of videogame
concessions made, and while it made for a good interactive experience, it wasn't
necessarily frightening on the same psychological level as the film that inspired
it.
One individual who did manage to achieve that elusive form of fear
was a man named Toyama Shûichirô. As director of the original Silent Hill,
Shûichirô tapped into that same vein of raw horror that makes well-done | | |
horror
films, including the Dead films, as resonant as they are; it's what you
don't see that gets you. Very little was explained outright in Silent Hill,
forcing the player to draw their own conclusions, which were usually far worse
than anything the PlayStation's graphics capabilities could have mustered up.
The whole game revolved around the unseen and the unknown, and it was this primal
fear of the dark that made the game such a horrifying experience -- particularly
when you knew the dark was full of things that could kill you.
Shûichirô disappeared from the credits of Silent Hill after the first game,
and later resurfaced heading up a new game from Sony known as Siren. Relying
on that classic staple of Japanese horror, The Remote Japanese Village With Questionable
Religious Practices, he presented an incredibly ambitious game where the story
would be told via the perspectives of ten different playable characters, over
a period of three days, non-chronologically. In addition, the characters in the
game were all to be modeled after and voiced by professional actors, and the art
team had taken trips to several genuine abandoned Japanese villages and snapped
pictures to build the levels around. It promised to reinvigorate the stagnating
world of survival horror with bold new ideas in storytelling that could only be
done with a videogame. Finally, it promised to immerse players in that same deeply-rooted
fear of the unknown that had made Silent Hill such a success. Depending
on how you choose to look at it, it may have even succeeded.
Siren,
in its finished form, can best be described as Day of the Dead by way of
David Lynch, sewn into the skin of Silent Hill. If your head hurts just
thinking about that, then you've got a pretty good idea of where this game wants
to take you.
The plot revolves around the events in a remote, mountain-locked
village in the Japanese countryside named Hanuda. It's a quiet place, with a tight-knit
community and all the general amenities that you would expect to find there. It
also, we learn, has a reputation as an occult hotspot. A new television show called
"Occult Japan" is scheduled to do a piece in the village on an apparent massacre,
where over thirty people suddenly disappeared without a trace. The official reason
is that they were lost in a landslide (it is a mountain town, after all) but it
draws curiosity seekers nonetheless.
The story starts off with the character
who will turn out to be the main protagonist, a 70's haircut sporting teenager
named Kyoya Suda, tying his bike up to a tree in a foggy forest just north of
the town proper. He wanders down a small path, looking nervously left and right,
and stumbles across a young girl and her dog crouched near a rock altar in the
middle of a clearing. She appears to be striking something with a rock, but stops
when her dog notices Kyoya off in the brush, watching them. She looks up, startled,
and runs off. Later, our man is back in the same spot witnessing some kind of
strange ceremony, in which the girl he saw earlier is participating. Someone sees
him, and the procession grinds to a halt. Kyoya makes a run for it, but doesn't
get far when shots ring out. A police officer, in full uniform, is chasing him
down, eventually driving Kyoya over the lip of a ravine into a construction site,
where the first stage beings.
I'm not kidding when I say that's how the
story starts. There's zero exposition prior to Kyoya tying up his bike -- you
go from there. If you want backstory, the
official site has it. This trend continues for the entire game, and as the
narrative bounces around from time to time and place to place, it'll be a while
before the player has acclimated enough that they know all the characters and
can remember their individual stories. While it does eventually tie together,
the first ten levels or so seem incredibly random, with the only information given
being the time the level takes place and who participates in it. This is intentional,
and provided the player sticks with it, it actually makes the game more interesting
that it would be normally. However, the start makes it quite clear that this is
not an easy game to stick with.
If you thought the handling of the plot
sounded unintuitive, here's a quick summation of what to do in the first stage:
Run forward to find a small construction shack. Open the door to it by pressing
X, and the pick up the key off the table by moving near it, pressing Triangle,
and selecting "Pick up Key" from the menu that will drop down. Next, run out and
get to the truck parked outside. Go to the driver's side door, and press Triangle
to bring up a menu. Select "Unlock Door." Now, press Triangle again and select
"Get in Truck". Once you're in, press Triangle again for the menu. Select "Insert
Key". Press triangle again. This time, "Start Engine." Now you're done.
If it sounds annoying to bring up the menu every time you want to do something,
it is. How this method of interaction made it past playtesting is a mystery. Supposedly,
it allows for the player to do various different, often complex things that wouldn't
be mapped to a specific button, but we've had context sensitive action buttons
in games for many, many years, and it's really not something that needs changing.
Bizarre little oversights like this begin to crop up with extreme frequency,
and there's enough of them that they go from an annoyance to an almost game-killing
problem. Things like the first-person mode are weirdly implemented, with the button
being pressure sensitive to control the level of zoom. It's a good idea in theory,
but it winds up being practically unusable due to the ridiculous sensitivity;
apply anything other than a feather touch to the R2 button, and you're treated
to a massively zoomed picture of whatever it is you were trying to look at, an
effect that's particularly unsettling when you're trying to look at someone and
get a screen full of their left eye blinking at you.
Similar problems
plague everything from the running sensitivity to the combat controls. Characters
will "bounce" off walls they approach, putting their hands up as if they'd run
into it full force and stopping dead in their tracks, which gets them killed with
alarming frequency. The combat controls are similarly clunky, reverting to the
tired Resident Evil formula of holding the attack button to target an enemy
and then letting swing with their melee weapon. Player-wielded guns are a rarity
in the game, which makes sense since most people don't walk around heavily armed
in the off chance that their neighbors will morph into monsters and try to kill
them. The enemies of the game, however, have no problems at all scrounging up
all kinds of interesting things to kill you with, particularly super-accurate
ancient-looking rifles. This directly ties into what will prevent nearly everybody
from digging in seriously and getting to the good stuff, and that is the numbingly
high degree of difficulty the game expects people to deal with.
Compared
to many other games, the design flaws here aren't terrible. Fatal Frame II
has a main character than runs at roughly the speed of a tree growing, and the
combat controls are arguably even worse, but it makes up for it by having enemies
that are shackled under the same restrictions. None of the enemies in that game
are particularly fast, and while combat is difficult, the game limits what the
ghosts can hit you with so that it's manageable with the control scheme. Siren
doesn't even try. Crack shot snipers can, and will, bring you down without you
ever knowing where they're firing from. The few times the player gets to use one
of the same rifles, they're nowhere near as fast or easy to use as they should
be, and you're really better off with a pistol (not that you ever get a choice).
In melee combat, anything more than simple one-on-one is a death wish, but one-on-one
combat itself is remarkably easy, making things feel unbalanced and artificial
when you're forced to use snags in the A.I. to lead enemies away from each other
to beat them down. To top all this off, the game has a seriously unforgiving continue
system, where mid-level continues don't save any pickups the player may have acquired
up to that point in the level. This is intensely frustrating when you've grabbed
a critical item early in the level, only to be killed twenty five minutes down
the road and forced eject to the main menu to restart the whole level all over
again because now you don't have that critical item anymore.
And you
will need those items, even if you can't see any real use for them. If you thought
the puzzles in Resident Evil were hazy, wait until you see some of the
curveballs this game tosses out. In true "who would ever think of that but videogame
puzzle designers" fashion, one puzzle has a character running through the dangerous
streets of the town into a specific house, getting a towel, bringing it back to
another house, soaking it in water, and putting it in a freezer so that, much
later down the road, another character can take the now-frozen towel and place
it between two tables to suspend a piggy bank above the floor, so that when the
towel melts, the piggy bank will fall and shatter, the noise from which will attract
an enemy outside so that the character can slip past unnoticed. Supposedly, one
can figure out all this with no indication whatsoever that it's even necessary.
Right.
This doesn't even being to scratch the aesthetic problems. Right
off the bat, players will notice that the graphics are a mixed bag. Environments
are well-detailed, and in a few specific levels look absolutely amazing. Characters
are another story. The game uses an odd photo texturing technique to map actual
actor's faces onto the game models, but the effect doesn't look very good. It's
more effective in the game's more surreal-looking enemies than in the playable
characters. Like most things here, you get used to it, but it's jarring at first.
The music is actually the one extremely high point in the audio/visual department.
It's ripped straight out of Day of the Dead, and it fits perfectly. There
isn't much music to speak of in the game as a whole, but what is there is incredibly
well done and it adds significantly to the heavy atmosphere the game attempts
(and succeeds) to maintain. Sound effects are very basic, but functional, and
the best that can be said is that you'll never notice them. The same can't really
be said of the voices, however.
The convoluted plot is a meticulously
planned creation, something that would require a very careful translation in order
to make it out of Japan intact. When the game made it to Europe, news flew around
the internet that the quality of the translation, both written and voice acted,
ranged from "okay" to "miserable". If you buy the game in America, you're not
even getting that; you're getting the English-only version of the European release.
This means that the very Japanese-looking characters in the game all speak with
pronounced British accents, making the game more surreal than it already is (which
is saying something). It doesn't hurt the game in the long run, and despite the
reports from various places, the voice acting isn't that bad, so chalk those complaints
up to fanboyism more than anything else. The translation certainly could have
been better, but it isn't game killing. What it is is one more straw on the camel's
back, one that's dangerously close to breaking as it is. A crappy voice over could
be just the thing to make a potential fan toss up their arms in frustration and
head back to the game store to find a something that doesn't hate them quite so
much.
This is what makes Siren so unappealing as a videogame.
It's rare that you play something that seems to actually have contempt for anybody
that tries to get through it, but between the initially insane plot and rusty,
almost-broken controls, it's a small wonder that nearly every major publication
panned it as a failed attempt at a game, in addition to the legions of Silent
Hill fans who felt seriously betrayed by a nearly unplayable, intensely scatterbrained
$40 art experiment.
And that may be the biggest shame of all. For all
its flaws (and there are many) there are going to be circles in which this title
is hailed as a shining example of where games should be going. For those willing
to tough it out, this game could well become one of their favorite games of all
time. It's an intense paradox of a game, because for everything gameplay-wise
that it does wrong, there are three things plot wise that are some of the most
exciting ideas I've seen in a long time.
If you're the type of gamer
who has been around and likes to pick things apart from a design standpoint, you'll
get a lot more mileage than anyone else. It helps if you have a near-limitless
amount of patience, but anyone who's a fan of "difficult" movies or more abstract
plot devices will probably fall head-over-heels in love with this game, because
the plot is so incredibly original and well done that, with the right kind of
mindset, it makes up for all the gameplay related shortcomings, and in some ways
even justifies them.
At this point, I'll just come right out and say
it: I absolutely loved Siren. I'm the kind of person who enjoys being creeped
out, and this manages it in a way that not even Silent Hill did. While
Konami's offering is the scarier game, Siren occupied my thoughts in a
way that no other game has, making it a truly unnerving example of the type of
psychological horror I mentioned earlier. I loved unraveling the mystery of what
had happened in this town, I was willing to endure level after level just to see
what the game was going to throw at me next, and to this day I still take the
game out and show it to anyone who's even remotely interested in it, because I
feel that it may well be one of the most under appreciated games ever. This is
the only game ever that's actually given me nightmares; once it crawls into your
head, it stays there for a long time.
Realistically, though, I'm under
no misconception that I'm in the majority with this opinion, and this is what
makes it such a difficult game to review. It's an excellent idea that's implemented
extremely well in every way except for the gameplay itself. As such, anyone that
buys games for the reason that they're supposed to be fun to get through (which
I assume would be most everybody) won't enjoy themselves here, even if they appreciate
what it tries to do. One of the most depressing things about reviewing the game
is the fact that many of its truly brilliant moments don't show up until much
later in the story, long after the point when anyone but the most iron-willed
would have torn the game from the DVD tray. If you actually make it that far,
however, then Hanuda already has its hooks in you. By that point, you're probably
willing to endure anything just to see how the game pans out, and there you have
the one serious facet of this title that doesn't disappoint in the slightest.
Its plot, pacing, and atmosphere, to those who are willing to tough it out, are
second to none.
Let's take it back to the beginning of the game, as described
earlier. Kyoya gets in the truck, turns it on, and winds up running over the police
officer who had been chasing him. He gets out of the car in a panic and tries
to see if the man is still alive: He isn't. Just then, at the stroke of midnight,
a earthquake occurs, and, Kyoya runs into some kind of intense static interference
as everything seems to pull apart momentarily. A bizarre, almost air-raid-like
siren fills the air and drones on seemingly forever. In the midst of all this
insanity, Kyoya misses the police officer rising back up behind him. Before he
knows what hit him, Kyoya is falling into the bank of a nearby river with a bullet-punctured
lung while the police officer giggles like a child and watches him fall. The cop
has fully become one of the Shibito, the bloody-eyed, blue-skinned "zombies" that
now populate the town of Hanuda.
The Shibito (translated, roughly, "half-corpse
person") are the enemies to the protagonists of the game, but these aren't your
grandfather's zombies. In the first big mystery of the game, and arguably it's
most compelling, we're told early on that the Shibito are no longer human, but
also are not dead. In fact, they're immortal. Kill a Shibito and they don't die,
but gag a few times, assume a sort of fetal position on the ground, and begin
to emit smoke from their backs. After anywhere from ten seconds to five minutes,
they stagger back to their feet, usually laughing hysterically at their own invulnerability.
This is no easily-explained T-Virus; something much more powerful is at work here,
and it's by far the most redeeming aspect of the game as you try to figure out
just what that is.
You see, the Shibito are also a lot more active than
your typical zombie. Rather than wait for the player to show up, these townsfolk
will generally live out their lives as they had before, though with significantly
less grace. The mailman still makes his rounds "delivering" letters, the carpenter
wanders around "fixing" things, and it's not uncommon to see the Shibito gardening
when they have nothing better to do.
The thing is, they often do have
things to do. Unnerving things, like boarding up all the windows in a specific
building, or constructing walkways and large walls in specific parts of town.
This level of autonomy extends into areas where most other videogame enemies fear
to tread. The Shibito have no problems doing things like opening doors or climbing
up and down ledges to reach the player. In one of the scariest moments in the
game, I had run away from a pursuing Shibito and taken refuge behind a door to
a single room, which I locked. As I sat there to catch my breath, I heard the
Shibito try the door, mutter to herself, try the door again...And then began pounding
on it. Hard. I figured this was just done to creep out the player, so imagine
my shock when she knocked the door off it's hinges and came in to introduce me
to the hammer she'd been carrying around.
The Shibito don't mess around.
They'll do things that belie the careful programming that went into this game,
like notice doors you may leave open and come to investigate, or perform a careful
(and seriously nerve-wracking) search of the premises when they really want to
find you.
The reason why they want to kill you so badly is made clear
enough in the game. It's hinted at early on that every character in Siren
is slowly but surely turning into a Shibito themselves. As for why the villagers
turned so much faster than the playable characters, I can't give that away, but
it is explained eventually. What's also explained, via a rather disturbing cut
scene, is that death is no refuge. Once the transformation starts, it will continue
even if the person it's happening to isn't alive for it. You'll simply lie there
dead for a while and eventually stagger back to your feet, laughing and bleeding
at the eyes, to go find something to arm yourself with and get to work. The Shibito
don't want to kill you per se, they just want to "help" you become one of them
so you can aid them in preparing for whatever it is they're getting ready for.
This also serves to explain another gameplay feature, which is the ability
of characters to "sight-jack". Since everyone is turning into a Shibito, and the
Shibito share a sort of hive-mind, the characters can use this to their advantage
by closing their eyes tuning in on anyone else nearby, allowing them to see and
hear whatever anyone in the near vicinity can. This is theoretically used to let
the characters navigate the levels more easily, though in reality it doesn't help
much until the player is familiar with the level in question.
What sight-jacking
does well is serve up some of the creepiest moments in the title, as well as some
of the most original. At one point in the game, it's possible to unravel some
of the mystery by sight-jacking not the Shibito wandering through the level, but
one of the two other humans who are sitting there having a very informative conversation
on the events in the town. Like everything else, it makes you work for it, but
this sort of warped design makes for some seriously compelling clue-gathering,
in addition to providing the game with probably the most downright horrifying
moments you're ever likely to experience outside of Silent Hill should
you then tune to another mind (as I did) and see a Shibito about to bury a shovel
in your head...From their point of view.
The game also uses it's unconventional
narrative style to dangle a carrot in front of the player. You may be shown an
incredibly bizarre cut scene depicting a recent turn of events in Hanuda, such
as a massive light column descending from the night sky and one of the main characters
looking at it and quaking in fear, and then skipped back to a level four hours
earlier in order to figure out why -- Or, more appropriately, to gather clues
in order to figure out why. Very little is ever completely spelled out. Thankfully,
the game eventually gives the player the option of re-viewing any of the cut scenes
and re-playing any of the levels, which is useful when you want to go back and
straighten out the narrative to piece everything together.
When this
all comes together like it's supposed to, it's powerful. This is the first game
that truly captures the paranoia and creeping dread that Romero brought to the
table nearly three decades earlier. Like the films it's inspired by, Siren
won't get under your skin if you don't let it; it's easy to dismiss it as a confusing,
poorly-done mess of a game, just like it's easy to dismiss the original films
as dated and unconvincing. If you take this thing the way it's intended, however,
you'll get something out of it that has a far more lasting impact that a more
conventional game could give you. You have to be willing to approach it on its
own terms, and that's much easier said than done, but I'm steadfast in my belief
that there's a certain group of gamers out there that this game is tailor-made
for.
Overall: 6/10 If you're
looking for something that will actually pay off should you choose to stick with
it, then you should give this title some serious consideration. By this point,
you've hopefully got a good idea of whether this game is going to appeal to you
or not. Rather than simply write a kiss-off , I want to point the right audience
in this game's direction. This isn't a game I can give a high score to; while
it's well done in the graphics and sound department, the incredible difficulty
and lack of tuning seriously drag it down, and as much as I love the plot, it's
not going to redeem a game that's hardly playable in areas. All the good intentions
in the world don't help something that's this flawed on a fundamental level, so
the best I can do is tell it like it is and urge everyone to caveat emptor.
If you're intrigued, by all means, go for it. Everyone else who's a survival horror
junkie, you have the fourth installments of both Resident Evil and Silent
Hill coming down the pipe, and you're most likely far better off spending
your money there. [
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