So far only one bad review of this game on here- Just read this and figured i would throw it up...
later
Tony D
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The commercial for Siren that ran on Japanese television clocked in at only 15 seconds... but those mere 15 seconds scared enough viewers so badly that the ad was quickly pulled. Isn't that just beautiful? It's the kind of story that -- even if it weren't true -- some really savvy PR rep would do well to make up, if they thought they could get away with it.
If a developer is going to attempt a game type they haven't tackled before, they might as well do it with gusto, and that certainly seems to be the case here. Siren boasts some small innovations in style, technique, and gameplay, but doesn't lose sight of the most important element: It's supposed to make an emotional connection with the players, and to make them regret it a little, if possible. It's supposed to be scary. Siren is scary.
The premise might seem a little subdued, even prosaic, at first. Something bad has happened to a small town in contemporary Japan, and the inhabitants have become something bad as well. The specifics are a mystery, but the signs are as obvious as they are clearly not good, particularly when red rain starts to fall. Not only is the town awash in red but, as the game title implies, there's that haunting warble of a siren in the air. Anybody who's familiar with Konami's successful and influential Silent Hill series (or any other piece of Japanese "tweak" for that matter) instinctively knows that the patented, distorted, Creepy-Ass Warning Siren(tm) is a very bad sign indeed.
Throughout the game, players will control and switch between over a dozen characters. In line with the strong psychic tug of Silent Hill, the characters in Siren are of a kind: Believable, everyday people of all ages and from all walks of life... and seemingly quite useless in some cases.
The teen you start the game with is perfectly suited for a horror movie. Pursued by a town cop (who has already succumbed to the red rain and "gone bad"), the kid's only weapon is a flashlight, which serves primarily as a bright beacon to attract the attention of the monstrous former-human he's supposed to be evading. Lovely. That's right, our "hero" can't attack at all. And yes, the zombie cop still has his gun. Looooovely. But wait, it gets a lot worse!
While some of the playable characters can bring weapons to bear (such as guns or more personal implements), the ammo situation appears abysmal. And here's the best/worst part: the ubiquitous red rain continually brings the "dead" back, reducing all notions of combat to a stall tactic at best. Happy Birthday and screw you, faithful gamer! Did we mention it gets worse?
Easy, iconic, visual health bars? Forget it, friend, they ain't here. All you need to know is that you can probably take a hit or two, but you won't know precisely how close you are to joining -- particularly apt phrase, in this case -- the other side. Stay out of harm's way for a while, and that damned rain will gradually do its healing work. See? It's not all bad.
The game's definite cool hook is a scheme that's come to be called "sight-jacking." Basically, the player's characters have the extra-natural ability (a side effect of the crimson rain) to "home in" on the senses of those nearby and to see through their eyes.
With a tap of the shoulder button, players can bring up a screen's worth of static, as though one were watching a television tuned to a -- so sorry! -- dead channel. From this eyeful of useless static, the player can essentially tune in to the mental frequency of a nearby person/thing/whatever in question by working one of the analog sticks with the meticulousness of a safecracker. They're then rewarded with a view of the immediate area as seen through the eyes of the person/thing in question.
This can lead to some brilliant, monumentally unpleasant moments. Imagine hiding in some dark corner, hunted by some God-knows-what, then tagging its "sight frequency" only to suddenly see yourself as it closes in. This is the kind of stuff nightmares are made of, and while the idea has been offered to some extent in earlier games such as Resident Evil, it's never quite been trafficked in such awful, chilling bulk.
Also chilling is the game's visual approach. If the achingly believable Heather from Silent Hill 3, the eerie visuals and soundscaping of Fatal Frame 2, or the haunted screen stylings of the movie Ringu pushed you anywhere near the edges of your mental "comfort zone," you can just forget about Siren right now, and save your money for the next candy-colored, mascot-centric PS2 platformer. Everybody else, stay tuned (heh-heh!).
We'll let you see Siren through our eyes when it releases this April.
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From some random game site I stumbled across...
Sounds good enough for my money...
later
tony D