if silent hill 2 chose to take the path of character study through environment & enemy design that the original silent hill created potential for, then siren chose to build upon sh1's fascination with the occult and the opaque culture and backstory behind the town. for a long time i felt like the cult stuff in sh1 makes it inferior to its sequel, as if it was nerdy lore that got in the way of directly tackling how characters' motivations are projected externally. i don't feel this way as strongly now, but i do think siren is the better exploration of "cult stuff", things that writers toyama and sato are clearly into, than how it was explored in the previous project they worked on.

this is partly due to siren being more formally experimental and more challenging to the player, in more ways than one. you've heard plenty about siren's cryptic gameplay, making it impossible without outside help, and toyama has stated that this was intentional. the aim was that there would be discussions about the game's story content AND figuring out how to progress, influenced by japanese arcades having notebooks in which players wrote hints and secrets for helping others through infamously difficult games, like tower of druaga. we can't engage in that kind of at-the-moment discussion at this point of course, but looking up walkthroughs or otherwise asking others online for help in how to complete, or even just unlock, the second objectives fulfills a similar purpose: engaging with internet as part of the experience of the game.

understanding that is key, as siren both frames itself as inextricable from the internet AND replicating the experience of taking in information through the internet. the game aims to disorient you in the same way the internet disorients your sense of time and space of things: the timeline-jumping plot with 10 playable characters with an excel-grid link navigator as the hub, the sterile and "objective" feeling menu ui, the archive of collectable items of which the descriptions contains the majority of story information, the fact that some of the story exists outside the game itself online in the form of extra short stories, fake forums posts, in-fiction websites that might be gone by now. all this gives the game an impression that you are lost in a labyrinth of databases as you learn more and more, colored by anthropological annotations and paranormal conspiracies--some of them actual real ones being referenced.

siren is a game with a looming sense of doom, leaving you fumbling to make sense of it, only able to come away with reasonable interpretations of things at best. it handles that slow slide into hopelessness better than any horror game i can think of, and that database-atmosphere works to make it feel like it's with your own gradual understanding of things, not just the plot beats, that this slide can be applied to. siren 2 is close to being as good, and many would reccommend it as the friendlier experience, BUT (besides its combat being worse and the plot not having as much impact) its missing what gave siren 1 its lasting impression for me, and thats its daringness to have you unable to grasp at both the full story AND its gameplay sequences on your own. whether asking someone on discord or looking into a years old gamefaq written by some ancestor, siren having you tackle that communal aspect makes it feel ahead of its time, predicting how soulsborne games would do it years before demon's first tried it.

Reviewed on Feb 04, 2021


1 Comment


3 years ago

This review perfectly antiquates my feelings on Siren to a point where I am almost rejecting the idea of writing a Siren review.