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There's simply no denying it - Forbidden
Siren was very, very hard. Setting the tone for the whole game
with an opening level where you died repeatedly (guaranteed!) and
often featuring obscure tasks that took a lot of puzzling and patience
to figure out, Forbidden Siren didn't want to be your friend. It's
a shame that this was the case, because this high difficulty probably
stopped a lot of people persevering through the early stages of
what was possibly the greatest survival horror game ever made. With
Forbidden Siren 2, however, things are a lot easier. It's still
tough, and you will die plenty, but the developers have crafted
a successor that breaks you in gently with a number of tutorial
levels and features subtle hints in each level that give you a clue
without leading you by the hand.
From
the moment the unsettling, deliberately off-key wailing emits from
your speakers and the strange, unpleasant visuals swirl into form
on your screen, you know that Forbidden Siren 2 is going to be just
as eerie, tense, disturbing and, at times, downright terrifying
as the original. Those of you that persevered with Forbidden Siren
would have found, like me, that once you get the hang of sightjacking,
start to find weapons, and stop being so terrified that you can
hardly breathe while sneaking past (or running away from) all those
Shibito, what you've got is a very original take on survival horror,
with a compelling, interwoven story featuring sixteen characters
(ten of whom are playable) that flits back and forth across a period
of time where all hell breaks lose.
Forbidden
Siren 2 has all the above - and more. Although there's a nice tie-in
here and there to the disaster in Hanudu, FS2 features an all-new
location and cast. The setting this time Yamijima, a deserted island
off the coast of Tokyo that isn't so deserted after all. Through
chance or fate, various people end up trapped upon the island, only
to find that its inhabitants have been transformed into muttering
homicidal maniacs that attack you on sight and just won't die. These
shambling creatures aren't your average zombies - sure, they'll
try to eat your flesh, but they're smart enough to patrol around,
construct primitive structures, carry out simple tasks and even,
unfortunately, fire guns.
The
Shibito, as they are called, are very unpleasant to look at, and
great at striking fear into your heart, especially when relentlessly
chasing you, breathing heavily and giggling with glee as they hunt
you down and try to beat you to death. Rather than being decomposed
they're still very human looking, but with vivid white skin and
crazy wide eyes, which are usually bleeding. They shamble towards
you with a twisted, inhuman gait, lunging at you to sink their teeth
in, or swing whatever weapon they're holding. While the Shibito
don't mutate as much this time, the Yamibito most certainly do,
beginning with the inevitable transformation of one of the main
characters into something truly horrific and utterly disturbing
(eat your black, rotten heart out Silent
Hill!)
To
say too much about the Yamibito would be to give away a stunning
plot twist that I simply did not see coming at all, but suffice
to say, they're a great addition to the game, and indeed to the
mythology of Forbidden Siren. And wait until you see the first 'dog
mutation' Yamibito; it's the most disturbingly twisted mutation
based upon a human I've ever seen, and it will haunt you. They get
worse too, becoming more and more ghastly and disturbing. This time
around you get to find out what's controlling the Shibito too -
you soon come across ghostly foes composed of flitting black smoke.
At first they swarm around attacking you, until you shine your torch
on them to cause them to dissipate, but it soon comes apparent that
they are the previously unseen force controlling the Shibito - when
you take a Shibito out, it's only a matter of time before it gets
up again, and when it does, it's because one of these ghost creatures
has entered and reanimated it.
Going
up against these hellish foes is an even more eclectic cast of characters.
Arriving on a boat you have bespectacled magazine editor Mamoru
Itsuki, fiction writer Shu Mikami (who lived on the island as a
boy), Soji Abe (who's on the run for murder) and clairvoyant Akiko
Kiyota. There is a military presence on the island too, resulting
in two more playable characters, terrified young Yorito Nagai and
his increasingly unhinged superior, Takeaki Misawa. Unfortunately,
as the rest of their team does not survive, this results in a number
of Shibito being fully armed with automatic weapons, which usually
prove lethal if you're caught out in the open. Then there is the
mysterious girl Yuri Kishida, who looks just like the even more
mysterious Kanae, plus the police sergeant Shigeru Fujita and a
schoolgirl named Ichiko Yagura. Later on you'll meet one of the
most pivotal characters, Ikuko Kifune, who turns the tide of events,
leading to one character surviving and another dying - that's right
folks, as with the first game, don't expect everyone to survive,
and those that do die usually get resurrected as a powerful enemy.
This is an exceptionally cool idea that's implemented just as brilliantly
here as it was in the original, and it's often really sad when a
likeable character dies and you later see them reduced to a twisted,
shambling parody of their former selves.
Another
very cool idea is the way the story unfolds like an interactive
puzzle game, where you must piece together the many clues presented
in the various items you find, along with the events of the cut
scenes, of which there are a huge number, to truly understand what
is going on. I don't want too give much away here, because the story
is so excellent, but there are a number of things that just don't
add up - people that have been missing for decades turn up having
not aged a day, while Shu Mikami finds himself back at his childhood
home on the island, only to walk in and see his four-year-old self
crying over the body of his murdered father. The more you pay attention
to the details, the more you'll realise that not everyone on the
island is from the present day, and that's when things start to
fall into place.
There
are 100 items to find that give you clues and background information
about the island, the folklore, the characters and the events -
driver's licenses and IDs, letters and diaries, newspaper articles
and ancient scrolls, trinkets and artefacts… the list goes on. As
you sift through the information contained within the archive you
build up, you begin to piece the story together and figure out not
just how and why everyone ended up on the island, but when.
I'd love to tease you more, but I've already said too much - suffice
to say it's the finest survival horror story ever written and could
easily make a great Japanese horror movie in the style of Ju-on:
The Grudge.
Coming
back to the gameplay, the initially confusing Link Navigator makes
a return as a way of playing the many episodes of the game's story.
Set out like a spreadsheet, with the names of the sixteen characters
across the top and the times down the left hand side, the hours
count down to a momentous event, after which they count up from
this 'zero hour'. Often you'll play a level only to find that it
links to a new cut scene set a few hours in the past, shedding new
light on the events you've already played, answering questions often
with stunning revelations that have real impact. It's so wonderful
to be forced to really work to follow a story, rather than being
handed everything on a plate, and as you read, listen to and watch
all the archive items, and study the haunting cut scenes, the many
questions you didn't even know you had will be answered, often in
unpredictable and shocking fashion.
As
before, there are two missions to play on every level, giving you
a different objective and outcome each time, as well as unlocking
further new missions. The catch is that every Mission 2 has to be
unlocked by carrying out a certain action in another mission. In
the first game you had no way of knowing what actions unlocked a
mission, but this time the Link Navigator not only tells you which
mission needs to be replayed, but the map screen gives you the specific
action you need to unlock the Mission 2, which is a real relief
when you're stuck - but if you explore every level thoroughly (go
on, master your fear and have a look around!) you'll carry out most
of the actions without needing the hints. These actions are things
like discovering items you'll need later on, or opening routes that
can be used by other characters.
For
example, in one level, Takeashi discovers an explosive charger that
he then uses in a subsequent level to blow a door open and reach
a room that he couldn't previously access. While it's confusing
sometimes to see the two different outcomes, the story generally
takes all this into account in a pretty clever way, adding to the
depth and lifespan of the game. Unfortunately, certain puzzles cannot
be completed until you play Mission 2, yet most (but not all) of
the elements are in place during Mission 1 - I spent over an hour
trying to get Takeashi to blow damn door off its hinges, only to
realise upon finally giving up and completing Mission 1 without
succeeding that in Mission 2 I started with the charger, which was
one of the missing pieces of the puzzle. So, it's best to just complete
Mission 1, then go back and explore more thoroughly during Mission
2.
There
are a number of locations to play through, such as a ruined harbour,
a deserted fairground, a dilapidated gold mine, an abandoned military
bunker complex, a passenger ferry, several areas of the village
with regular houses or apartment blocks, a couple of schools and
plenty more. In a clever twist, most levels are visited by several
different characters at different times, each instance featuring
different enemies to combat, and often subtly different or changed
layouts with new routes opened up and old ones closed off, so things
don't get stale. There's more variety to the gameplay than before,
too; sometimes you're an unarmed adult searching for a torch and/or
weapon, sometimes you're a soldier with an automatic rifle (including
sniper attachment) and sometimes you're a child on the run with
no way of defending yourself. The story keeps splitting up characters
and then uniting them with others, which works very well - you often
have another character to protect, meet up with, or lead through
the whole level, giving you extra responsibility and making things
feel a bit less lonely. What's also very clever is that the enemies
become tougher as you do - if you're a child then you tend to be
able to avoid them fairly easily, but when you're an armed soldier
the enemy are armed and on one level they will hunt you down and
patrol all over the place, making it just as tense (if not more
so) than those where there's nothing between you and death but a
torch and an iron bar.
The
controls are very well put together - the triangle button calls
up an action menu where you can switch weapons (now you can carry
two weapons, which is so handy), reload a gun, carry out special
actions for certain characters like deploying a smoke candle or
setting a hunter's trap, and you can now shout to attract the attention
of an enemy - something that comes in handy for protecting a companion,
or just leading a Shibito away so you can sneak past them while
they're searching for you. When you have a companion, you can also
command him or her to wait, run or hide. There's more flexibility
this time, too - if you're careful, you can get away with sneaking
up behind a Shibito, smacking him in the back of the head and stealing
his gun. Shooting is just as tricky as before - going for realism,
your shots often miss, and with no crosshairs other than when sniping,
you have to be careful and conserve your ammo wisely. Thankfully
the balance is just right so that skill and timing make a difference,
while enemies react to being shot, staggering backwards, and a couple
of head shots will take out an enemy (temporarily) rather than a
dozen or so body shots - so aim carefully! You'll survive for longer
than before too - you can take a good few hits, from bullets or
blunt objects, before you bite the dust, and while this might not
feel quite as realistic, it sure is a lot less frustrating!
Of
course, the most integral feature that sets this game apart from
the crowd is sightjacking - the ability to see through the eyes
of your enemies. Pressing L2 turns the screen to static, then you
rotate the left thumbstick to tune into the minds of nearby enemies,
locking in up to four individual enemies (or allies) using the face
buttons. This also tells you the direction an enemy is in (the thumbstick
position relative to where you are standing gives it away), which
is useful for checking how many enemies are ahead and how many are
behind, or to the side. Patience is key here - once tuned in, you
need to watch your enemies' actions, get familiar with their routes
and use this knowledge to avoid them. Enemies can also be used to
spot items that you need as well, or information that's vital, such
as the combination on a padlock, so stay observant when looking
through their eyes. As before, you appear as a blue glint (regardless
of how far away and how many walls there are between you and the
enemy) to help establish your relative position, while your ally
appears green. And that heart-stopping moment still occurs - when
spotted by an enemy, the screen goes red and you see yourself through
their eyes for a split second - whether you're stalking them or
avoiding them, it's always scary to see!
There
are a number of new gameplay features for the sightjacking - certain
characters have special abilities, like Yuri Kishida, whose eyes
you must use in one level to reveal spooky pillars, then listen
carefully to the words of the songs she sings to manipulate and
activate them. Akiko Kiyota can sightjack people from the past,
in order to gain vital information to solve problems in the present,
while Shu Mikami, who has very blurred vision, must use his guide
dog to see. This will cause frustration for a lot of people, as
you have to walk ahead of your dog, who watches you as you see yourself
through its eyes, rather than the regular camera (which can be first
or third person at the touch of a button), but it's an ingenious
idea that only adds to the tension. The best power of all though
comes with Ikuko Kifune - I'm not giving it away as it's such a
brilliant surprise, but it changes the whole dynamic of the gameplay
for her levels.
The
presentation is fantastic all-round - the maps are extremely useful,
marking key locations and having multiple layers, while also showing
your current position, the Link Navigator is easier to use than
before, the Archive is filled with information including audio and
video recordings this time around, while you're given sub-missions
that guide you through key objectives of each level, plus the hints
you get (which you can read or not, as you like). All this adds
up to a much more streamlined and less frustrating experience than
before, but there is still plenty of exploring and figuring out
to do, despite being given guidance on how to proceed.
Graphically,
Forbidden Siren 2 looks even more evocative and haunting than the
original. The darkness of the levels makes them instantly foreboding,
the torch and light effects are dynamic and realistic, the vision
of sightjacking gives you a real sense of the movement of being
in someone else's head, while the character animation is some of
the most fluid and natural motion capture work I have ever seen.
Watch the way little Shu pads around in his pyjamas - he looks like
a real boy! Every action, from running and sneaking to reloading
your gun or swinging a club, is a joy to behold, and a very nice
touch is that when dropping down from a height you sometimes fall
over when you hit the ground, then struggle back to your feet and
shake off the dazed feeling - I can't recall that ever happening
before in a game!
This
realism is further enhanced by the sound, which is simply phenomenal
- the sound of your footsteps, the breathing and muttering of Shibito
(particularly creepy when heard from inside their heads), the ambient
background noise and a good assortment of inhuman cries and grunts
from your enemies when they spot you, or are under attack, all add
up to one very atmospheric game. The only downside is some dodgy
voice acting at times, although there are no awful Cockney accents
like in the original. You can have the original Japanese with English
subtitles if you want, but in the end I found that I related more
to the characters when I listened to the English voice cast. There
isn't that much music during gameplay, which actually works in its
favour, while the uneasy orchestrations of the beautifully filmed
cut scenes ratchet up the horror and tension to boiling point. The
music is masterfully composed, and all the cut scenes have that
same dreamlike quality to them as before, like a cross between moving
photo realistic paintings and watching a worn film with patchy interference,
which all adds up to a game that's dripping with as much class and
atmosphere as it has horror and frights.
You
will be scared, too - certain moments in the game are bound to make
you jump, and freak you out, and a couple of the cut scenes really
got me in a big way, making me jump out of my skin (you'll know
the ones after you jump too!) It doesn't go for too many 'cheap'
jumpy moments, instead putting the emphasis on psychological horror,
with constantly high tension and foreboding environments that keep
you feeling uneasy throughout - just make sure you play it with
the lights out, because this is one game that will be ruined if
not played in the dark.
Moments
of frustration do crop up - the slight delay of raising your weapon
and then swinging or shooting takes some getting used to, moving
around can feel a bit clunky in times of crisis, your companions
can be very annoying and fight when you tell them to run (subsequently
dying), and certain levels are so tough that you might lose heart
after repeated deaths, or being stuck on a particularly tricky puzzle
- but none of these factors are big enough to get in the way of
an overall excellent gameplay experience, or stop you coming back
for more.
Forbidden
Siren 2 is a triumphant sequel to one of the most original, engaging,
frightening and difficult survival horror games ever made. It really
is wonderfully put together, and with a host of new features and
enemies, a compelling new storyline that jumps back and forth through
time as you play its missions with multiple characters, it really
is much enhanced and improved over the original, while retaining
that same uniqueness. The extra presentation touches, like the hints
and the tutorials, make it far more accessible to the average gamer
(and there's an easy mode too!) so there's really no excuse not
to take a look - it's time to venture into the world of horror that
awaits all those who dare to answer the call of the Forbidden Siren…
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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