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Don’t Turn Out The Lights! “Siren” Unleashes a New Horror For PlayStation 2
“What makes this game so exciting, and scary, and different is that you really DO experience what it is like to be scared. Heart-pounding scared. Hold-your-breath scared. Keep-the-lights-on-and-don't-play-alone scared.”
It’s coming for you. It could be a giant spider, or a genetically-altered alligator. It could be a zombie, a ghost, or a beast that calls himself Nemesis. It could be anything at all, and that’s what makes a survival/horror game scary.
When the unknown becomes the known, the scary feeling is diminished, and all you feel is a sense of familiarity. What’s scary about being chased by a monster you’ve killed a million times before?
It happened with movies, and now it’s happening with games. Unlike filmmakers, however, game developers are more creative in the realm of creepy things. They’re more determined, and are given more flexibility to test out new concepts.
One of the latest and most clever concepts comes from Sony in the form of Siren. The name doesn’t sound too creepy (not that Resident Evil or Silent Hill did), but wait till you hear the game’s twist: you have the ability to see through the eyes of the undead. Producer Deborah Mars explains how this works, and how the game puts the horror back into survival/horror.
Siren is said to be capable of raising the heartbeat and create a true
sense of suspense and fear in the player. Could you give us an example of how
the game accomplishes this – how it strikes fear in the player?
Deborah Mars: One of the most unique aspects about Siren is that it is
not going for cheap thrills. What makes this game so exciting, and scary, and
different is that you really DO experience what it is like to be scared.
Heart-pounding scared. Hold-your-breath scared.
Keep-the-lights-on-and-don't-play-alone scared. The fear is palpable, but like
most emotions, it is almost hard to put into words. Really...how do you convey
to someone effectively what fear feels like? It is almost impossible.
There is almost a psychological change that happens, where as the player, you
gradually become immersed in the environments and characters...the sounds you
hear are unfamiliar, the surroundings are dark or foggy, and you're
desperately trying to see one step ahead of you and find your way out, or
survive against the shibito (or, living dead) who may be lurking around the
corner.
The fear builds slowly, and intensely.
For example, you might be playing as one of the characters in a particular
environment and just after you think you have sight-jacked all the shibito and
know exactly where they are...then all of a sudden your screen flashes red,
and this indicates that you have been spotted by one of the shibito.
You could have been strategic and stealthy about every move you had made up
until this point...but right then and there, you know that you have only a few
options: run, run and hide, or try to fight and defend yourself against their
attack.
Also, as the story unfolds and as you learn more about the characters you're
playing and interacting with, you begin to feel more attached to them. One of
the characters in a certain scenario may turn into a shibito in a different
scenario and seeing what happens to them certainly is scary...you know who
this character was before...before they became shibito.
What is the game's story? What occurrences make this a survival/horror
title?
DM: Siren centers on the remote Japanese village of Hanuda and its
inhabitants. From the onset, we quickly learn that something has gone very
wrong during the ritual of a very mysterious ceremony, and the village becomes
encircled by a sea of red. The inhabitants begin to change, and no longer
appear to be human...they have turned into shibito, or living dead.
The story unfolds as you play ten different characters, each of whom is in
Hanuda for different reasons, and each is fueled by different motivations. For
example, Kyoya Suda, a student, read about the strange incident at Hanuda over
the Internet and decided to go check it out for himself.
Another character, Tamon Takeuchi, is a
professor who lost his parents in a mysterious disappearance nearly 30 years
ago and has returned to the village to try to learn more about what happened
to them. Others are there just trying to survive...and that is the ultimate
goal of the game: to survive against the shibito -- who may be watching your
every move – and to make your way out of town alive.
How does the story develop? Via journals? And does the game use real-time
movies, CG sequences, or both?
DM: As mentioned before, you begin to learn more about the mystery of
the village and its inhabitants by playing ten different characters. There are
story elements that connect these characters, and you can see how this is
played out and graphically represented via the scenario link navigator.
Certain actions one character takes may influence later consequences for
another character(s). Additionally, along the way you pick up Archive items,
and these items -- ranging from journal entries to magazine articles to *very*
strange artifacts -- are extremely important, as they provide additional clues
about what happened to Hanuda and its residents.
What role does music and sound play in the game?
DM: The sound design is excellent and plays a major role. You can hear
your own footsteps and those of someone else ? which will really freak you out
if you're not expecting it. Sometimes the sound the shibito make is
frightening and creeping, laughing, crying, general googly sounds, and you can
hear them when you are sight-jacking them which is even creepier.
Additionally, because the environment is so chilling -- misty, dark, hazy,
rainy – the sound contributes even more so to an aura of isolation and
solitude...of being alone and afraid in a totally unfamiliar, foreign
environment.
Talk about the gameplay. We've all experienced the Resident Evils and
Silent Hills of the world – what does Siren bring to the table?
DM: There is no "schlock shock" in Siren...no typical splatter horror
that you see and experience so frequently in other games in this genre. You
will not get very far in Siren just by button mashing and killing as many
shibito as possible. In fact, most of the time you may not even have a weapon
to defend yourself against the shibito. And if you are fortunate enough to
even have a weapon, like a handgun, use your bullets wisely because you do not
have unlimited ammunition.
So you need to play it smart. You need to use the limited tools that are
available to you – certainly a weapon if you have one – but most importantly,
use the map and your ability to sight-jack. So much of getting through Siren
relies on strategy and stealth...and carefully planning your next move so you
don't get spotted by the shibito. Also, sometimes you may be fortunate to have
a companion with you, but keep in mind that they can also prove to be your
greatest liability.
Should we expect a familiar control scheme?
DM: It is extremely important to know how to move in Siren. Characters
have the ability to walk, run, and crouch...which comes in very handy
when you do not want to attract attention to yourself with shibito nearby.
You'll rely heavily on the Action menu (accessed via the Triangle button) to
interact with objects in the environment, and you'll be able to use weapons
(again, if you're lucky to have one) by using the R1 button and X button.
You'll become fast friends with the L2 button. You will use this to enter/exit
sight-jacking mode. Sight-jacking is the ability to see through the eyes of
others. When you sight-jack you can see through the eyes of the shibito...you
see what they see...(and you can save their viewpoint by
assigning to any of the face buttons), and in doing so you can see how much
they pose a threat to you. For example, you'll be able to determine if they
might have a weapon or not, or if they are looking in your direction...but
most importantly, you see can where they are and try to determine your
position based on where they are located.
You have a map (accessed via the Select
button, but it does not provide you with any information about where you or
the shibito are located...so sight-jacking is absolutely essential to the
game. You definitely wouldn't want to take one step without first
sight-jacking to see what or who is out there. Also, it is important to
monitor the shibito's patterns...where they walk, where they are looking...so
you can sneak past them at opportune moments without being detected.
Sight-jacking might also help you locate an Archive item, too.
Are weapons a part of the experience? There are some games (like Fatal
Frame) that created another way for players to vanquish evil...
DM: As mentioned before, not every character is fortunate enough to
have a weapon...and the weapons that you do have are limited. You do not have
endless amounts of ammo, so shots must be taken wisely. You may pick up things
along the way -- like a pickaxe or crowbar -- that you can use as a weapon,
too. But the most important way for you to vanquish evil is to use
the map and sight-jacking. Be stealthy and try to outsmart the shibito,
outsmart their maneuvers, and you may just get out alive.
Survival/horror games are known for coming up with the most clever, "I
can't believe I didn't figure it out sooner"-style puzzles. Does Siren have
any like that, and if so, could you share an example?
DM: For the most part, Siren is a world where you have to rely on your
instincts, your intuition, your own sense of how you might behave if placed in
a similar situation. In this way, Siren becomes very much like an alternate
reality. The world of Siren is itself a puzzle – what happened to this town
and its inhabitants? why am I here? how do I survive? – and you are forced to
trust yourself (and perhaps those with you?) to survive. It is extremely
important to realize that sometimes the best way to get from place A to place
B (starting point to ending point on the map) is not necessarily the shortest
route. In order to accomplish your mission, you may need to take a longer,
more circuitous path...but it could end up be much, much safer.
Thank you for your time.

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