Forbidden Siren 2 Review

The song remains the same.

Version tested: PlayStation 2

A little ambition is a dangerous thing for a videogame these days. Any game that tries to shake up narrative structures, mess with the player's perception of timelines, and throw a mass of different characters at you had better be worth the ball of confusion that comes with it.

For many, 2003's seminal Forbidden Siren represents the perfect encapsulation of Asian horror gaming; a title that skilfully draws on a myriad of the best movie concepts of the era and reinvents and distorts them for videogaming consumption. Telling a twisting, overlapping story through the eyes of multiple characters, it was a game where the horror came from knowing what your aggressors could see and the helpless terror of trying to avoid them. It was a game where your main weapon was being able to 'Sight-Jack' into their vision and take advantage of their momentary lapses in concentration and slip past them unnoticed. A brilliant idea that works wonderfully in a horror context.

But it was simultaneously the most wilfully inaccessible game we've seen in the genre. It wasn't just plain hard in that it was often ridiculously easy to get killed, but seemingly bloody-minded by design. For starters, there was no means of permanently killing the undead 'Shibito' enemy, meaning that the essential task of scouting out locations (for objects to solve the inevitable puzzles) could be sheer torture if you stumbled the wrong way and had to run the gauntlet all over again - and all without any checkpoints at all.

Loops of fury

Even more aggravating was the way the game was constructed around time 'loops' which meant that unless you'd picked up certain objects during individual scenarios, you ran the risk of having to repeat the loop until you satisfied an inexplicable check list. To the player, though, none of this was explained adequately (or was mistranslated) and you ended up feeling like you were being arbitrarily forced to re-do previously completed scenarios for no reason. Often, progress would be made by pure accident; for example, you'd pick up an obscure object on an otherwise useless rooftop and get a message to alert you to the fact that you'd unlocked another mission somewhere else in the timeline. Unless you had oceanic reserves of patience or didn't mind playing with a guide (in this case pretty essential), you'd probably just give up and do something more fun.

'Forbidden Siren 2' Screenshot crotch

Are you looking at my crotch?

Having said that, there were loads of moments of pure magic in the game that made a lot of the so-called survival-horror games look incredibly unambitious and stuck in their ways by comparison. Through the red mist of frustration, it was still easy to see that all the ingredients were there to make a stunning sequel that used a similar template and chucked out some of the more insane design decisions.

Sadly, Forbidden Siren 2 is not the stunning sequel we were hoping for.

It's hard to put your finger on exactly where it goes wrong, when so many of the flaws of the original have been eradicated. For a start, the game does a much better job of spelling out what you're supposed to do throughout each scenario, and does so alongside a generally excellent in-game hint system that eradicates most of the petty frustrations of the past. Not only that, the game has the decency to checkpoint-save key events, meaning that you can play with a much greater degree of confidence in the knowledge that you haven't got to repeat 30 minutes of painstaking, stealthy play just to explore an otherwise useless building to grab an artefact that opens up a new mission later on.

Pressure creeps

'Forbidden Siren 2' Screenshot extras

Good to see the Thriller extras getting some work.

It also shifts the balance slightly, empowering the player with new abilities and giving more characters the ability to fight back than was ever the case last time. More missions start with characters armed by default, meaning that you don't always have to worry quite so much about Sight-Jacking at every turn. This makes missions more accessible and hence less frustrating when things don't go to plan, and Shibito aren't so unerring in their aim - a major relief. There's even an Easy mode to allow you to take more damage, so that missions don't go pear shaped the second you're spotted, so if you're just interested in solving the puzzles and becoming immersed in the storyline it's relatively straightforward to play it this way. It does take away a chunk of the tension when you're not sweating quite so much over the enemy threat, but the payback is not losing your rag over endless mishaps. The point is, the choice is yours. In fact, if you've got a completed save of the original, there's even a Hard mode available from the start if you want to play it in the most excruciatingly challenging way possible.

Another plus point is the vast increase in variety in the character's abilities, meaning that missions have a distinctly different flavour. For example, one partially sighted character needs to Sight-Jack his guide dog in order to see, while another has the ability to Sight-Jack into the past, or see things in the present that others cannot see. In addition, the new light-fearing Yamibito enemies (which essentially look like murky brown clouds) mix up the combat variety a touch, as does the great increase in the number of weapons that the Shibito carry around with them. It's no longer just a case of stealth horror where you're monitoring the precise moments of sentries and staying well out of their way. It's much more confrontational than before - though it can still be a hassle to deal with the fact that you can't keep a good Shibito down. Somehow we wish there was a means of killing the little swines, but admittedly it'd make it a very different game.

Where the game ultimately falls down is how routine most of the missions feel, how short most of them are, how disappointingly basic almost all of the puzzles are and how hard it remains to get a proper handle on the fractured storyline.

Cast offs

Taking it point by point, most missions entail little more than picking up an object somewhere (usually already explained to you but not necessarily of direct relevance to the mission at hand) and heading off somewhere else. Almost without exception it's a case of going from point A to B to C and quickly moving onto another mission somewhere else on the island, possibly hours earlier or later. Once you know what you're doing and where to go, most missions can be completed in a matter of minutes - but it's rare to ever get a handle over what the point of your actions is. Timelines scribble over the place, and characters interchange so much that it's tough to keep up with who they are, and isolated cut-scenes deliver out of context fragments of a story which rarely seem to give an insight into what's going on or how the key figures found themselves on this cursed island in the first place. Some were washed up on the shore via a tsunami, but other characters' appearances seem unclear. It's a Gordian knot that seems to delight in its own obscurity.

Having learned our lesson last time around, we made notes before and after each mission in an attempt to make more sense of each character's role in the criss-crossing tale, but even 50-odd missions in, there was still an over-riding sense of general confusion about what was really going on, and why we were going after certain individuals. Fortunately, part of its appeal is unravelling this muddle; tempting and teasing the player on to lift the fog with a series of generally well-acted sequences that feature the same facially stunning character models of the original. Whether you enjoy joining the dots has a lot to do with personal preferences; at times the exploded jigsaw approach seems fascinating, but at others you just wish the excellent sequences made some sense. Without the benefit of context, you often feel like you're playing a series of basic, random survival horror vignettes, when it may have been preferable to be immersed in all this atmosphere in a fully connected environment with a beginning, middle and end. Sure, this may have made the narrative feel more traditional and less daring, but you can't help but feel it would have made it a more focused, entertaining game - which is surely the main goal.

In truth, Forbidden Siren 2 is simultaneously the victim of its own ambition and held back by its self-imposed restraints. Throwing dozens of vaguely connected mini-snapshot 'scenes' at the player is a very bold and eclectic approach, but it also strangles the gameplay in crucial ways. Placing the player in enclosed environments with a focus on undertaking a small number of basic tasks automatically scales everything down. The result is that whatever character you're controlling, and whatever environment you're in, every mission amounts to a perfunctory object hunt in the dark while dealing with lurching enemies you can't kill - that's the gameplay in a nutshell. Sure, the abilities of each character can shift the emphasis slightly from unarmed stealthy escape to more aggressive firefights, but the core goals of most missions remain largely the same. Also, the constant recycling of locations and the strange need to often play through a slight variation of the same mission merely feels like unnecessary padding.

Sight-Jack of all trades

'Forbidden Siren 2' Screenshot eater

Such a messy eater.

The developer also throws lots of new ideas into the mix and then doesn't build on them. A case in point is the new ability to drive vehicles - used only fleetingly a few times - while other innovations like Sight-Jacking into the past, taking physical control of the Shibito or using the sight of another character are similarly under-used. It seems that once these ideas are introduced early on, they're used very sparsely and for the vast majority of the time the game slips back into default 'find object X, reach location Y' formula.

Technically, the game uses much the same engine as last time, albeit with better lighting techniques. It's still a fine looking game in certain departments; the stylish cut-scenes show off the game at its very best, with superb facial detail lending enormous credibility to the narrative. In the main game, though, the animation's never looks particularly convincing, and there's a distinct clumsiness to the camera and controls. The new first-person mode is initially welcome, but its twitchiness soon has you switching back. Other minor niggles creep in, too, like the over-sensitive sniper mode, the constant lack of ammo (something the Shibito never have to worry about) and the flagging energy levels of characters if you run around too long - things that are just unnecessary and add nothing to the game.

At least the audio has been taken care of this time around. Not only do the English voiceovers suit the characters this time (unlike the hilarity of the clipped Home Counties delivery in the original) but there's also the option to choose the Japanese voiceovers with subtitles. Slapped wrists, though, for Sony's English localisation team, who failed to match the subtitles to the actual words being spoken on so many occasions it's embarrassing. As ever, the brooding atmosphere is made even more oppressive by a catalogue of sinister noises and ambient effects in the background. Never has the lack of a musical soundtrack been more appropriate.

Despite the generally downbeat and exasperated tone of this review, Forbidden Siren 2 is still a game that horror fans should check out. With so few games of note arriving in the genre, it's very much a case of getting your fix where you can. With Project Zero 3 the only other horror title of note to arrive so far this year, and no new 'proper' Silent Hill or Resident Evil games likely to emerge for at least another year, it's definitely a barren time for the adventurer. It's easy to acknowledge that Sony has crafted a much more accessible episode this time, but in doing so has unwittingly managed to expose some flaws and limitations in this stop-start formula. If you've got the will to stick with the interweaving plot and don't mind a bit of repetition then you'll doubtlessly get through by enjoying the game's incredibly rich atmosphere - as we did. It's important to stress that Forbidden Siren 2 is always highly enjoyable, but we expected so much more; its elusive lack of focus makes it feel like you're playing a random collection of mini-episodes, while the basic tasks given to you rarely extend beyond the perfunctory, and it's the latter point that's most disconcerting. If you like your videogames to have straightforward gameplay with a story like a fragmented jigsaw puzzle, then go right ahead. If you stick with it, the rewards are there. The rest of you might end up questioning why you're bothering.

7 / 10

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Comments (24) Latest comment 10 months ago

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  • Xephon70 #1 6 years ago

    Oh well, I'll be getting this anyway. Loved the first one despite the flaws...
  • Blerk #2 6 years ago

    Pretty much more of the same, then. I'd better leave this one on the shelf for the sake of my joypads.
  • krudster #3 6 years ago

    There was one moment where I hurled the joypad against the wall like a stroppy 12 year old. Very embarrassing.
  • Blerk #4 6 years ago

    It was less 'hurling' and more 'short circuiting due to being full of tears' for me.
  • Cappy #5 6 years ago

    Its one of those games where I know I'm probably going to have a hard time but I'll buy it anyway.

    I guess when I like the idea I'm willing to overlook game design sins.
  • toy_brain #6 6 years ago

    I think I did about 10 missions of the first game, hit the first 'loop' caused by me not picking up some inane object, and got fed up.

    Being shot by an enemy well beyond the fog/draw-distance didnt do much to endear the game to me either.

    But, seeings as I'm a sucker for survival-horror, and PS2 games are cheap as chips these days, I might just pick it up.

    Shame it seems to have been delayed to the begining of next month.....
  • krudster #7 6 years ago

    Blerk, Cappy, you'll probably get much more out of this one than the original. It won't bust your balls, it's still got that moreish atmosphere, but you'll still be utterly bewildered what's going on most of the time.
  • krudster #8 6 years ago

    Toy Brain, thankfully the loop situation is no longer a limiting factor - you're told speficially what's needed to progress, thank gawd.
    Edited by 1 at 13/07/06 @ 13:24
  • Blerk #9 6 years ago

    I dunno, it wasn't just the difficulty of the first one that stopped me playing - basically I just didn't find it even remotely enjoyable. For me, the game mechanic was just utterly broken. I guess I'm just not patient/stealthy enough for it to appeal.

    I wouldn't actually class it as a traditional "survival horror" game at all - it's a pure stealth game which just happens to have a horror-based story.
  • krudster #10 6 years ago

    Ok, well the stealth aspect is much less of an issue in this one. You can actually just clobber or shoot things as they appear, and actually have enough health to survive the occasions when you're being shot to pieces. I suppose to play it "properly" you should still observe the stealth gameplay, but there are more choices of how to play this one.
  • Blerk #11 6 years ago

    Hmm... maybe I'll look for a demo, then. Cheers!
  • neuroniky #12 6 years ago

    The first one was very fascinating from a gamer's perspective. It was flawed in almost every regard, from the so-so graphics to the bad controls, to the lack of a coherent story that required you to read a book available only in japanese to fully understand what was happening. And yet, it was a great game, one of the best experiments made in a long time in a stagnant but very loved genre. And it had... charm, in an inexplicable way.

    Will I get the second one? I don't know. The first one was very long, hard to follow (not to mention hard to play), and I really don't know why I was so prone to understand all its flaws, flaws that would have killed any other game for me. I don't know if I want more of the same...
  • krudster #13 6 years ago

    Spot on comment. It's almost inexplicable why so many of us put up with such rank flaws, but this one is definitely more casually enjoyable. Still long, but that's not a bad thing.
  • Cappy #14 6 years ago

    I wouldn't actually class it as a traditional "survival horror" game at all - it's a pure stealth game which just happens to have a horror-based story.

    I actually think the entire opposite. There are not actually many true survival horror games about these days, the Silent Hill and Resident Evil series have headed into action adventure territory and through their influence have taken the rest of the genre with them.

    For me anyway, feeling helpless and vulnerable, that your life is hanging by a thread. Thats survival horror. When weapons and ammunition are too readily available and effective, making you feel empowered it totally ruins that atmosphere. The downside of course is feeling that you could die at any moment throughout the whole game doesn't make for a pleasant playing experience. Silent Hill 2 probably got it balanced just right, Forbidden Siren strayed too far towards the aforementioned unpleasant experience side of things.

    It sounds like Forbidden Siren 2 has been far more successful at getting that balance right. And the box art is lovely, its a definite buy for me.
  • Blerk #15 6 years ago

    I see exactly what you're getting at and you're probably right - 'traditional' survival horrors should probably be renamed to something else.

    But my point stands - it's not really in the same bag as the other games, but tends to be labelled as such by most.
  • ChrisS #16 6 years ago

    3rd 7/10 review I've read for this game now.

    It's a definite improvement on the original, that's for certain. And I think some people are going to love working out the story. There's a handful of stand-out moments in the game too, including the level with the blind Shu Mikami and the dog, which is excellent. Then there's the bit where you have to sightjack a schoolgirl carrying an Uzi, while staying out of her sight so she doesn't annihilate you...

    Good stuff.
  • Sko #17 6 years ago

    "Are you looking at my crotch?"

    I was soooo going to write that on the screenshots comments yesterday but figured it was a bit childish...

    Okay, okay, actually I got distracted and when I came back to the PC, I'd forgotten.
  • Retroid #18 6 years ago

    Japanese dialogue with subtitles?!

    /Dies from shock
  • Chtulie #19 6 years ago

    I hope they keep trying. It took them a while but eventually the japanese manged to outdo Alone in the Dark with their own Survival Horror games. I hope that eventually they'll manage to get equel with Eternal Darkness's narrative game construction.
  • bungalooBunny #20 6 years ago

    It's a must buy for me. As the review says there's so little of these coming out later on (what about less racing/fps games and work on a Surv.Horror, hey developers?) that I must feed my thirst with something.

    Yes, the first one felt sloppy, confusing and the AI cheated like hell but when I got to the 'Nest' levels the atmosphere was just ripping.

    By the way FF3 was released in 2005 for use here... :(
  • dk_rare #21 6 years ago

    You can't touch that siren...






























    It's forbidden
  • SlackMaster #22 6 years ago

    The fact that the zombies couldn't be killed, stupid AI of NPC's and the crappy voice acting really put me off the first game.

    I'll give this one a miss.
  • neuroniky #23 6 years ago

    Sav this at Blockbuter yesterday... had to resist getting it... only the fact I have a lot of games already querying for my time stopped me...
  • #24 6 years ago

    I'm looking forward to this after reading the review. I found the first one really good but too hard, so I should get a lot out of this one :)
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