The story revolves around an interconnected cast of characters that possess a power which enables them to see and hear what a nearby character sees. The game was followed by a PlayStation 2 sequel, a reimagining for the PlayStation 3 and a film adaption. Siren is divided into stages, each taking place in one of ten areas in the village of Hanuda, and organized chronologically in a table called the "Link Navigator". In order to complete a stage, the player must accomplish a primary objective that usually involves reaching an exit point, subduing undead enemies called "Shibito", or finding an item. Objectives in different stages are interconnected via a butterfly effect, and a character's actions in one stage can trigger a secondary objective in another stage. There are miscellaneous items scattered throughout each stage that give the player further insight into the plot's background. Once obtained, these items are archived in a catalog and can be viewed at any time during the game's duration. The game's player characters possess a psychic power named "sightjack," which enables them to see and hear what a nearby Shibito or human sees and hears, and thus pinpoint its position, as well as gain knowledge of their activities and of the position of obtainable items. The clarity of each target depends on the distance from the player character. Once a point of view is located, it can be assigned to one of certain buttons of the controller to easily switch between multiple points of view. However, the player character is unable to move during use of the ability and is thus vulnerable to attack. The game encourages the player to avoid Shibito rather than fight them. Characters can walk silently, avoid the use of a flashlight, and crouch behind objects to elude detection. Certain mission objectives require the player character to use items and/or the environment to distract Shibito from their activity, in order for them to achieve a goal. Others require the player to escort a non-player character. Player characters can also shout at any time in order to get the attention of nearby Shibito. Within most stages, the player character can hide in certain places such as cupboards and lock doors to prevent Shibito from entering. When a Shibito hears a sound made by the player character, it will search in the direction from which they heard the sound. If a character is seen by a Shibito, the latter will pursue the character to kill them either with a melee or ranged weapon or by strangulation. The Shibito will also shout to alert other nearby Shibito. Once the character has remained out of the Shibito's sight for a period of time, the Shibito will give up and resume its usual habits. Weapons are available for the player throughout the game, ranging from melee weapons to firearms. While Shibito can be knocked out in combat, they cannot be killed and will reanimate after a short period of time. If a character is injured, they can recover after some time has passed. Characters will lose stamina during combat and while running.


Also in series

Siren: Blood Curse
Siren: Blood Curse
Forbidden Siren 2
Forbidden Siren 2

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Reviews View More

perae tbm né haja paciência

Got around to this one years late when I learned that it was Keiichiro Toyama behind its creation. Definitely a super creepy and interesting survival horror game. The zombified townsfolk still scared the heck out of me even as an adult. Sightjacking was a neat gameplay mechanic, and I liked how much of it felt like a stealth game. Certainly got pretty frustrated by some levels though, felt like I was just retrying them over and over trying to get things just right. Still had a good time overall, and wish the sequel had been localized.

Call me old fashioned, but I think a “Stealth” game should have good stealth

Melopasesinguiamerezcounaplauso

The old-film-like cinematography, the experimental facial textures, the non-linear cryptic storytelling told through multiple perspectives: Siren takes a boldly original approach in its presentation, which largely pays off with a uniquely uncanny atmosphere. The ability to see through the enemies' POV makes the gameplay unique, as well, not only allowing for a fresh spin on stealth but also working as an effective horror tool, while a subdued soundtrack soaks each stage in visceral fear, solidified by a harsh but rarely sadistic difficulty. It's disheartening, however, just how much Siren fucks up its own momentum by forcing players to replay all stages to fulfill additional objectives that are for the most part ridiculously abstruse or cheap filler, leaving an ugly stain on what is otherwise an amazing game.