Posts Tagged ‘ Blood Curse ’

Siren Blood Curse – “A Lighter Shade of Siren”

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“Siren Blood Curse” is a remake of the original “Forbidden Siren”, intended to present a greater appeal to western audiences. Despite the series predominant Japanese style, someone at Sony apparently found that the series needed to cross the ocean to make itself more pleasing for the American public. Such foolish venture was destined to fail from the get go, as most US-based gamers are surely too occupied with the latest “Gears of War” to even care about what “Siren” is all about, eventually leaving those who have a genuine interest in “Siren” with a simplistic, compromised version of Keiichiro Toyama’s (designer of the original “Silent Hill”) latest horror piece. The question is if it’s good enough to make up for a decent survival horror game.

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Even though the “Blood Curse” still takes place in a remote Japanese village, the story is now told from a westerner point of view, with its main characters being of US origin. This choice inevitably leads to some awkward cheesiness in dialogue and to the occasional critique to Hollywood cinematography, both of which end up marring the horror background, that doesn’t mix well either with comedy or parody. The story-line was also simplified, featuring less characters and dialogue; needless to say, much of the nuances and deeper meanings were lost in translation. The narrative structure in itself is detrimental to Toyama’s tale; by using a TV show / DVD episode structure (similar to that of the appalling “Alone in the Dark”), the game became much more focused on dramatic events, such as cliffhangers, instead of delving into psychological horror elements. Also, the Hollywood-like editing, which favors an economic use of time over density and characterization, makes the action go by super-fast, leaving no time for the fleshing out of the ambiance that made “Siren” unique. The surreal vibe is thus lost, and with it, much of the psychological impact of its horror mind-games. What all these flaws amount to, like in most Japanese horror movie remakes, is a work that feels like a fast-food version of the original, lacking all the subtlety that made it unique in the first place.

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In terms of actual game, the crossing over to western audiences does more good than bad. Previous “Siren” games were known of their complex game-play, and their frequently obtuse level-design. “Blood Curse” alleviates some of this burden by making game-play more accessible and well balanced, and also by decreasing the number of stealth portions in favor of action-adventure segments. This makes the game easier to enjoy, and smoother in its overall experience. Which is not to say that many of the flaws of the original games aren’t present. The objective-by-objective design of each level, which forces you to explore exactly as the designers want you to, still makes the game feel like an overlong tutorial. Worse still, is when the designers don’t make their logic apparent, giving you obtuse objectives for which there are no clues on how to tackle them. But these would be small nags if the overall design worked, but sadly, even after 3 games in the series, it still misses the point entirely. Stealth inevitably leads to trial and error, which in turn, breaks pacing and mood (obligatory in the creating a good horror ambiance) and the consistently closed level design (a consequence of the Simon-says design) destroys any chance of proper exploration, which could serve to build-up tension and anticipation of danger. In the end, this third iteration of “Siren” only  serves to prove that the original design was too crooked to fix in the first place, and not even a vast amount of polish, such as the one in “Blood Curse”, can fix it.

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Despite its terrible, sometimes infuriating faults, “Siren” still manages to reward its players in a way that no recent survival horror game does. No matter how much the game-design gets in the way, the horror aesthetic still comes through, and that is enough to make you feel what every horror game should make you feel: terror. And the horror aesthetic is exactly where “Siren” shows the superlative artistry of its authors. From its depiction of a derelict Japanese village, so damp, dirty and moist, that you can almost smell the stench of the gruesome, nauseating monsters that prowl about, to the natural elements like rain, wind, thunder, sunlight at dawn, all captured with perfect audio-visual fidelity, the game makes every set-piece look dark and disturbing. The violence itself, is as strange and surreal as you’ve come to expect from good Japanese horror movies (though it’s a shame that outside Japan, the game is slightly censored). Simply put, every piece of art and music blends beautifully into a menacing, unsettling experience of horror that will make you shiver in fright and disgust. It’s certainly one of the finest art designs of this generation, and it takes full advantage of the processing capabilities offered by the new Playstation.

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It’s hard not to have a love-hate relationship with the “Siren” series. Its stealth meets survival horror game-design never made any sense, and its increasingly watered-down versions in both “Forbidden Siren 2” and “Blood Curse”, while more pleasing, are still far from providing a good basis of interaction for the aesthetic and narrative dimensions. But on the other hand, you have to hand it down to Toyama  for maintaining the survival horror spirit intact,  foregoing the action non-sense that is all the rage nowadays. “Blood Curse” is a real survival horror game, and considering the genre’s current landscape, that’s the greatest compliment any survival horror game can receive.

score: 3/5

“The Year of …………” pt 4 – Survival Horror

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Survival Horror is dead. There, I said it. I know what you’re thinking – I’m overreacting, exaggerating for the purpose of making a point. But the sad reality is that I know that the genre is, at best, in a coma. Not only is it stagnated, as it has lost its sense of identity and it’s purpose of existence.

Admittedly, translating horror into the interactive medium has always been tricky, because unlike most genres horror relies on a sense of discomfort and unpleasantness that can seem antithetical with videogames’ ludic logic, its defining fun factor. In the last years, the fun factor dictatorship has become increasingly prevalent, evolving game design into a form that favors a thoroughly easy, straightforward experience where both challenge and frustration are practically banned, and where each and every moment must be one of pure endorphin stimuli. However, for a good survival horror to instill tension, stress, and fear, it needs to be unpleasant, boring, even silent at times, and game developers have come to avoid these moments like a devil does a cross. By doing so, they have destroyed the very essence of what makes a good horror piece.

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Perhaps even more important for the current predicament the genre finds itself in, is its migration from east to west, which eventually stains its defining matrix. Japanese developers always understood the genre better, not only because they defined it in the first place (see Shinji Mikami’s “Sweet Home“, released back in 1989) but also because Japanese horror films always translated better into the videogame medium than their American counterparts. Because Japanese horror focuses on psychological elements, it feeds perfectly on the interactive dimension, in order to blur the relationship between protagonists and player. On the contrary, American horror lends it self so much to action thrills and fleeting notions of suspense that it eventually makes its interactive translation closer to that of shooter videogames. And with “Resident Evil” now leading as an example for survival horror gone shooter (a trend blatantly notorious in the “Resident Evil 5” demo), it’s hard to have any faith in things improving in the future [more on this issue in my articles regarding horror – here, here and here].

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The only saving grace of the year, of course, comes from the only major Japanese take on the genre: “Siren Blood Curse“, by Keiichiro Toyama (creator of “Silent Hill”). The reason is simple: it’s the only scary game I’ve played this year. It’s not brilliant, mind you, it’s actually a bad game on many levels, but unlike any other release this year, it’s one that shows its creators truly understand the meaning of  the words “survival horror”. First and foremost, in its formal qualities, which it successfully borrows from Nippon horror – its gritty visuals, surreal ambiance and cacophonous soundtrack – all delightfully translated into interactive form. Sadly, the gameplay still seems dated, lacking the elegance and simplicity of more traditional survival horror titles, and most of all, poorly implemented to the point of breaking the eerie mood the aesthetic delivers. Yet in such a dreadful year, it is by far the only unique piece of horror I would even think about praising. Its delightfully scary, freakish and obscure – like all survival horror games should be.

alone_in_the_dark_03As to what went wrong this year… well, everything. The new “Alone in The Dark“, a game that despite a few cool gimmicks managed to throw all its potential to hell thanks to an early release, filled with bugs, game design flaws and stupid control schemes… oh, and also thanks to the overall mediocrity of its artistic qualities, with special mentions to its ludicrous plot, its “24-like” episode structure, and its dramatic, epic doomsday-ishI want to be Roland Emerich” directing style [irony intended]. There’s also “Silent Hill Homecoming“, the biggest insult one could ever make to one of the best videogame series ever designed, which I will not further criticize, lest I become too acid and distasteful for my readers, and, to sum it all up, the yawn-inducer “Dead Space“, which despite my criticisms, can still be seen as a decent action game, just… not a decent survival horror game.

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As to the future, it looks grim. “Resident Evil 5” has more “Call of Duty” in it than it has “Resident Evil” (just look at the screens… they’re bathed in daylight, it’s heresy!) and all other series have withered away. Perhaps the Wii can bring some hope, with titles such as “Sadness” or the upcoming “Fatal Frame / Project Zero“, but it is doubtful they will reach their audience in such a casual marketed console. No matter how sad it might be, the genre is dead… might as well come to terms with it.

[Sidenote: haven’t played “Penumbra”]