Forbidden Siren 2 - Gameplay

Gameplay

Like its predecessor, Forbidden Siren 2 is divided into numerous scenarios, organized chronologically in a table called the "Link Navigator". In order to complete a scenario, the player must accomplish a primary mission objective that usually involves reaching an exit point, subduing certain enemies (called "Shibito" and "Yamibito"), or finding an item. Objectives in different scenarios are interconnected via a butterfly effect, and a character's actions in one scenario can trigger a secondary objective in another.

The game's defining feature is the characters' collective ability to "sightjack," or see and hear from the perspectives of nearby shibito, yamibito, humans, and other creatures. The process works similarly to tuning into a radio frequency, with the left analog stick serving as the dial. The clarity of each target depends on the distance from the player, whilst the direction of the dial depends on the target's orientation to the player. Once a signal is found, it can be assigned to one of the controller's four face buttons to easily switch between multiple signals. Via sightjacking, the player can discover a shibito's position, patrol route, locations and items of interest. However, the player is unable to move during this time and is thus vulnerable to attack. For Forbidden Siren 2, the sightjack system was altered slightly by allowing the player to automatically sightjack the closest enemy without having to tune into its frequency. Character-specific features have also been incorporated, such as Shu's ability to move while sightjacking, Ikuko's ability to control sightjacked enemies, and Akiko's ability to reveal psychic impressions from the past when sightjacking in certain areas.

The main gameplay itself builds upon that of its predecessor with some significant improvements; such as the ability for characters to crouch-walk, a proximity alert that warns the player of nearby enemies, a hint system that guides the player to the current mission objective, three selectable difficulty levels, and an optional first-person mode. Context-sensitive interactions now require only a single button press when prompted (in the original, several were required), and bringing up the in-game menu for common interactions no longer pauses the game. Important items remain in the inventory if a player is killed, whereas in the original games, items had to be reattained. The combat system has also been given an overhaul. As well as single strong, but slow, attacks, characters can now utilize a three-hit combo attack and attack barehanded (although extremely weak and only effective to repel attackers in order to run away). Characters may also use guns as melee weapons, and there are many more weapons available than in the previous game.

Another major addition to the sequel is the introduction of a new type of enemy - the yamibito, who, although much more resilient, aggressive, and intelligent than the shibito, function essentially the same way. Their main weakness is that they are repelled by light, meaning that they can be weakened by focusing a flashlight on them or turning on the lights in a room. Like the shibito, a yamibito can be defeated, but is revived when a yamirei (闇霊, yamirei?, lit. "darkness spirit") re-enters the corpse. Eliminating the yamirei (who are also intolerant to light) renders the yamibito unconscious indefinitely. However, due to their improved intelligence and strength, yamibito will not fall for distractions that may have worked on shibito, and they are also much harder to defeat in combat.

Like the original game, there are also miscellaneous items scattered throughout each scenario that give the player further insight into the story's background. Once obtained, these items are placed into a catalog called "Archives" and can be viewed at any time during the game. The catalog has been expanded upon in the sequel to include additional media types such as audio, video, and other interactive supplements.

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