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Sirens bets an open ocean can hold together on swimming alone

4 min read

Most open worlds hand you a map, a marker and a list. Sirens deletes all three, gives you a body built for water, and bets that swimming is interesting enough to keep you out there.

A body made for water, and no list to work through

You play a siren, and the premise is that she is not a fantasy creature bolted onto our world but a branch of it. The story goes that the human line split: one part walked out of the ocean, the other stayed and kept evolving in it, until what was left in the water was long-lived, intelligent and very good at hunting. You swim through several points on that timeline, from the prehistoric world and the great floods up to the present, hiding from the species that took the land.

The verbs are swim, dive, look and take. There are underwater caves to get inside, secrets on the sea floor to find, and creatures both real and mythical to deal with. Trophies and treasure come back to a home hub you decorate with them, which is the game’s one concession to a progress bar — what you have to show for a dive is a room that looks more like yours.

What makes it unusual is what the developer says the game refuses. Freedom of movement and a felt connection to the place are meant to matter more than checklists, quests and numbers. That is a harder promise than it sounds, because those three things are exactly what most exploration games use to tell you that the last twenty minutes counted.

The other half is the switch. This is not a calm game with occasional combat; it is a calm game that turns. When the siren or some other peaceful thing is threatened she becomes the predator, and the developer is explicit that the contrast between meditative drifting and sudden, primal violence is a core element rather than a mode you select.

Why the swimming has to carry the whole thing

What to build first in an open world is the argument this game lives or dies by. The instinct is to build the map; the right first thing is a hundred metres of ground you enjoy crossing, because everything else in an open world is downstream of that. Water raises the bar rather than lowering it. Ground gives you a floor to push off and a horizon to read, while open water gives you six directions, drag, and very little to tell you how fast you are moving. If the swim is not good in the first minute, no amount of ocean behind it will help.

Following the Little Dotted Line is the other side of the same decision. It argues that waypoint trails make a world legible at the price of replacing looking, listening and working out a route with plain obedience. Taking the list away, as Sirens says it does, is the right instinct — and it moves the entire burden onto the world. Something has to pull you left instead of right: a silhouette in the murk, a shaft of light, a current, a sound from a direction you were not facing. That work is invisible when it is done well and fatal when it is skipped.

The Rise of the Systemic Game covers the biggest claim on the store page, which is an environment that reacts to what you do in a natural, organic way. Systemic design gets its power from objects, creatures and rules that can act on each other, producing incidents no designer wrote down. It is also the most expensive thing here to actually build, and the first thing worth checking in a demo: does the shoal scatter because you moved, or because a timeline said it was time?

What you actually get

Sirens is by Silent Lamb Studio, self-published, coming to Windows with no date announced. It is listed under Action, Adventure, Casual and Indie, and it carries the Early Access tag, so the first playable version will be a slice rather than the full evolutionary sweep the page describes.

It is single-player, with achievements and cloud saves, and the store page recommends a gamepad. That reads as an honest signal for a game whose main input is a continuous analogue swim rather than a set of button presses — sticks are better at drifting than a keyboard is.

If the appeal is the sea as something you read rather than something you cross, Open Waters is the sibling here. It strips the map off the surface and leaves you a compass and a sonar, where Sirens strips the quest list out from underneath. Same refusal, different depth.