Innovation rarely goes smoothly. Initially, Sony had ambitious plans for the remake of its PS2 survival horror game, Siren. The game was to be the focus of the company's first substantial test of downloadable episodic content as a viable delivery model. A fresh instalment was to be offered every week, in the hope of cultivating a TV-style cliffhanger audience as the sinister plot thickened. But there was an issue. The game's core engine takes up the majority of the first episode's gigabyte bulk, leaving space for barely 15 minutes of actual play. Wisely deciding this wasn't sufficient bait to hook the desired audience, Sony grouped the 12 episodes into handy batches of three, though structural leftovers remain in the form of breathless Lost-style montages recapping character predicaments at the beginning and end of each segment.