“We are not whole. No matter what you do, she will never dance with us again.”

Holy geez, this game was topsy turvey at every moment when I was playing this. From just crawling in between enemies to just outright getting pissed with the hit detection or getting cucked going through a door when the prompt doesn't show up, only to get hit by a monster really made it slightly annoying, but fun package to play. I've never played a resident evil or a metal gear like, or any of the two for that matter. But I'm glad I got to try signalis and test the waters if I would enjoy the game or not.

As with most of the reviews on this site, my problem with the game was moreso just the little small tidbits here and there, with the occasional loss of ammo during the second chapter which made for a fun but also stressful time running through mobs of monsters. Really don't like that the inventory was limited to six items, as it felt like I had to keep two open for anything that I saw, and if I did happen to pick up something like some ammo and there was a key item in front of me, I had to either force myself to backtrack to a storage box, or just destroy whatever I had on hand just to grab the item. Maybe if the inventory was 7 or 8 slots instead of the six, the amount of backtracking from box to objective wouldn't be so bad, as it would just cut the amount of time going back and forth between your stuff.

As for the gun play, it was fun! When I was forced to fight and not burn my ammo. I've got that tendency where even if I've got 30 bullets in the storage, I'm not planning on burning any of em unless I see a hallway that's inevitable for me to go through without blasting my way through enemies ahead. At least if I did run out of ammo, there was the shove option that worked on occasion, but I would end up getting hit more often than not going for one. Also, aren't enemies supposed to stagger after getting shot in these types of games? When one is already locked on to you and charging you, you're probably thinking, "Oh, this gunshot oughta do the trick. Wait, he still hit me?". Not much of a deal breaker, but a definite pet peeve that I kept having while playing through the game.

Last gripe I had was the lack of a soundtrack when you were out and about doing things. The same track kept playing for what felt like the entire game, and the only time the sountrack decides to change is if you enter certain rooms with particular themes, or the safe room with it's melancholy piano. Those were great! ....Up until I kept hearing the music that plays when a monster spots you for the umpteenth time.

Alright enough about the pet peeves I had. Because this game is kick ass out the gate with its presentation and storytelling within the first few seconds.

Each time you go through a section of the game, you get to see these very detailed shots of your character just overlooking whatever they're looking at the time and it's just so cool. The way the game switches from a 2d topdown to a 3d section during critical story moments was always a treat, and threw me off the first time I experienced it. So many flashes forwards and backwards with the title cards made me feel as If I was watching a monogatari episode, but it never felt uninteresting. I won't be talking about the story much, but to quote another reviewer on here, "Signalis is a story about love." And man, what a story it is! Really left me feeling empty about what I was doing, and if my goal was something even achievable.

Damn it was really good.




Reviewed on Jan 12, 2023


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