3 years after it's official release and now it's finally here...

ʀᴇᴍᴇᴍʙᴇʀ ᴏᴜʀ ᴘʀᴏᴍɪꜱᴇ. ᴡᴀᴋᴇ ᴜᴘ.

As it is mentioned lots of times already by many people, and I will mention it as well, Signalis is a genius, well designed and a tremendous survival horror experience, and a groundbreaking moment for indie videogames.

An incredible work of art from two developers (with a little help from others of course) who offered a loving tribute to all survival horror games from the late 90s to early 2000s, including a presentation of how far someone is willing to go for their loved ones.

Elster, a Replika unit, wakes up after crashing to an unknown planet, not remembering the reason she's here. Forgetting her 𝗣𝗿𝗼𝗺𝗶𝘀𝗲. She leaves her ship to find something, only to run into a strangely familiar room, yet she can't wrap her finger around it. That was the moment, she got the first message from an unidentified sender. The moment she got back all her memories. From past selves maybe? From other Elsters? That she had made a promise. And she'd do anything to keep it. Her promise. No. 𝐓𝐡𝐞𝐢𝐫 promise.

A story about a person stuck in a neverending dream. A loop. An eerie and dreadful reality. To keep reminding Elster. 𝗧𝗼 𝗻𝗼𝘁 𝗳𝗼𝗿𝗴𝗲𝘁 𝘁𝗵𝗲𝗶𝗿 𝗽𝗿𝗼𝗺𝗶𝘀𝗲.











W̴̛̼͖̒͋̇̍̇̔͑̉̈ă̸̡̢̖͍̗k̵̯͎̇͂̍̏̉̆͠ĕ̵̞̞͂͜ ̶͔̯̹̣̤̝̻̀͒u̴̥̭̟͂͒̈͑p̷̬̖̘̩͖̰̘͍̦̳̉̅̐͝.̷͚̙̅͂̑̓͗̀̉͠










I would love to get more into the messages and themes of Signalis and how fun of a time I've had with the gameplay, but decided in the end to keep it short, to avoid spoilers mostly, but the game has made a huge impact on me and turned this experience from a spine-chilling horror survival, to a thought provoking narrative with hidden details waiting to be discovered. To remind you. To keep you straight to your goal.


ɪ ᴍᴀᴅᴇ ᴀ ᴘʀᴏᴍɪꜱᴇ. ɪ'ʟʟ ᴅᴏ ᴀɴʏᴛʜɪɴɢ.

Silent Hill 2 meets SOMA but the protagonist is Killy from Blame!

I paused Cyberpunk and Signalis for this...

If it weren't for the cool fps gameplay, I'd drop this game straight up after the tutorial. The story is pretty much ass, and the soundtrack was not as good as people had put it out to be. Probably some of the easiest games I've ever played as well. Every boss fight with Green felt like a walk in the park.

I am so glad I paused Neon White for this.

This review contains spoilers

I had read very recently about a scientific experiment in the 80s from a man called Benjamin Libet. The study showed that the participants of the project were asked to make a spontaneous hand movement while the ones researching were measuring their brain activity. It was revealed that the brain exhibited activity related to the movement before the participants reported a conscious intention to move. This result lead to many questions about one's illusion of free will and the timing of conscious decisions.

The game 'Inside' lets you explore this 'new' world where apparently you are a little boy, who is distinguished the most out of everyone else, wearing a bright coloured shirt, while everyone else seem to be wearing grey, black, mostly dark colours to maybe portray the erasure of one's individual identity or suppression.
Besides that, it should be noted that the protagonist is faceless. No specific facial features that really make him diverse from the people being controlled and moved around the place like they're products about to be released in the market. However, he seems to be the only one to be acting on his own accord.

'Inside' is also a game which uses it's background a lot as some sort of visual storytelling. We see many times, hundreds of things happen in the background such as 'The Workers' (at least that's how I call the one's who seem to be lacking intelligence and don't act on their own) being shipped away in trucks, or where they walk in line, following specific orders, to walk, stop, jump or turn around then turn around again. I think the game does a spectacular job at showcasing this world that the protagonist finds himself in, where he seems to head to the right. The place where 'everything' goes down. Which only leads to more and more questions.

Now the ending of the game. At least the original ending, is probably one of the few endings in my experience of gaming that made my addled brain shut down completely. The final section of the game is an intense sequence of the protagonist merging with the giant mass of 'people' (I don't even know if they were people anymore) and escaping the containment cell it was held in and waddle across the entire facility spreading chaos and fear. What was the most peculiar thing though wasn't the fact that a giant mass was being held inside the facility as if it was some kind of 'Monster'. But the fact that it is seen later one that the people working there, were helping it. Helping it to move forward. To solve the puzzles. Only to later on, betray it. They baited it to a trap, finally capturing it. Their own creation. Or maybe... this wasn't 'their' creation? Maybe this was all something 'The Workers' themselves planned to do. As their final means to escape from this controlling society, now being their reality. Now I haven't seen the alternate ending yet, but I will definitely check it out in my second playthrourgh.

This is probably some of the most unique videogame experience I've had in recent years, especially from an indie game. A game which makes you look deeper and deeper, to find more secrets and uncover the truth. Only to find out that it's something much worse. Leaving you with a feeling of oppression. Dread. Speechlessness. All because you looked too deep... Inside.

If I could have sex with this game, I'd do it unprotected.

HBO Showrunner: "Most games are pretty simple. You jump on enemies, you die, you have to insert another quarter to continue. The Last Of Us changed that."

As you can read from this statement, the history of gaming consists of 'Super Mario', NO OTHER GAMES, and 'The Last Of Us'. Oh by the way yeah, the game is shit from all aspects.

half a star for the neighbours mustache

Konami be trying to show the world that they can do good without Kojima