Great, but ultimately lacking: Signalis is the model indie game. And believe me, that is both a blessing and a curse.

Like any good indie game, Signalis is niche. The survival horror genre it calls home is now long dead--killed by its own god-king, Resident Evil. Although 'killed' might be the wrong word--'evolved' is probably a better choice. But it's hard to deny that games like Signalis are a rare sight in 2023. If there's one place--and only one place--where we'd see an honest-to-god survival horror game now, it would be in the indie sphere. And if you're a huge fan of the classics like I am, then that's a good thing.

...Is something my lizard brain wants to say...but my critical side starts to take over. When I first saw Signalis I knew I could immediately write it off as:

"Resident Evil + Silent Hill with a retro sci-fi anime aesthetic."

I say 'write off' because watching a line-up of indie game announcements is like seeing them get procedurally generated in real time. And unfortunately, "Silent Hill," "anime," "retro," and "sci-fi" are some of the most common marbles that get pulled from the "let's make an indie game" bag. More importantly--now that I've actually played the game--I can confirm I wasn't wrong to pigeonhole the Signalis like that.

And don't get me wrong, Signalis is a good game. A very good game. Hell, for a team of two people, it's an honest-to-God miracle that it turned out this good. But unfortunately for Signalis, the flaws are all the more clear when you get this close to greatness.


The House that Evil Built
The first thing you could slight Signalis for is its total lack of originality. And believe me, when I say 'lack of originality,' I mean there's not a single unique bone in the game's body.

But that's not really a bad thing...right?

Right. I'd say it's not a massive issue.

The problem isn't that Signalis is a hodgepodge of a some basic visual, gameplay, narrative, and atmospheric ideas. The problem is that Signalis isn't really better than any of its influences. And if the parts aren't performing up-to-snuff, then I regret to inform you that the whole isn't really pulling its weight either. But let's shelve this point for now--we should talk about some gameplay first.

Signalis' hollistic gameplay experience is...well I mean it'sResident Evil meets the more puzzle-heavy focus of Silent Hill. If you've played those games then you know what to expect. If you haven't played 'em--and you for some reason want my opinion on them--you'll have to wait for my Halloween review series (that'll get delayed until March). But the games are, in a word, excellent. Perhaps not perfect games (Resident Evil would be rendered obsolete by its Gamecube REmake), but they're absolutely iconic and deserve a playthrough from anyone serious about understanding gaming history. Unfortunately though, Signalis' fails to improve upon the now decades-old survival horror formula and even manages to throw some new problems in the mix.

If you love survival horror as much as I do, then you probably know exactly what I did when I booted Signalis up. Max difficulty (or the max allowed on first playthrough), tank controls turned way the fuck ON, and every single quality-of-life feature disabled. The damn genre ain't called survival comfort...I want the game to hurt me plenty.

Unfortunately, it doesn't take long to see how the Signalis fails hardcore survival horror fans. The game is made like most niche indie game titles are--with the expectation that you've already cut your teeth on all the classics. Because, dear god...the designers certainly have. Nearly every room in Signalis is filled with brutal (and sometimes admittedly clever) chokepoints, insane enemy placements, and ultra-tight turns that are custom-designed to fuck up your day. Obviously the RE games had their tough spots--sometimes turning the dial to eleven is exactly what good horror needs--but it was nowhere near this insane.

Seriously, I went back and reviewed a good half hour of Resident Evil gameplay to make sure I wasn't crazy. And thankfully, if there's one thing I can still remember, it's how RE plays.

Within an hour, Signalis is throwing you shit harder than nearly anything Resident Evil offered--at least in terms of area design. Moreover, Signalis makes a crucial change that basically kills the tank controls for anyone but the most ultra-hardcore of super players. In Resident Evil (and its clones), most enemies would only damage you if they made an active effort to hurt you. The zombie bastards might shamble all over the mansion, but they didn't bite unless they made for a real lunge at you. This was--in all likelihood--a way to tip the scales back in the players favor. After all, players would be wrestling with confusing tank controls for their entire playthrough. Signalis, on the other hand, gives enemies the accursed touch of death--meaning a simple bump into an enemy, no matter how slight, equals damage. And believe me, on hardcore difficulties that means you're always just three bumps away from certain death.

Don't get me wrong, I love my survival horror games to be tough. But this? This was just unfun. There are just so many brutal enemy placements and crazy small bottlenecks that transformed the tank controls from the ultimate way to 'enter the survival horror' into the most unfortunate way to 'experience the tedium and boredom' of running through the same areas over and over again after dying for the umpteenth time.

These issues are only compounded by the game's peculiar camera perspective. I'm sure you know that most of the survival horror classics feature the iconic 'fixed camera perspective'--something that heightens the genre's atmospheric and 'cinematic' qualities. Signalis, on the other hand, decides to have a go at a tilted top-down perspective. It's not inherently a bad thing…although it definitely diminishes the game's ability to build a true sense of world like the classics did.

The real problem arises from how tank controls interact with this novel perspective--particularly when your character model is blocked by objects in the foreground. Tank controls are relative to your current position--meaning you can't figure out where the fuck you're going if you don't know which way you're currently facing. This sounds like a minor gripe, but it's a complete nightmare when a sizeable chunk of the game's rooms are filled to the brim with occluding objects and 'what-the-fuck-am-I-looking-at' levels of darkness.

Combine all of this with the game's most terrifying revelation--that the final boss is a bullet-hell challenge--and you have a recipe for a complete tank-control meltdown. I know I can't harp too much on an optional feature, but I'm frustrated they'd taunt players with a mechanic that's core to the survival horror genre…only to implement it in the shallowest way possible.

Needless to say, I decided to switch off tank controls within the first few hours of my playthrough. After all, why suffer? Especially for something as trivial as an optional control type.

I did keep the rest of the difficulty options cranked; although at this point it was perhaps for vanity's sake. The switch made everything far easier--the aforementioned bottlenecks-of-doom were suddenly turning into walks in the park. But tank controls aside, there were still massive design blunders to wrestle with.

Enemies in Signalis will often 'patrol' a room a-la Metal Gear Solid guards. To spice things up, they'll keep moving even when you exit the room--meaning you'll never know exactly where they'll be when you enter again. Unfortunately, someone decided to allow enemies to patrol right in front of doorways. This might not seem awful at first glance, but there's another element at play here. You have to go through a baked animation every time you enter a room. Meaning you're relinquishing control until the animation completes. You and I might not be game-design geniuses, but I'll let you imagine how this one plays out.

It didn't happen often…but I can't express how frustrating it is to walk into a room and suddenly take massive damage before I have the chance to even move my character. It's a cruel joke: underthought game design at its worst. I work my ass off just to survive with ultra-limited healing items, and this is what I get?

Don't get me wrong, survival horror games are supposed to crank the heat up--sometimes way past comfortable and even sometimes past fair just to spice things up. But this was absolutely a step too far, and another reminder that other design choices (damage-on-touch) were just not working out.

I'll save you the rest of the boring itemized list and just say that Signalis is filled with similar micro-issues that add up to some missed potential. To be clear, it's nothing game-breaking. Not even anything that makes the experience really that bad, but it undeniably misses the mark--even when it had plenty of classics to directly learn from.


The King in Yellow
So the gameplay is slightly subpar to the classics…but that doesn't tell the whole story. After all, survival horror is just as defined by atmosphere and narrative as it is by gameplay--often moreso. And in this sense, Signalis performs pretty damn well…albeit with similar failings that hold it back from excellence.

Atmosphere is a very fickle beast. I think you'd agree that the best atmospheres are indescribable, right? It doesn't help that the lines between 'mediocre' and 'incredible' are usually separated by a few arbitrary and hyper-specific aspects. Hell, trying to review any atmosphere is nearly as tricky as making them. Music, photography, and film already have it bad enough--and you don't even get to interact with those mediums! So good luck trying to make an effective atmosphere when players are actually in control. You just know they're gonna get fed up with puzzles, accidentally clip into walls, and die forty times before clearing the area…so how the hell are you supposed to make an ambience that keeps them hooked? Give 'em an hour and they'll start looking beyond the game's aesthetics and see just its mechanics instead.

I'm not even gonna try and explain the 'good' and 'bad' with any specific examples. Like I said, 'atmosphere' is just too tricky to pin down. At least, too tricky to pin down without turning this into a 3 hour read. So I'll just leave the point as an exercise for you. You have your own survival horror favorites…right?

During its best moments, Signalis actually manages to nail those atmospheric highs--which is no small feat for an indie game. The cutscenes really shine in particular. The choices in editing, cinematography, music, and pacing feel genuinely directed and inspired. At least more directed inspired than the average triple-A game that actually tries to claim a 'cinematic' heritage. There are certain shots, moments, atmospheric slices, and vibes that I'll definitely be holding onto several years from now--and what more could you want from a game?

Well, I want a game to not ruin its own atmosphere with a desperate amount of failed scare attempts.

You get treated with industrial noise louder than a gun every time you approach an enemy in Signalis. And man. Have you played a Resident Evil game? You're gonna be approaching a lot of fucking enemies before the credits roll. To add insult to injury--you'll mainly be hearing the same song over and over again--a choice so completely baffling that it nearly destroys any sense of atmosphere the game was going for. It begs the question: why? What did rose-engine hope to accomplish beyond setting up some cheap, simple scares? Even the scares fade away quick--you're gonna be hearing this shit two thousand times before the game is over after all. It's shocking that design like this made it past the basic playtesting phase.

Welcome to Horror 101: don't fatigue the audience.

But even the aforementioned good moments are, truth be told, not entirely of Signalis' own creation.

They are, quite literally, inspired.

Of course, all art takes influence from other work--we all take influence from our environment every day. But Signalis goes a step further. Several crucial shots, environments, and scenes are essentially beat-for-beat remakes (or rip-offs, if you're a harsh critic) of classic moments in already great media. Shots from Evangelion (particularly The End of Evangelion), Ghost in the Shell, and Bakemonogatari get recreated one-for-one while other iconic elements from these series get very clearly folded into the mix. Especially the Monogatari series' trademark frenetic editing style [THIS SPACE IS LEFT INTENTIONALLY BLANK] and the distinct scenery from Evangelion's final moments.

And while references and homages are not inherently bad…I still detract some points from the score here. After all, I don't think any of these moments--that I often thought were Signalis' best offerings--were any better than the original scenes they were aping. Hell, half of the time it just made me want to go back and watch the original instead, which is a danger when you try to make such clear allusions. Signalis does well, but that's largely because it manages to stand on the shoulders of very large giants without completely blowing it. Not a very difficult, impressive, or interesting task.

But beyond the very clear pulls, there's plenty of other media you could read into the game's story and general vibe. Since we're already doing a popular art potpourri (did I mention the use of The Shining carpet?) I feel pretty at-home comparing Signalis' plot structure to David Lynch's Mulholland Drive. The similarities are pretty clear even at a surface level: the impossible-to-resolve narrative ambiguities, notions of dualism, the general dreamlike presentation, the thematic focus on love, desire, and identity, and the two sets of female lovers who may or may not be exactly the same people strewn across different versions of 'reality.' Well, 'reality' with a lot more air quotes than that. But anyways, making the comparison to Lynch makes it obvious in other ways why I think Signalis ultimately misses the mark.

I've made it clear that the game loves references, but unfortunately it doesn't stop at basic visual nods. Much of the story is directly pulled from/heavily relies on other works of art--namely Chamber's short story collection The King in Yellow and Böcklin's Isle of the Dead painting set. These two works appear frequently throughout the game's runtime, primarily serving as obvious signposting for thematic ideas. And, if I'm being honest, it doesn't work at all. The frequent references feel like a cheap way to impart thematic weight and gravitas without doing much of the work. Why is the King of Yellow here? Well, because the writers wanted you to feel the same way that the King in Yellow makes you feel. Why are we quoting Lovecraft? Because we're going for his vibe. Why are we constantly looking at the Isle of the Dead's many variations? Because…well that would be a spoiler. But let's say it [if you read the rest of this sentence you release me from all liability in your spoiler-free experience] involves doing something over and over again involving…death.

But--you might be wondering--what if I haven't actually read The King in Yellow? Or what if I don't know (or give two flying fucks) about The Isle of the Dead? Well…then you can go pound sand, I guess. You'll just be seeing some (admittedly cool) paintings and a neat book cover over and over again, but that's about it. You can certainly read whatever you'd like into these symbols--art's subjective after all --but I don't really find value in these works being here. Not on a thematic level, and definitely not on a metacontextual level either. They're without a doubt the most awkward plot feature the game has to offer.

And don't get me wrong, Signalis wouldn't be the first surrealist piece to be based on an existing piece of art. Lynch's Blue Velvet involves the song of the same name, while Mulholland Drive is practically one street over from Sunset Boulevard. Similar surrealist icons like Haruki Murakami don't pull punches when Norwegian Wood is about the Beatles song and After Dark similarly involves Five Spot After Dark. But I think the real difference is the use of these references. These two (among many others) seek to elevate and extend the feelings, themes, and ideas presented by their referenced work. Blue Velvet doesn't seek explanation or thematic resemblance through its source material. It's looking to take emotions from that artwork and convolve it with the darker and complex themes of abuse and sexual deviancy it uniquely presents. Signalis, by comparison, uses these art pieces to offload the hard work of thematic development to something they don’t' have to write. If you want answers, I guess you're gonna have to look up what The Isle of the Dead is. ¯\(ツ)

Moreover, Signalis--like any other surrealist art missing the mark--is pretty devoid of truly memorable objects/places/moments that are distinctly surreal. Being 'weird' is one thing: it's trivial to make up shit that don't make any sense. Most bad writers do that every day. The truly surreal, in my book, presents things that speak to you on a subconscious level. They provide content that doesn't make 'logical sense'…but it compels you. It compels you through something deeper--something you understand but just can't explain. It's the kinda stuff that hits different. The shit that'll stick with you forever.

They're the sorts of themes, emotions, and experiences you couldn't possibly get in regular, non-surreal media. The examples--even just through Lynch--are plentiful and obvious: The Red Room from Twin Peaks, the 'room above a convenience store' and the ring from Fire Walk With Me, the blue key and box from Mulholland Drive, every-other-fucking scene in Inland Empire, etc. etc. Beyond objects, just about anything can be made compelling when framed the right way. Be it phrases like 'fire walk with me' or just the mundane act of walking into the alley behind a Denny's…anything can be transformed into the most horrific shit you'll ever experience--provided the author knows what they're doing.

Signalis is missing these types of beats and feelings to a painful degree. That's not a massive strike against the game…but it is a shame that they couldn't reach greater heights when they had such a good foundation to work off of. I guess filling the game with End of Eva iconography will suffice…

And to be clear, I don't think you really need to pick Lynch/Murakami to do this. Considering how much else is ripped from famous stuff, the creators might have been pulling from different sources. I'm only using Lynch and Murakami because they're famous and there's a decent chance you've encountered them already. I don't think I'm getting 'cool guy cred' by name dropping a more obscure guy who does the same shit. And if you actually haven't encountered Lynch or Murakami...then put down the damn controller! Experience something that isn't a video game every once in a while! If a Doom WAD can convince TikTok kids to read fucking House of Leaves…then let this be the review that gets you to watch Mulholland Drive and read Hardboiled Wonderland and the End of the World!

As for the actual meat of Signalis' narrative…it's pretty good--especially for a medium as devoid of good narratives as gaming is. The lore is…serviceable, the characters are interesting enough, and the pacing designed to keep your intrigue. It's not going to reinvent the wheel, nor is it the best exploration of these ideas. But it mainly flows with grace and manages to stick the landing pretty well--provided you can handle ambiguity and incoherence in your narratives.

I will admit though: it is very funny to see hundreds of articles, video essays, and comments get themselves worked up over Signalis' lack of conventional narrative cohesion. Contradictory and unresolved plots have been around for a very long time--and are just as valid a way to tell a story as any other. So learn to just enjoy the ride and forget about the logic. Does your life make any more sense?


Das Model
All in all, Signalis is a model indie game: It's a passion project born of a very small and dedicated team. It seeks to explore genres that have long been forgotten by the mainstream. It tries more experimental approaches that you won't find in huge commercial products. And it manages to do it all with a good art style, charming presentation, and great gameplay. A very reasonable $20 ask, and an awesome way to kill a weekend.

But I think there's also a darker side to being the 'model' indie game. A side so dark that it might even make it into an horror game like Signalis! It's clearly based on (or ripping off) several already great games. It has very little to offer in terms of new ideas that expand upon those masterpieces. It doesn't surpass, or even meet those classic in almost every way. It somehow manages to screw up things the 'originals' got right in the first place. Its writing is incredibly uneven and can't help but shove in distracting meta-references to other art. Its presentation is tied to incredibly played out niches. And…most importantly…It rarely seems to understand what made the games it imitates 'masterpieces' in the first place.

So what do you think?

I'm the kind of guy that would rather just replay Resident Evil than play a worse version of it. But Signalis manages enough developed ideas to justify its own existence. And let's not forget just how insane it is that primarily two people developed it. I know my ass isn't doing that--and I know yours ain't either. It's just a shame the game couldn't punch above the 'great for 2022 indie games' weightclass and into the 'great for the decade' or 'great for the genre' ones instead. But such is the nature of the 'model' indie game--they aren't seeking greatness, they're seeking the familiar.

Here's hoping that rose-engine's sophomore effort escapes the model.

Reviewed on Jun 07, 2023


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