damn, it only took me 6 months of processing to write this review

this game has hands down the densest atmosphere of anything i've ever played. a lot of this lies with my priorities- that is to say, sound design above all. even sitting in a brightly lit room, i can feel myself transported into the desolate corridors of signalis simply by listening to audio of the game on youtube. the whirrs and whines of the desktop. the click of elster's pointy feet on the metal floor. the muffled soundtrack that often blurs the line between the mechanical ambience of an automated place left abandoned and traditional composition. combine these immaculate soundsketches with the inky black visuals often only punctuated by the fuzzy lights of old tech and unforgettable art direction (top 10 coolest looking video game women list could consist of this entire cast) and you get a world that needs no scares to create tension. it feels like i myself am trapped there, am one with elster exploring these grim, haunted rooms. when simply walking around is so captivating independent of any mechanics, the decision to focus on a gradually disturbing non-linear story rather than straightforward scares (as would be default for modern horror games) is got damn poetry. that oneness i experienced with elster applies doubly as i watch her unfold this tragic penrose-ian mystery. i think it's notable how signalis primarily creates horror from the transhumanist and queer themes. it gives the story a heady cyberpunk edge i wouldn't expect from a survival horror title, but now that i've played this i don't understand why more games don't combine the two. for all of the blunt references, it's awe-inspiring how everything comes together to form that feels something new even for someone (me) who has experienced nearly all the media the creators are pulling from.

that being said the combat is piss-easy even on survival mode (i beat it in 5 hours carrying no health or weapons except for boss fights) and i kind of wish it was just like a puzzle game or something. not that the puzzles are tend to be fun or brain-stimulating either? the fact that the developer has had add a patch to make the game easier is so funny when you compare the difficulty to any ps2 survival horror game. kind of a massive milquetoast blotch on the game, but hey, what can you do. at least the low difficulty means that you'll spend most of the non-story time walking around, and damn, isn't this a great game to just walk around in.

Reviewed on Mar 27, 2024


3 Comments


1 month ago

i think the derivativeness accusations are kinda overblown, but maybe i say that cuz most things are like are just amalgamations of other cool things. but yeah i'm not even really a horror girl and i think the only time i died was on the first boss (tho tbf i ended up just using the one hit kill trick), wish the enemies were like slightly more aggressive or something. i know one of the endings incentivizes combat, so maybe that's what they were goin' for. never really understood the limited inventory complaints cuz that was the gameplay to me by late game lol
@theia i meant to replace that with like. references. thanks for the reminder
i cannot imagine playing this game with a bigger inventory. it would be boring to the point of tedium. that's the ONLY thing it had going for it.