Signalis is one of those games that is of instant interest to me. While it is top-down (almost) all game, it is clearly and purposefully an homage to the old school survival horror games of the ps1/ps2 era. The game itself is littered with references to those games and aspects of the story even parallel a very popular game in the pantheon of that era's classics. It's not a nostalgia-frenzy game in some sense because the look and feel doesn't really evoke the deja vu feeling you get from true mimicry, but if you played a few Resident Evil and Silent Hill games from back in the day, you're bound to recognize something. I personally tend to enjoy those nostalgia fests to some extent, but this game felt at least a bit more subtle with it in that nothing feels entirely shoe-horned in and the game stands on its own as its own unique individual thing. While ultimately, I did find the game lacking in some ways, I really respect what the game is trying to accomplish by marrying this familiar and strange (often very strange) and am really happy I got to play this.

The gameplay of Signalis is very much in the vein of the old school Survival Horror games, mostly Resident Evil. Looking at screenshots of the game, that looks unlikely and my concerns when I was first researching the game was that it didn't really look like a callback given the top-down view, but it's quite similar. You have very limited inventory space, which must contain your weapons, ammunition, healing, tools, and any key items you need to solve the various puzzles throughout the various areas. Combat is also similar with an aim and shoot that's not super agile and puts you at risk, while burning through precious ammunition. Much of the game involves moving from room to room searching for keys to unlock doors to lead to your next destination in the story, or the key item you need to solve a puzzle that will unlock said key or door. There are a number of puzzles, mostly item puzzles (find the right item and use it in the right place) in addition to general manipulate-the-thing-based-on-the-clues puzzles.

As far as how I'd rate all these aspects, I found the puzzles a little above average in this game, not great, but good. The combat I'd say was hit or miss. It's pretty common in Survival Horror that running past the enemies is often best and learning where to spend your ammo is the key strategy. However in this game, I felt like I almost never wanted to bother killing random enemies especially as they almost all just get back up in very little time. I have been itching for a challenging inventory management system in recent horror games but I think it needs to be carefully balanced and here, with the number of items you get and how much space your guns, ammo, and tools take up, it was irritating having so few item slots and think one or two more would've been fair without trivializing the mechanic. My biggest issue is the general traversal of the game. Backtracking, at least to some extent, is a staple of the games Signalis is calling back to and it's unsurprisingly present here. However, while I've never minded that tendency (not even in Resident Evil: Code Veronica), this is the first game I found it actively bothered me. I'm honestly not super sure why and have pondered over this more than a few times since finishing the game. My best guess is that it has to do with the enemies. In a lot of early Resident Evil games, you tend to want to clear a certain path to the point it's relatively safe to reuse over and over, and avoid others. This is actually a fun part of the strategy in those games to me and makes it all the more tense when you do have to brave the more dangerous route. But in Signalis, since I rarely cared to waste ammo on an enemy that would get up in 5 minutes, every path was the dangerous path, or at least the one I have to dodge 10 enemies on. That paradoxically lessened the tension in that the whole game was dodging enemies from room to room. As a caveat, you can perma-kill the enemies eventually but those resources were limited and, again I, often more problematically, didn't have the space to carry them. Ultimately this was the biggest issue in the game for me. It didn't bug me till about halfway through, but some segments felt like way more of a chore than I would've liked with the tedious bouncing between rooms. If I hadn't had this issue, this would probably have been a 5 star review, or closer to it at least.

I mostly like the presentation of the game. There is very strong atmosphere and that's probably one of the best things about it. The ambient sound is minimal but evocative and the dim lighting and claustrophobic hallways give the game a nightmarish aura. I generally am not a huge fan of the mildly monochromatic look with how most things are shades of gray, but it does work here to add to that surreal feeling. The game is fairly pixelated, likely as a further callback to the games it is descended from, but honestly, I kind of wished I could turn that off even if the graphics remained simple (a similar semi-recent Survival Horror homage, Alisa: The Awakening had this option and I ended up using it for my playthrough). The cutscenes, while not state of the art, do feature cleaner and smoother graphics. My only major complaint is that there's a lot of uniformity in the game. I think that's good to an extent as it gives the game a distinct aesthetic, but for instance, several notes tell you about the many kinds of android units out there, often with pictures, but I kept getting them mixed up because they just weren't distinct enough and I think that weakened that world-building. But further, the rooms all look very same-y. The different major sections of the game each tend to have a certain look, but most of the rooms in those segments look extremely similar. While on balance, I still like the presentation, I think that could've been handled better.
For me, the story was very hit or miss, and quite extreme in both directions. This is definitely one of those stories that doesn't make a lot of sense for a long time and you just kind of deal with that until you get near the end and everything starts to fall into place. I won't bother trying to describe the full story. In short, there is a somewhat straight-forward "I'm looking for someone" plot that most of the game follows, but facts don't add up and even as a player I felt like I must be misunderstanding things. Now, in general, I don't mind a fairly complex story, but for me this went a bit to an extreme of making me pretty much just accept that the story wasn't going to make sense to me and I checked out, to some extent. That said, the good thing about such stories, when done correctly, is that the moment things do start to click, there's a big payoff. I would say this game did a somewhat poor job of this structure in that me feeling near apathetic for a chunk of the game is not a good thing. However, admittedly it did have a huge payoff when in the last 10 minutes or so, all of a sudden so many things were starting to make a lot more sense. Not only this, but I felt a surprisingly strong emotional connection to the ending (I got the Remember Our Promise ending). I played the whole game relatively solo but I put it up on a discord stream when I happened to be finishing it while waiting for some friends to join a Game Night and one of my friends was early. So he watched the end and I tried, as best as I could to explain what happened and I just sat there near-silent for like 5 minutes piecing it all together and then I ranted for another 15 minutes about how cool I thought it and the game were. This was especially funny because one of the first things I told him when he joined a little before the point when things started clicking was "honestly, I'm not really sure what this game is about." That was a pretty unique and memorable conclusion to the game and one that's stuck with me in the 5 months since I finished it and likely will for a while. I'm still conflicted on whether the game needed to be quite so enigmatic, but I did at least leave it on a high because of that payoff. I will also caveat that I probably could've paid a little better attention to the story as it went and maybe I wouldn't have been quite as lost as I was, but I expect at least some of that confusion is intentional.

In conclusion, I'm far more conflicted on Signalis than I expected to be for a game that in many ways feels made for me. My biggest issue is the fact that the traversal gameplay does feel a little stale around the midpoint and while on balance I have a real fondness for the story's conclusion, this is tainted by the perpetual "wtf is going on" I felt through the whole game. Still, as I stated before, I really love everything Signalis is going for with its vibe. My biggest wish now is that the gameplay made me want to replay it as I think I'd appreciate the story prior to the end more on a replay, knowing where it goes. I'm still really glad I played it and I'd definitely try another game by this studio.