Signalis is an interesting case. It wears its inspiration on its sleeve, offering itself as one of the most overt homages I’ve seen in games. In fact, this game would almost certainly nor exist without the likes of Resident Evil or Silent Hill. And yet it is as far a derivative effort as they come. The reason for this is because of how much it also is its own thing, bringing to the table a fresh, unique perspective on the genre that, despite being highly influenced by the OGs, nevertheless manages to impress, engage and inspire completely on its own.
It is hard to talk about this game without going into spoilers, so I’ll mostly focus on the broad strokes. In a nutshell, Signalis is classic survival horror at its best, in the sense that everything that makes a great game in the genre is present here.
From the start you notice its stellar presentation, with an incredible atmosphere, a fantastic pixel art style (even if it comes coated in a slight anime aesthetic which isn’t my favourite) and a trance-like audiovisual design, which depending on the situation can hypnotise, induce tension or evoke emotion. This whole aspect sets its tone perfectly throughout the entire game, and I do mean the entire game, from the title screen to the very end. The soundscape is particularly incredible, and likely among the top 3 I’ve experienced in survival horror.
Another thing Signalis does superbly well is how it addresses the common mechanics and gameplay commonplaces in the genre. Inventory management is very well handled: you only get 6 slots throughout your entire playthrough, which directly encourages the player to engage with a thought out decision-making process. You often don’t know what lies ahead yet you also have to plan ahead. These moments work great in the way of tension buildup, and as you learn the ropes you become more intuitively attuned in your guesswork. This, along with save rooms and puzzles, is a page taken straight from the early Resident Evil games, and puzzle design in particular is handled in a remarkable fashion. This is yet another area where Signalis strongly shows its inspiration, yet still manages to create something new, intuitive, logical and challenging. There are some puzzles you solve that will make you feel incredibly good about your deductive skills, which is a testament to how well the whole structure is laid out for the player.
Level design is an aspect where this game excels once again. Anyone familiar with classic survival horror knows that solid, interconnected levels - along with a useful, reactive map - is crucial to a good experience. Signalis takes everything important into account, and delivers it masterfully. There are some - clearly intentional - segments where you are left without a map, thus eliciting feelings of disorientation and added tension. However, the way these are handled makes you understand exactly how to navigate appropriately in little to no time. This actually ties directly into its broader game design: it feels daunting to navigate through its maze-like corridors at first, but Signalis is so expertly crafted that, even though it never holds your hand, it is never unfair either: there’s always something - a hint, a map label, a visual nudge, a small piece of a puzzle - ready to propel you forward. All of this is by design, and it makes the game rise above the pack.
As if all this wasn’t enough, these gameplay aspects are further enhanced by some very welcome QoL additions that, for the most part, make the game feel awesome to play. Automatic interaction between items and great aiming, for example, are two such additions. It is unfair to ask for a similar level of quality from games made over 20 years ago, but in regards to how it feels to play, it is hard to go back to older similar titles after you’ve played around with Signalis.
Last but certainly not least, the story is something that is worth mentioning, especially in how it uses storytelling as a central device to keep you enthralled and wanting to uncover more: as enigmatic as it is, it is fascinating to see not only how the game weaves into its narrative themes of pain, loss, identity, sickness and consciousness, but also how maturely it does so. If in tone there is a lot of Silent Hill at play, in story there are also clear Nier: Automata strokes, yet Signalis somehow manages to tell itself apart from both in how it delivers its own tale in its own way, ever so subtly. One particular example of this subtlety happens sort of midway through the game, where the themes of existentialism and consciousness come into play simply by pure environmental suggestion, yet hit the player really hard as long as they are paying attention. Signalis does this, somewhat frequently, and always effectively. It leaves you wanting to know more, to talk about it, to understand it better, to sit in reserved contemplation, regardless of whatever ending you get - there are several of them.
This isn’t a perfect game of course, despite all the high praise I just sent its way. Most of its issues are niggles that don’t really need bringing up, but one aspect that can be extremely frustrating is transitioning to different rooms when you’re engaged with enemies, where you often get stuck trying to activate the door. Precisely because the rest of the experience is so fluid, these moments stand out like a sore thumb, and can result in heavy loss of HP or even death. It is annoying because this is clearly a design flaw that could have easily been addressed, yet it is there and it is prevalent enough to take you out of the experience.
But put everything I said on a scale, and you will easily conclude this has in no way made a significant dent in my appreciation for this game. When all was said and done, Signalis left a mark in me like few games this year did. It is somewhat difficult to unreservedly sing its praises, because like I said in the beginning, we know that it simply wouldn’t exist without the classics that came before and inspired it. At the same time, however, it acts as its own separate entity, capable of proudly affirming in the same breath ‘This is where I came from, but this isn’t me’. If you like old-school survival horror, you owe it to yourself to experience this firsthand. Chances are you’ll see it just like I did. 9/10