SIGNALIS

SIGNALIS

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stratzilla Nov 9, 2022 @ 5:01pm
6 slots is plenty IMO
I beat it and never felt really like 6 was too few. Kept flashlight and loaded handgun, sometimes a spray but otherwise I just ran back to chests when need to heal or reload. Never felt tedious in my experience.

I do think modules should just be suit upgrades rather than inventory slots. Like the radio.
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Showing 1-15 of 25 comments
Sekhriat Nov 9, 2022 @ 5:18pm 
I usually only ran out of 1 space at best when speedrunning the second and third playthrough. I also feel like the flashlight should be an upgrade rather than a slot and the eye might as well be, since it's taking space in your inventory for something you can already do with platforms like Steam (taking pictures).

Apart from that, I was personally fine with it.
Last edited by Sekhriat; Nov 9, 2022 @ 5:19pm
Nuggmet Nov 9, 2022 @ 5:21pm 
I had no issues with 6 slots as well, of course if you really wanted to, you could use the debug/dev menu to give yourself up to 12 slots if you really felt it was that bad but i dont think its that horrible
A$AP Ancop Nov 9, 2022 @ 5:39pm 
I completed it on Game Pass and even using the mod with 10 slots I found myself running back to the chests constantly, specially on the last part, and I'm not a hoarder, I only carried 1 healing item, 2 guns with their ammo and the flashlight, finding lots of key items + more stuff while exploring (specially on the final level) could overload the inventory with ease, even with 10 slots.

I do believe there should be a hard limit, like maybe 8-10 slots.
stratzilla Nov 9, 2022 @ 5:46pm 
Originally posted by A$AP Ancop:
I completed it on Game Pass and even using the mod with 10 slots I found myself running back to the chests constantly, specially on the last part, and I'm not a hoarder, I only carried 1 healing item, 2 guns with their ammo and the flashlight, finding lots of key items + more stuff while exploring (specially on the final level) could overload the inventory with ease, even with 10 slots.

I do believe there should be a hard limit, like maybe 8-10 slots.
Maybe it's just my gameplay style, but I think outside of bosses, I only used about 30 handgun shots and nothing else on regular enemies. I never needed all that firepower for A to B puzzlesolving.
zodiac Nov 9, 2022 @ 6:06pm 
flashlight definitely has hookshot syndrome but apart from that I have no complaints
sling_shot Nov 9, 2022 @ 6:14pm 
The first few areas tempted me to just kill everything because of how tight those areas are but as soon as I made it to floor 6 I realized that there's just so many healing items I could just say screw it, leave weapons behind and just collect ammo and healing items.
potatobun Nov 9, 2022 @ 7:55pm 
Originally posted by A$AP Ancop:
I completed it on Game Pass and even using the mod with 10 slots I found myself running back to the chests constantly, specially on the last part, and I'm not a hoarder, I only carried 1 healing item, 2 guns with their ammo and the flashlight, finding lots of key items + more stuff while exploring (specially on the final level) could overload the inventory with ease, even with 10 slots.

I do believe there should be a hard limit, like maybe 8-10 slots.

Not being able to carry around an arsenal is a big part of what makes you tense and afraid and you're really denying yourself the key aspect of the genre. Two guns plus ammo plus a healing item is hoarding in a survival horror game.

I'm not saying everyone has to play it the same way or appreciate the same things, so I hope the devs implement a max inventory slider or something as an accessibility option for people who are struggling too much to get through the game.

However, please understand that getting ganked is part of the game. You're meant to be worried about what's in every new room, or dread going back through that hallway bc it's full of monsters and you need to drop something in the item box to pick up a key item, or get killed and adjust your strategy for the next attempt. Having to backtrack or restart from a static save doesn't mean you suck at the game or you failed; that frustration and repetition is vital in survival horror, and it actually parallels some of the main themes of the story.
sling_shot Nov 9, 2022 @ 7:57pm 
Also, if played with a controller, dodging most enemies is pretty easy in this game.
Drömmy Nov 9, 2022 @ 11:26pm 
Originally posted by Point Man:
Also, if played with a controller, dodging most enemies is pretty easy in this game.
It is pretty easy with any controls imo, just feint them out.
Pejota Nov 10, 2022 @ 8:04am 
I thought the inventory system was perfect. I learned to carry the barest of bare minimum. It also added tension during the times I realized I didn't have enough space and ended up having to run back and forth from the save room. It forced me to really consider which enemies I really NEEDED to kill and which ones I didn't. I also learned routes where I could dodge enemies. And sometimes I would get hurt just backtracking to dump my inventory in a safe room. It's part of the gameplay. It is survival horror.
neo2157 Nov 10, 2022 @ 12:32pm 
It is plenty.... If your used to these sorta games, but they are MUCH less common these days so allot of people who are used to vast or infinite inventory's are going to have a hard time thinking to themselves "okey, I have some puzzle items so I should just take this generally useful gun, some ammo for 1 reload, and a flare I can use and free up space to kill 1 guys permenantly." personally i think making items equiped in the secondary slot not take up a space when equiped would be enough to help people and I myself would have liked not having to run back to grab the flashlight everytime i found a dark room.
Last edited by neo2157; Nov 10, 2022 @ 12:33pm
Snake Nov 10, 2022 @ 12:42pm 
It's really really not. I've played a million survival horror games and Signalis is probably the one where I had the most issues with item management. It gets to the point where it's just more frustrating than anything else, which is a shame because this is an INCREDIBLE game. Can't wait for them to fix this, or at least give us the option.
sling_shot Nov 10, 2022 @ 2:38pm 
I don't think the root of the issues some players are experiencing have to do with inventory space... I think it's more about the absurd amount of items and item types scattered all over the map. Game design is about perspective: before placing an item you must predict what the player is gonna do with it, leave it or pick it up.
Resident Evil had 6 or 8 inventory slots, but:
- you could stack ammo infinitely
- different objectives would very rarely overlap
- had fewers and more effective healing item types
- single objectives would not require you to carry more than 3 key items at a time
Scopedog Nov 12, 2022 @ 8:43am 
Signalis' incredibly restrictive inventory actually creates less interesting options. Realistically you can carry your flashlight, a weapon and it's ammo, and maybe either a defensive item or a healing item. And as you can only carry one gun, you're probably going to carry the most practical one you currently have ammo for. So that's the grenade launcher and rifle boxed then.

Even then you're going to find your inventory full extremely quickly, which necessitates endless tedious trips to the box. It's not scary, it's boring, even with enemies that randomly get up again. The only RE game to have 6 slots was RE1/REmake, and there Chris was the designated hard mode. Even then he got to carry his lighter and defensive items for free.

There's two ways to deal with this - either have key items take up no space, or up the number of slots to 8 like every RE character except OG Chris. I'd also make your flashlight take up no space considering how mandatory it ends up being. The whole point of survival horror is to create hard choices, and in Signalis there's no hard choices. There simply isn't the space to have those choices.
neo2157 Nov 12, 2022 @ 8:55am 
Originally posted by Scopedog:
Signalis' incredibly restrictive inventory actually creates less interesting options. Realistically you can carry your flashlight, a weapon and it's ammo, and maybe either a defensive item or a healing item. And as you can only carry one gun, you're probably going to carry the most practical one you currently have ammo for. So that's the grenade launcher and rifle boxed then.

Even then you're going to find your inventory full extremely quickly, which necessitates endless tedious trips to the box. It's not scary, it's boring, even with enemies that randomly get up again. The only RE game to have 6 slots was RE1/REmake, and there Chris was the designated hard mode. Even then he got to carry his lighter and defensive items for free.

There's two ways to deal with this - either have key items take up no space, or up the number of slots to 8 like every RE character except OG Chris. I'd also make your flashlight take up no space considering how mandatory it ends up being. The whole point of survival horror is to create hard choices, and in Signalis there's no hard choices. There simply isn't the space to have those choices.

I actually only carry the shotgun when im strapped for inventory space and like two shells to reload, healing wise ill care the low end patch because i can consume it for space if I take a small amount of damage or combine it with the stronger heal if i find one, with this setup I essentially only have one slot I need to keep and it works pretty well when i have a couple quest items i need to carry around. my only real issue is when i have to carry that damn flashlight, its super situational.
Last edited by neo2157; Nov 12, 2022 @ 8:58am
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Date Posted: Nov 9, 2022 @ 5:01pm
Posts: 25