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As for the LSTR units in the elevator, they are all real units that abandoned their posts in the solar system after the bioresonant push from Ariane rewrote their own bioresonant fields. They all came to Sierpinski to find Ariane, only to be killed by Adler, or dying right before the ship, or in the ship, their parts repurposed by other LSTRs on their journey. There is no time travel. Adler remembers the "loops" as the bioresonance from Ariane is turning Sierpinski 23 into a total hell. I think Isa Itou is just a physical recreation from Ariane's memories and she disintegrates as Ariane's mind wanders off to different ideas. The entire incident at Sierpinski 23 is really a recreation of her life.
That's my interpretation anyway.
Eventually You might try "Realities entangled theory" (dont remember right name for this one). For sure its not as You might think at first: Penrose 512 somehow goes back a full circle to Leng, and crashes there.
Straight crash at Leng and reality theory by itself makes little to no sense as it creates few major questions, wich breaks the illusion.
1)How would other LSTR units possess spacecrafts required for them to travel to Sierpinski facility?
2)How would disease get to different planets of the solar system, if Sierpinski was sealed off?
3)How Penrose512 somehow managed to go full circle in space and crash on Leng if it was 8 years away from border of its solar system?
4)How our LSTR-512 woke up after years of decomission and is perfectly fine?
5)Why Ariene's room is on Sierpinski?
and more.
I wont spoil You the revelations here, it has much bigger impact once You read or watch something cohesive and well written.
This is the best deep dive into the game and its story, I've found. There might be one that is better, but this one blew my mind, back when I kept looking for answers to my own questions.
https://www.youtube.com/watch?v=x1Gv8yjEXw8&ab_channel=IndieXplorer
So, it is possible that there may be other doors in other worlds and that they are connected. That could explain "scientifically" why Elster manages to reach Sierpinski being so far away from there at the Oort cloud.
¡I did that! and Dear God... I think you're right. I'm impressed. I haven't been able to finish the entire video yet (it's very long) but I will soon. Signalis is much more complex than I expected. The mythology, historical and scientific references, symbolism, and lore components of this game are some of the best I can remember seeing in a game.
For now, it reminds me (just a little) of Silent Hill with the case of Alessa Gillespie, who was also between life and death, and could manipulate reality and time as if it were a dream (but it wasn't altogether). Only that signalis is much more complex, i see it now.
Thank you.
It's true, it's a very curious detail. It may just be a design detail but it's particularly interesting considering it could be a sign of the "red eye" influence on the Replikas; and that we have not seen other Replikas who have stayed away from the events of Sierpinski in the game to compare them.
I've covered many of these (identity of LSTR's Gestalt, where the Penrose can and can't be at the end of the 3000 cycles etc.) in other posts, mostly in here, though I might take a crack at some of these in more detail when I have some more time:
https://steamcommunity.com/app/1262350/discussions/0/5855270367475629404/
The most important thing to understand about the game, and that most people get tripped up on, is that there are no time/dream loops happening, or that the events of the game don't take place inside Ariane's mind/dreams etc. or similar assertions that are often made. The game intentionally confuses players with this possibility on a first playthrough/more surface level reading, but the game is full of textual details and evidence that refute this on a deeper level.
The game has a coherent cause-effect story following events from A to Z, but the way they are presented are disjointed. This is the key point. It is not that time or reality are actually disjointed and weird, it's just our perception of the events.
I read your take, and that of Azx. I really do appreciate that Signalis inspires players to such lengths.
...
However, in your analysis you basically pick and choose when it is "safe to assume" things and when it is not. In other words, you find it "safe" to assume things you can't actually prove, and then you call out other people for not providing proof of their assumptions. I'm really not trying to start anything here; I'm giving you the unsolicited critique you tacitly invited.
I've also done a bunch of speculation, but I've always marked it as such.
If you think there is a claim I've made that wasn't sufficiently backed up, or vice versa - an argument I've dismissed without enough explanation, just point it out and I'll take another crack at it.
The big one is this: If you accept that the player character can perceive a shoreline when there is not one immediately in front of them (and other such things), then the in-game notes are not ultimately reliable either. Are they thoughts, memories, feelings, transpositions, echoes? Is there a difference between hand-scrawled notes and PC logs? Is that "safe to assume"?
One can attempt to establish a arrangement in which things line up more satisfactorily than they otherwise would. This is itself speculative, and subject to perceptions of adequacy.
For example, I think it's possible to consider the occasional 1st-person sections as being distinct operations from the 3rd-person action which makes up the bulk of the game. That is to say, something *happens* in those moments. Is this 100% verifiable? No. But it could explain some things. It could also be the 1st-person sections are just glimpses of what's going on in the LSTR's perception the whole time; that the player is only *shown* this intermittently does not prove it only *occurs* intermittently.
It's interesting to juxtapose these scenes to one another. The train scene seems like just a flashback. The scene in the Radio Shack almost seems as if it could be a memory of Ariane's mother, though that door and puzzle you go through to end it seem kinda off in that light. The scene in the school the game overtly establishes as a memory (or at least in the perspective) of Isa (I think, have to double check). The shoreline has an obvious symbolic purpose (Avalon = King Arthur's resting place = Penrose = Ariane's dying bed/cryopod).
These differences between the first-person segments are not random. Neither is the decision to change the POV for them. They are earmarked as something different compared to the events we perceive during regular gameplay/cutscenes.
The devs use the surreal framework of their game to present to us scenes that gives us further context regarding understanding Ariane's character that they otherwise couldn't have done, at least not as effectively. If you think about it from the perspective that we play through the memories of a LSTR unit's mind breaking down, these moments of Ariane before Elster met her for the Penrose program would otherwise be impossible to implement into the game directly, making Ariane a weaker character narratively, which would be bad considering how important she is plot-wise. The devs definitely know what they are doing, why, and how they should do it in order to keep the overall idea of the game coherent.
Either way, even if you have a different explanations for these - I don't think that would lead us to viewing the rest of the events and information in the game in totally different ways.
I began by saying you were picking and choosing, and then you chose to address one of my comments and not the other. You continue to *assert* that this or that is the "most likely" implication.
Where does "likelihood" enter into anything?
Why are the similarities to 'Silent Hill' more meaningful or exemplary than the similarities to 'Akira'?
Why is surrealism a more appropriate touchstone than romantic symbolism or imagism?
(I don't actually hope for full explanations of the questions above.)
What I don't get is why these particular points regarding Silent Hill or surrealism or the first-person scenes might be upsetting, as again even if you disagree with what I've said about these it shouldn't be that big a deal in how we understand the story of the game. When I talk about the details of the events and characters of the narrative, I've tried to always give text from the game as backing evidence. Instead of you addressing any of that and give counter arguments, you come after me for things I've said as context that I believe can help us think about the game in ways more practical for understanding and unraveling those narrative and timeline questions, which I discuss backed up with the various texts from the game, and expect people will be more familiar and interested in discussing anyway. You don't like that I use words like "most likely" etc., but another user might get upset if I use more definitive language. I just try to make it evident by my word choices that I don't have all the answers to everything, I just think I have the general and most important gist of the idea of the game's story down. Which importantly isn't time/dream loops.
Unless by "picking and choosing" you mean why I give more weight to some details the game presents than others. If that's the case the answer is very simple - the game gives you if not outright wrong information, information that's misleading, contradictory and confusing on a first playthrough/surface reading (we are obviously experiencing the events of the game through an unreliable narrator/observer[s]), and asks the player to sort it out (the game's whole opening section is it beating you over the head with it's driving mystery - the swap with the photo, followed by a reboot sequence). I just do exactly that, or at least try to the best of my ability to do, and give my reasons for why.
Finally just to clarify, I am NOT saying that the first-person sections are not important for understanding the story, far from it. I just don't think they should be viewed literally.
1. Not really, no. You just say that and expect anyone else to go read pages of your comments.
2. That is, as far as I can tell, all you've been doing.
3. I'm not at all upset. Nor should someone be to think that the game designers might not have created an unimpeachable symbolic order, no matter how interesting and affecting the game can be.
So as always, no argument, not even delineating what exactly you have a problem with or why.
At least in your second and third points you admit you don't understand anything. Why go after me then shall remain a mystery I suppose.