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Recommended
0.0 hrs last two weeks / 31.3 hrs on record (23.5 hrs at review time)
Posted: Apr 29 @ 10:43am

Do you like Retro Survival Horror? Do you like stories which aren't direct, yet have excellent world building?
If yes to both of the above, you'll probably like Signalis.

If you haven't played a survival horror but do like the sounds of a game with intriguing world building, I'll briefly summarize.
The game is good, but flawed. The intent behind the game, and the story, isn't one that is going to be naturally fulfilling. This means it won't be a game for everyone.
The game has beautiful moments, but also significant mechanical frustration. The biggest spoiler is the exact number of boss fights, and why all except for one sucks. If you want to go in blind, skip to the next paragraph.
The first boss fight does not telegraph that there is a boss fight, and if you don't have your pistol and specific items on you the fight becomes unwinnable. This fight occurs very soon after you acquire a shotgun, and due to inventory management, its not unreasonable that you might think a shotgun alone will work, it doesn't and deals no damage to the boss during its "vulnerable" state.
The second boss is a meat cage which requires you to run around for 3 minutes straight. That's it. Its the worst boss I've seen in a game. There's no fighting, just running around in a small circle for 3 minutes. Even longer if you accidentally walk to the wrong side of the arena.
The final boss however is good. Its nothing to write home about, but it lets you know its coming, makes use of prior mechanics, forces you to think on your feet, and is difficult, but fair.

The overall story is something that, well, its flawed. So why recommend the game? Because it does something that most other games don't do, and is successful in doing so. The game is incoherent, but does so for the sake of immersion.

The games world building and art direction are superb, its coherent and oppressive. Its a very immersive game, yet also one that does not make sense. Mostly. The game is purposefully vague about the story, and it does try to clear up certain aspects of the game by its ending, but you will not be satisfied when the credits roll.

Instead, you kind of have to sit on it. Sitting on it doesn't solve some of the plot contrivances, nor does it let you fully understand the... well flow of the story. It doesn't make the game suddenly coherent, it just makes the incoherence more palatable.

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