1 person found this review helpful
Not Recommended
0.0 hrs last two weeks / 8.3 hrs on record (8.3 hrs at review time)
Posted: 24 Mar @ 4:13am

When you make a retro game like this, you have a bunch of decisions to make. What do keep from those old times, what do you evolve, and what do you discard completely? I think you should strive to hit that sweet spot where you keep all the stuff that's fondly remembered, and trim everything else. However, it feels like Signalis made the choice to not just keep some of the "less fun" outdated stuff, but actually crank it up to be more annoying than even back then, "cuz it's so retro!" I assume being the reasoning.

I wouldn't say the game is bad, but I don't believe it deserves the 95% positive rating, and I think there are other games that can scratch that itch better. For me, I was recently recalling fond memories of Dino Crisis 1 & 2, and looking for something to bring those feelings back. Signalis was not it. I will list my 3 biggest reasons for why (without spoilers):

- Inventory management (size, equipment)

Signalis limits you to carrying only 6 items at a time. I played all the old games, and none of them ever felt this restrictive. It feels like there was an attempt to make it so restrictive as to essentially create a new gameplay mechanic, but the mechanic is just not fun. Say you have 4/6 slots filled, you enter a room and you see: 1 small medkit, 2 9mm bullets, 2 shotgun bullets. Guess what, time to pick 2 of them up, and head all the way back to the nearest safe room to unload, then come all the way back again for the remaining item.

The other problem is that equipping items is very cumbersome and basically not advised during combat. So you can't use your pistol and then easily switch to the shotgun. And again the question to ask is: Why? Old games allowed you to switch, even if it required a menu visit, the game was paused to let you (in Signalis it is not). Not being able to do it just makes it less fun. I have all these cool weapons but I can't use them sometimes because of an arbitrary limitation. Why even restrict something like this.

The inventory system feels like when games look at dark souls and their takeaway is "Aha, so the point is to make it hard!".

- Camera angle and transitions

One of the biggest benefits of having fixed camera locations in old games was that you could make everything pre-rendered, and it looked gorgeous for the time. Signalis uses a fixed camera angle for most stuff (with some exceptions) but still makes everything fully 3D, and gives it a very pixelated look (because retro I guess). This was a pretty big missed opportunity imo, even though the final result doesn't look bad.

The other thing that old games were forced to use was door transitions. They had no choice since they had to take the time to load all the high quality drawings somehow. Signalis doesn't have that problem (both because modern computers are fast, and because Signalis is not very heavy on the graphics). Yet, going through doors is noticeably slow. This is another case of taking something that is old and copying it without really understanding why it was there.

- Ammo balance

Simply put, there are too many enemies for how much ammo the game gives you. This only really means one thing, that at a certain point you begin to simply run away from enemies instead of fighting them. This isn't necessarily bad in and of itself, other games do this successfully, but I played this game specifically in an attempt to relive the past. And I never had this problem in any of the old games. If you played well, you were able to take out all the enemies without issue, it was satisfying. For a game trying to emulate the old, this was another puzzling decision.

- Final thoughts:
If you are looking to scratch the itch, I would instead recommend the Resident Evil 2 and 4 remakes as games that took an old formula and elevated it to modern standards. They just do a better job on all of these points: They still have inventory management (but it's not annoying); they still require managing ammo, but allow you to kill everything if played properly; they allow you to switch weapons on the fly; they got rid of the door transitions and made everything seamless, while also making the graphics gorgeous.

For a positive I'll mention that the puzzles in Signalis were very good, but even then still tainted by the inventory management often involved.
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4 Comments
Somzie 25 Mar @ 12:39pm 
Appreciate the tips! Yeah I made it past the fake ending, I just got too annoyed by the inconveniences to continue. I didn't know about the inventory option, that would've actually been helpful, I sadly missed it.

On a side note, I just played through the Resident Evil 4 DLC and had an incredible time. The whole playthrough I just kept encountering the same things that were issues in Signalis but were solved beautifully in RE, and it kept reaffirming to me how good it could've been.
msantos184 24 Mar @ 1:43pm 
Also there is a fake ending when you play it for the first time:

When you press "Begin" in the main menu (Should be in the same position the "Continue" button was before), you start on a different version of the Penrose-512 (starting area). Finish that section, and you should be able to proceed to the final chapter named "GESTALTZENFALL". (You will also get an achievement called "Remember our promise").

I hope this helps. :)
msantos184 24 Mar @ 1:39pm 
For inventory management, they have added in the anniversary update (October 2023) the ability to change the inventory size to 8 or for key items to not take up space.

I hope this helps. :)
Red 24 Mar @ 10:00am 
skill issue