It was two hours into this game when I fired my first bullet, directed at the first boss. Considering how most horror leans towards loud action instead of quiet dread, I was initially impressed, but it slowly dawned on me how terrible the implications truly were. The gameplay of survival horror is about managing resources: you weigh the convenience of a neutralized threat against the danger of an empty magazine, and consider alternatives like taking damage to run past, or circumnavigating the threat in other ways. In my entire playthrough, I only killed a single common enemy, as it blocked a narrow hallway with no alternative routes. So, that avenue of decision making, and thusly, gameplay, didn’t exist for me. I could walk into any room, and if enemies were laid out in a troublesome way, I could walk out and back in until they loaded into spots which presented no challenge. It seems like a cheesy strategy, but the game provided a survival-horror framework which is meant to focus on intelligent usage of resources. So, bypassing every room without challenge isn’t a decision that I made to go against the design, it’s the opposite: it’s the default optimal choice within the framework. With no pressure to make new decisions, there was no engagement. Verbalizing that perspective helped explain my boredom with Signalis’ gameplay, but it also explained my complete lack of interest in the presentation. Did they make save points throw up a screaming red screen because it was atmospheric, or because it’s what Silent Hill did? Did they make the soundtrack a cacophonous industrial grind because it fit the setting, or because it’s what Akira Yamaoka did? Was the idea to make bold new decisions, or go with the framework? Genre-defining fundamentals like fixed camera angles are one thing, but title-defining personality is another, and much of what’s meant to make this game unique is taken from genre templates. To be fair, it does have some original ideas and nuances to its presentation, but if the way you find that uniqueness is by locating keys to open doors to find boxes which contain keys to open doors with boxes with keys, it just isn’t worth it. You’re mindlessly stepping through the patterns of a game which defined too much of its personality by following patterns.

Reviewed on Feb 14, 2023


1 Comment


2 months ago

Honestly fantastic review I'm playing through the game right now and instantly realized how much the game is so blatantly inspired by other pieces of media but doesn't do anything to make it really.... it's own unique thing while making it work.