You're trying too hard, bro! More or less, the main reason as to why I'm generally disinterested in modern horror games, which tend to serve as vehicles for cryptic lore dumps for YouTube analysts to pore over rather than fright-enhanced decision making. I don't want mindfuckery, I want regular fuckery, something that I was hopeful would be present in this kind of return to form. This game was sold to me as the best of Resident Evil meets the best of Silent Hill, but, in reality, it's the worst of both: Resident Evil's cramped item management without any of the brilliant circular level design that makes Spencer Mansion thrilling to route through even after dozens of playthroughs, and Silent Hill's scary-because-it's-scary imagery without any of the dread that defines each and every one of Harry Mason's fog-enveloped footsteps. Instead, we've got jumpcuts to character closeups and spooky stanzas of poetry, pulsating masses of flesh on the ground, and handwritten notes conveniently censored at the most ominous places- surface-level stuff that makes horror games effective for people who don't understand what makes horror games effective. I'm not engaged enough to decipher your jumbled-up story, I'm not interested in your generic sci-fi setting, and I'm not even scared! But, maybe if I actually felt like the character I was playing as, I would be! Fast movement speed and wide hallways make enemies pitifully easy to juke, and thus not at all intimidating. Exploration isn't exciting or intriguing because of how straightforward it is on a grand scale. Plentiful items and infinite saves mean there's not any pressure on you even if you do wind up making a mistake somehow. I initially chalked this all up to misguided attempts at balance, but they get harder and harder to defend once you realize that all you're really doing is (often literally) opening up a locked door just to find a key for another locked door somewhere else on the map, which makes the experience feel more like a parody of classic survival horror games rather than an earnest attempt at recapturing the magic. I hardly took out any enemies, I didn't burn a single body, and, on several occasions, I killed myself on purpose because doing that was quicker than having to run back to the save room to retrieve the specific contextual item I needed, which is about as damning as you can get for this kind of game. The only strategy to pick up on is keeping nothing at all on your person in between storage box visits so that you can handle when the game inevitably dumps five key items on you in successive rooms. Mikami's rolling in his grave!

The lone bright spots are the traditional puzzles, which, although are few and far between, frequently nail the physical satisfaction of fiddling around with a piece of old, analog equipment that you're half familiar with and half in the dark on. If this game had understood its strengths better, it would've been a fully-fledged point-and-click or even a Myst-style free-roaming puzzler. The actual survivor horror feels tacked on, as though it's obligated to be this kind of game because it's attempting to tell a story in the same emotional vein as the Silent Hill series and the player needs to have something to do before being shown the next deep, thought-provoking cutscene. I can't even say that it understands the classics from a visual standpoint, forgoing the fixed-camera perspective that gives each of Resident Evil's individual rooms a distinct cinematographic personality and instead opting for a generic top-down approach that makes every location feel the same. Though, that's not to say the art direction itself is bad. In fact, it's phenomenal, and easily the standout of the game's features, but it doesn't make up for how bland everything else is. At some point, this one demoted itself in my eyes from 'mostly boring but worth playing just for the aesthetic' to 'downright painful.' Maybe it was after the game pretentiously transitioned into a first-person walking simulator one too many times. Or, more likely, it was when some of the small details- red-light save screens, items conveniently located right on top of their respective instruction manuals, and even the sound effect of equipping your pistol- started feeling less like homages and more like creative crutches, indicators of an entirely rudderless experience. I really feel terrible for ragging on something that's evidently a passion project and extremely competent from a technical standpoint, and I sincerely hope the devs keep at it. But, man. I wish I got anything at all out of this. The one game I've played that's managed get this done, I mean, spiritually succeeding an era/genre rather than a specific series by remixing several blatant inspirations so proficiently that it ends up feeling like something entirely new, is still Shovel Knight, but I'm not sure the world's ready for that conversation quite yet...

Reviewed on May 26, 2023


7 Comments


10 months ago

Mikami's still alive bro.

10 months ago

Could've sworn he died somewhere between the release of Hifi Rush and the RE4 remake, but I guess I'm just imagining things.

10 months ago

Honestly at this point I rarely play a game if it's sold as a spiritual successor to some specific game/series. Pizza Tower was a good Wario Land 4 spirirtual successor but it actually built on and diverted Wario Land concepts unlike something like Bug Fables which stuck extremely close to its inspirations.

I haven't played it but I heard Tormented Souls is another classic-style horror game, maybe it's better.

10 months ago

Yup, agreed on Bug Fables. I think a lot of indie devs start off by advertising their game as being similar to the IP that they were inspired by because that's the most efficient way to get word-of-mouth for a low/no budget project, but then they become too afraid to change up the formula because they feel like they'd be betraying the fanbase they'd built up during development. There's definitely some comfort in familiarity, and if Signalis had just been another Resident Evil game I'd've been perfectly fine with it. Likewise, if it'd tried something completely new that didn't end up working out, I would've at least respected the ambition. Instead it's the worst of both worlds, a copycat without any understanding of what makes the original good in the first place. Haven't played Pizza Tower myself but it seems like a good example of treating the source material like a template instead of an instruction manual.

Tormented Souls has been on my radar for a while now but I haven't heard enough good to actually try it out. This one had quite a bit of buzz around it and was on Gamepass, so I felt obligated to at least see it through.

10 months ago

Yep, it's entirely a marketing thing. I can't even blame the developers that do it, because I initially got interested in Pizza Tower because I heard it's like Wario Land 4.

10 months ago

signalis grew on me by the end to where i def appreciated the overall experience but a lot of your complaints here mirror my overwhelming first impression very closely. made me appreciate RE's ink ribbons and varied camera angles/room layouts even more than i already did, the lack thereof here completely declaws whatever mechanics they did copy and the ramp-up is painfully slow in general. i'm kinda surprised i haven't heard it discussed on that level by survival horror heads, even if i do get the praise overall.

10 months ago

There's a lot to like here for sure, just none of it for me. I've never been huge on SH2 or 3 (or Evangelion) so I'm willing to accept that I'm in the minority in terms of the effectiveness of this kind of atmosphere/narrative/imagery. If I had known that that was the main draw I would've avoided this one, but all I'd heard was that it was a spiritual successor that stacks up to the classics, which is where the entirety of my disappointment comes from. 'Declawed' is a great way to put it.