Signalis Silent Thrill Review

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They say everything old is new again, and that’s definitely been the matter for survival horror games lately. Full remakes remasters, and reboots have made the headlines in one of gaming’s more underserved genres, with no end in sight. So it’s been an exciting change of pace to play Signals, which is blatantly inspired by landmark franchises like Silent Hill and Resident Evil, but offers its own original horror universe to explore.

Signals dodon’took exactly like the games that inspired it, but it only takes a short while before a veteran of the genre knows what they’re in for. The top-down 2D pixel art isn’t a precise callback to its spiritual predecessors, nor is its lack of voice acting, but as soon as you start finding door unlock codes on the back of photos you investigate in your inventory screen, memories of the Raccoon City Police Department or Brookhaven Hospital will inevitably come flooding back.

As its protagonist, the robotic LSTR (pronounced Ester), moves through darkened hallways and abandoned dorm rooms set aboard a futuristic space vessel seeking habitable planets for its dystopian “Nation” to conquer; she walks, runs, aims, and carries a gun just like Jill Valentine or another horror alum of the PS1 era. Searching behind every door that isn’t “jammed on the other side” for her missing human companion, the story unfolds in a way you’ve likely seen before–as though you’re perpetually falling into a world you might not be prepared for, but you can’t turn back.

As a horror fan, I found it atmospheric and intoxicating, and it’s often aided by the work of clever audio designer who know when not to fill the space with noise, and who have picked a pitch-perfect safe room song that somehow sounds soothing and spooky at once. Like Silent Hill 2, you’ll even descend into several gaping holes in the world with no foresight of what might await you on the other side. Callbacks like these, which help form its original story in established territory, are subtle references, but other nods are more obvious.

It’s a game where you encounter monsters in hallways with barely any room to run past them, hardly enough ammo to take them down, and seldom a clue as to where you need to go next. But, like the genre’s titans, the devil is always in the details, and the game rewards a cautious but ultimately decisive playstyle. It doesn’t take long to learn that evading enemies is usually better than pumping your only few into them, and even when you must resort to action, you’ll want to burn the bodies with flares, or else watch as they eventually come back to life to haunt you once more.

Managing your limited inventory space means prepping for the immediate moments when you leave a safe room, because with just six slots to wrestle with, you won’t want to discard precious ammo in order to store a quest item, such as an odd key or a stone tablet, so it makes no sense to pack for the long haul. With a bit of progress, you’ll find respite in another safe room.

Whenever a puzzle would halt my progress, it always felt like I was just overlooking something. Maybe it was a note in my inventory that hinted at the keycode I lacked. Maybe it was an item I hadn’t found yet because a back alley of assailants stood in my way. Thanks to the game’s helpful map display, which tracks quest items and puzzle areas in familiar but subtly more detailed ways, I was often lost figuratively, but never literally. I always had a rough idea of what I needed to do, which makes the puzzles feel fairer than many of those we’ve seen in games like this.

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