@@Davenzoid they have a second virtual "camera" set up that's displaying the 3D scene. They then take what the camera sees, shrink it down, scale it back up and then show the MAIN camera that NEW image. So it's like screenshotting the screen, shrinking it in MSPaint, making it big again (so now it's all pixelated) and just repeating that every frame!
Why did you even bother if your not gonna explain anything? This is a nothing burger that's making me open a new tab to figure it out and I hate you for it. Please perish
That island is a real painting, it's called 'Isle of the dead' it was painted by Arnold Böcklin and was incredibly popular in Germany where the developers are from. A ton of variations have been made and it was once said to be in every home in Berlin.
Something that has become more clear to me with each review of SIGNALIS I see is that each person thinks the game is about very different things, and yet somehow almost all of these perspecives are 100% valid. I can completely understand how James came to his conclusion about the story, and its the same with just about anyone else. Doomed love, the plights of transhumanism, schizophrenia, totalitarianism, war. Its about all of these things, some of these, and maybe even none of these at the same time. SIGNALIS is a game with a fixed story, but each person pulls something close to them out of it. Its the only game that I've seen do that.
Eloquently put. This game pulled things out of me. It's rare to find a game that feels made for you. I could talk about it endlessly but after having replayed it thrice, consumed all the content.. I'm just- speechless, I feel as if the words don't exist for what was felt, Experienced. Truly Unique. GOTY 2022. If nothing else comes, game of the decade even.
I had an entirely opposite reading of Adler's character. The world seems to be in an endless time loop and your the one who always triggers it to reset. Alder seems to be the only one who can remember every loop and tries to kill you to end it. You're the one who can't let go and he wants to face oblivion.
Very interesting! I got vibes he was just a bad guy villain character but it seems there's more to him than that... Great point! Even though the phucker tried to kill us twice lol.
@@soyborne.bornmadeandundone1342 He tried way more than twice, there is a pile of bodies at the bottom of the lift shaft and we only started surviving that when they piled high enough.
@@TEHSMISH i think when falke went to see what was outside she came upon the crashed ship and found both of you, dead already the dying dream of the "white haired girl" she saw seems to be what infected falk in the first place and started the loop. meaning falk is you, you are her, she got enveloped and infected by the love of elster and ariane and started using her godlike powers to try and "keep the promise" when you fight her she even tells you you are one in the same and when she dies she mentions becoming one again, meaning the split that happened in her psyche that caused the everything gets fixed and maybe gives her enough strength to finally make it to the ship once more, and on the final loop adler finally realizes he has lost falk forever because he seemingly figures out who you really are, and thats why he seems to lose all hope "i hate everything" he knows the falke he wants is gone and has become corrupted by new memories and goals
I was pretty surprised to see him saying that and my gut instinct was to say "how do you get it wrong like that?" but I mean, I guess this is the sort of thing that you can't really get "wrong" with interpretation now is it?
23:20 The island paintings are a series of paintings called island of the dead/Die toteninsel. basically the painter kept remaking the same painting, over and over again 5 times, and then 1 more afterwards (the game has a thing for that specific type of numbering, if I recall correctly, 6 in total, but generally presented in the form of 5 and then 1 more) I believe (but its been a while since I looked this up, so I might be wrong) that its also related to some of the classical music in the game that shares the same name
Die Toteninsel (emptiness) from the soundtrack is a remix of Sergei Rachanimov's 'Isle of the Dead', which was inspired by a black and white print of the painting. The melody probably appears in other tracks from the OST too, the game is full of Leitmotifs.
my favorite little touch is if you cancel saving you get a quick message "you will regret this." I was like, hold up did this game insult me. nope it was warning me.
nitro rad is that type of tuber who you get an old video of theirs recommended to you, you watch it, then go "oh wait this dude still makes videos" and then binge the rest of his videos
@@mickeymickey9914 The pattern on the carpet in that room is the same pattern seen in the halls of the hotel in the movie _The Shining._ Horror movies and games frequently use that pattern as an easter egg. (Actually it's not a perfect match, but similar enough and with identical colors, it's definitely intended to be a reference)
the editing in this one is top tier man, seriously, this is awesome! and signalis is unironically such an amazing game, i love it so much, i'm glad you covered it!
This game understands horror so well; it goes beyond the atmosphere and the visuals, it gets horror down to a mechanical and systemic level. Creating tension with choices like "Do I leave my flashlight behind" is something that should be applauded and looked at as an example of what to do right.
Framing the gaming industry as an infinite eldritch horror loop that repeats the same thing over and over to slowly grind down your humanity until you go insane started out feeling like a fun joke to break the tension at the end of the video, but the more I think about it, the more relatable and true it feels like...
Yup, that's good themes for ya! The story may be hard to understand, but the patterns are there. And those same patterns occur in a lot of real life things too. For better or for worse!
Something worth bringing up about most games using a retro aesthetic like this: a lot more people are able to play them. They aren't paywalled behind hardware so much. Uh, with the exception of Cruelty Squad. No idea how that uses up so many resources but it is the first Godot engine game, so hopefully that gets addressed with more techniques and optimization from more games using it...
Considering Cruelty Squad is basically a death sentence to any epileptic user I'm more surprised people are actually able to run it. It's probably some very intense spaguetti code too.
I agree! Getting decent hardware to play certain games costs way too much money. Though I am also not really sure how Cruelty Squad manages to use up so many resources.
One interesting thing I found out about the enemies at 12:30--if you set your radio to the frequency that flashes right at the beginning of the static encounter, your screen will clear up and the Hummingbird (the radio enemy) will be defeated; checking your status in the menu will show that your mental state jumps all around during the radio spikes. It's tragic when you read the details of the unit this monster inhabits. Super cool little details someone might miss in the frantic energy of this encounter, it creates this setting of madness dressed as runaway frequencies where it remains uncertain what numbers mean anything at all. Intricacies of this type is what makes SIGNALIS masterly for me, and my personal GOTY for 2022. I cannot get this game out of my head, man--odd considering your first finding is that book, the King in Yellow...
In my first playthrough i did this cause the numbers that popped up on screen does look like radio signals. My strategy is just to enter and exit the room they are in repeatedly cause the numbers will flash when you get in.
@@PhazonEnder This. It seemed pretty obvious to me. So imagine my bemusement when I see every other reviewer shooting at them instead of dialing in the radio frequency.
12:30 The Kolibris (yes, that is what they are called) are my favorite enemies in the game. The way you have to deal with them is really cool, the way you have to use the radio to counter them feels like having a mental battle (because you are). And later on they aren't alone, but with other enemies, so you have to deal with the mental battle and the physical one. Btw, if it serves as an answer for the whether or not the background is 2d or 3d, there's a third/first person mod in development, and it looks great.
yes!!! I also totally thought you could only battle them with your own radio tuning. And speaking of the radio, when you played the ballet music for the one puzzle, it was so nice and refreshing after all the horror I tried to keep it on when I left, but I just attracted enemies LOL
All you gotta do is enter the room, wait 1-2 sec till you get the radio frequency, tune into it, then exit and reenter again.....every single time. I don't see how they are that challenging bro.
James, your artistry really bleeds through in this video. The adaption of themes, the distortions to convey those themes and ideas, the way you interpret the very visceral, human ideas in this game--it's just beautiful. This game cements games themselves as a medium for art, and videos such as these are much the same even for the purpose of review. Love your stuff, man. Can't get enough of this video.
Glad more people are covering Signalis. It came during horror prime time, Halloween 2022, and flew completely under the radar because Calisto was releasing soon and content creators like revisiting old classics during that month. Since you mentioned the radio room at the start and end of the game, here's a fun tidbit. Examining the various items within the room at the start of the game will have Elster comment on them like a machine soldier, saying things like the books are illegal or the equipment is clandestine and needs to be reported. At the end of the game however, she comments how they are Ariane's favorite books and movies that they got to watch together and that the radio equipment was her grandmother's. By the end of the game you are very much not the same character you started off as.
If you're looking for a more in-depth analysis of the story, there's a video by Cicada Wave called "Making Sense of SIGNALIS: Story, Inspirations, and Promises" that really cleared up a lot of questions I had about the game and its various endings. There are so many references to other media in this game, especially The King in Yellow, yet the developers manage to incorporate them so beautifully you almost don't notice unless you keep replaying the game.
I remember how restrictive RE1 was with inventory, especially playing as Chris. I feel like these days everybody skips this puzzle, using a guide to know what items to take when, but that first exploration in RE1, not knowing what to bring where, not knowing how much ammo there would be, how many times I'd have to cross a hallway, if I should kill the zombies there... it puts the survival and the horror in survival horror. Modern survival horror games got ever more generous with ammo and inventory space, so this is great to see.
i think when falke went to see what was outside she came upon the crashed ship and found both of you, dead already the dying dream of the "white haired girl" she saw seems to be what infected falk in the first place and started the loop. meaning falk is you, you are her, she got enveloped and infected by the love of elster and ariane and started using her godlike powers to try and "keep the promise" when you fight her she even tells you you are one in the same and when she dies she mentions becoming one again, meaning the split that happened in her psyche that caused the everything gets fixed and maybe gives her enough strength to finally make it to the ship once more, and on the final loop adler finally realizes he has lost falk forever because he seemingly figures out who you really are, and thats why he seems to lose all hope "i hate everything" he knows the falke he wants is gone and has become corrupted by new memories and goals
So happy you reviewed and played this game. As someone who does not have the luxury on spending my money on video games, watching this vid is a god send. Thanks for this!
That little bit from (25:44 - 25:53) has got to be one of the eeriest things I've ever heard. You should do more things like this in future reviews, it really adds somethin' to 'em
To those who heard what James said about how the flashlight and camera take up an inventory slot and don't like that, you'll be happy to know there was just an update which makes those two upgrades that no longer take up slots. It is, however, optional so those who wanna play the game with those two items still taking inventory, you very well can.
Rewatching this video reminds me of whay an insanely good voice actor you are. You're not even voicing any character, you're voicing the game's themes, but you always put so much feeling in it, and then transition so seamlessly from that to analysing the game in such a sincere and casual way, it's really nice.
I've seen people say that the game would have been better if they'd given you i inventory slots instead of six, and sure, maybe that's true for a lot of people, but for me it definitely heightened the experience. About halfway through the game I stopped taking ammo and healing items with me in order to free up space. It really added to the tension.
13:10 for those who feel that way, there's a mod that allows you to have 2 extra inventory slots, which I feel should've been an option from the beginning. And don't worry, they don't break any visual, the inventory looks exactly the same with them on, just with two extra tabs on the bar, which has been recentered to not look out of place
Absolutely one of my favorite types of horror games in one. Survival horror games that take surreal horror and have a hit of Fourth wall breaking theme and make it low poly
I honestly love the small inventory because it got me to REALLY cut down to the barest essentials. 9 times out of 10 I ended up leaving the safe room with nothing but 1 gun and the rounds already in the magazine. Maybe a tool like the flashlight or a stun prod if I knew I was gonna have to do some fighting but almost never more than that. The game actually gives you lots of ammo and resources, but the cost of carrying all those resources led me to playing conservatively and strategically. And that's when survival horror games are most fun to me.
If we completely ignore the more cognitive part this review, one thing that keeps me coming back is the passion with which you speak about games like these. Even given the dark nature of this game, it is such a joy, isn't it?
I was recommended Signalis by a close friend of mine and got even more curious when you talked it up in your podcast. I knew next to nothing about it and walked out with Silent Hill 2 being topped as my favorite horror game of all-time. Signalis is absolutely INCREDIBLE and I'm glad you made a fully dedicated video for it!
Fantastic video as always, James! The way you distorted your voice at the opening of the game was a nice touch! And I appreciate the resource management tips, as I'm new to survival horror and really struggle with that kind of thing. Thanks for making things a little easier!
I got the notification that you had uploaded this video when you came out and I’d had signalis on my wishlist for forever so I went and bought and beat this game (twice) so I could come back and watch your video on it. Thanks for making me play such an amazing game!
This is one of your best reviews I’ve seen to date. The sheer enthusiasm and excitement for every element bleeds through the script and your analysis managed to dive deep into the story’s themes without getting bogged down with trying to explain each element of lore. Keep up the good work! Also what the hell is this outro
Signailis is one of the first horror games I've really played (I mean I played a lot of the fnaf games but do they really count) and I had a blast. The story is interesting and I really like the look of the game. Can't believe I went the whole game without using any thermite flares or the rifle 🤣.
7:49 James made a video about “Calling” on the Wii several years ago, and he stressed that the game was called “Calling,” and not “THE Calling,” at one point in the video. Yet in this video at 7:49 he references the game and calls it “THE Calling,” just like he warned us not to do years ago haha.
I am so happy to see Nitro Rad do an in depth review for Signalis! Was waiting for him to do so since his best of 2022 video and as always, did an amazing one for it!
I do think most of the people who complain about things like the inventory system don't realize or don't care enough to realize that frustration is fully intentional.
My only gripe w this game is the inventory being too restrictive. I’m a vet of these games, I wasn’t hoarding. I only carried a loaded gun and a stun rod w me at most times and I still had to backtrack to the item box every 15 minutes. We either needed 7-8 inventory slots, or side-equips needed to be taken out of your inventory when equipped
Eh, I don't know, I feel like you're expected to simply ignore a lot of stuff (do you really need as much Healing as you can potentially grab, for example?), so the small inventory is fine. I also did a lot of backtracking to nab absolutely everything, and perhaps it was because I was only playing on Normal, but I had A LOT of leftovers when I'm sure I would have gotten by just fine with the Health and Ammo I lost to get all that unnecessary crap! x)
One thing I don't think that came up that the game does: Giving a distinct identity to each of the corrupted Replika types really makes every enemy feel a little more tragic, since you have more of an idea who they, specifically, were supposed to be like. Even if the idea of being trapped in a little space ship for years until you eventually die is more existentially terrifying, stuff like the Eule and Star at the bottom of the shaft were really just as damn depressing.
Comparing the first person portions to the 3D portions of nintendoDS games is absolutely spot on. I didn't know why I was so charmed by them, but now the connection seems obvious. I feel the same way about your speech on the the story at the end of the video. If there's one gripe I have about signalis, it's that the prose is a little too dry to fully sell me on the fantastic story (even in german). So hearing other people talk about how it made them feel helps me process it for myself.
After years of following this channel, this is the first time I played something before Nitro uploaded something about it. And I have been waiting for a month or so for this review. Very glad your friends recommended this game to you! Thank you for all the crazy good indie game recommendations!
Idk if anyone’s ever told you this but you’d make an excellent protagonist in a horror game. Like a game surrounding three main characters, you’d be like the second dude who knows all the lore and is critical to the teams survival lol. Love your vids man, always killer stuff. Do some VA work or something!
My favourite mechanic in this game is the camera item. You basically get six in-game screenshots you can use to memorize clues like the codes one can find. It makes the memorizing of codes easier and cooler, with the extra restraint that you can only have six photos at any given time and taking more will overwrite the oldest one in the camera. Well, it's not my for sure favourite because of the Radio system, but still
Looking at your footage, it looks like your experience was much more illuminated than mine. I played on PS4 and there seemed to be such an overreliance on darkness in every room.
Dude, love hearing you so jazzed about games. My partner and I watch your videos together and he said the same thing, loves seeing you so excited. Its infectious.
Not sure if you come back to it later but minor mechanic spoiler for those enemies at 12:38, you can beat those guys without using a single bullet or item at all. They flash radio frequencies and if you keep matching their frequencies whilst standing close'ish to them they'll just explode after a while, it also clears the screen noise a bit so you can deal with any extra enemies in the room
13:10 THANK YOU for understanding that limited inventory is part of the fun of it all. Every loser has been bitching about lack of inventory space while at the same time dragging enough shit in their pockets to be featured on an episode of Hoarders. A real classic survival horror fan plans ahead and prepares!
I would argue that the stun prod is a bit better than the thermite (melee ver.) If you didn't know, if you group up some enemies together, and then use the stun prod, it will stun that whole group, giving you a free multi-kill. Sure, you still need to worry about them later if you didn't burned. But in the heat of the moment, potentially killing 3-4 enemies in a instant without using ammo is immensely helpful
Just a heads up for anyone interested, the game has an extremely convincing fake ending where you're taken back to the main menu. Make absolutely sure to start a new game immediately after, otherwise you'll end up spoiling the ending for yourself like I did lmao I thought it'd be like MGS3 where the main menu changes after beating the game, but it wasn't.
It's kinda crazy how so many out of no where games are are just taking lunch money from Triple A games these days. Like SIGNALIS is getting praised as being one of THE BEST horror games of all time bumping elbows with Silent Hill 2 and the like. Meanwhile Calisto Protocal is "Ehhh, it's pretty I guess". Also so many people are going to be wondering "The hell is a Zellers?", thanks for the blast of nostalgia Nitro Rad.
The way I screamed when I played the spaceship section, when Elster was remembering/reliving her time (however long it was) in space with Ariane. Elster's file: do not talk to the unit, especially about the war. Ariane: ok let me KISS my GIRLFRIEND and SLOW DANCE WITH HER !!!!!!!!!!!!!!!!!!!!! That just came like, out of nowhere to me and I was very pleasantly surprised. What's the only thing more powerful than a space eldritch monster taking control of space and time via a human? Why, her lesbian android's LOVE FOR HER, OF COURSE !!!!!!!!!!!!! I played SIGNALIS at a friend's house and I need to buy it for myself so I can try to get all the endings, and also just walk around and explore some more. I adore the environments, and I really want to play through it with an eye for the endings in mind because of all the foreshadowing. Adler pushing Elster down the elevator, the elevator FULL of previous Elster bodies? Elster is the unstoppable force, even if, according to some endings, that is to her and Ariane's detriment. Fuck I love this game. If any indie game deserved an art book, it's this one. So glad you took a look at it, Rad!
I swear I felt my heart return to life when I saw that scene. It was so beautiful I was smiling like in a dream from beginning to end, and even stayed in there a couple minutes, just appreciating it all. In a way, I was already aligned with Elster's motif, since for her to fearlessly face all the horrors in the way, she had to have a great reason; but then, not only did I understand it, but was actively doing everything I could to overcome the obstacles and find Ariane again. On subsequent replays, and getting more details, the feeling became even more intense. I haven't been able to get any other ending except Memory, but I do feel like it's enough. Since Elster's desire resonated so much with my own. Signalis is just a beautiful sapphic tale.
Dang I've only now managed to get that song out of my head after finishing the game, and now a new Nitrorad video comes along and gets it in there again.
12:33 wait, you can kill those guys normally? I always assumed opening your radio and switching to the frequencies that pop on the screen was the only way to deal with them. Huh, you learn something every day I guess.
When you get their frequency right, a little visual appears (the Mynah boss has it too, when it summons adds) to let you know which one is real so you can shoot it and end the mind-fucknuttery sooner.
isn't a system where players will only find one or two possible answers to a certain puzzle while there's probably more of them an instance of the rare phenomenon that is "good game design"?
Man, your videos are always great. But you really went above and beyond this time. It's always inspiring to see one piece of art inspire an artist to raise their game.
Glad to see The Rad finally do a video on Signalis, heard from a previous video he was praising it so hard that he hasn't made the review video yet, showing there might be something quite special if you are that impressed by something that you end up talking about it before the awaited video you make is released, all in all glad to hear James enjoyed it so much it's gonna be played as much as the legacy Survival Horror games he played over the years cements it's legacy for sure.
THE ENDING XD Srsly tho, what a great in-depth review of a game that I am sure really deserves all the praise you give it! I will check it out myself :) Also great point about games not at all having to be photorealistic, but instead need a DEDICATED artstyle that can just as easily carry a game-experience with very little polygons. Really thankful your channel exists and you still keep getting better and better at what you do!
I'd say the reason 6 slots works in RE and it aggravates people in Signalis kinda comes down to one core problem. There's no tool slot, and this might not have been an issue but, the game makes the flashlight mandatory in order to progress in some cases. It has no dedicated slot outside of your inventory, you can't attach it to weapon (as the design suggests it would) it simply eats up a slot when otherwise it really shouldn't. And then you could go into the decision making of whether or not to bring along stun rods, flares, etc. So instead of running around with a potential 6 slots, you're running around, realistically speaking with 5 until you can confirm you've explored all dark rooms, and because of that a lot of players can't help but get that nagging feeling of it being just shy of enough slots. I'm honestly surprised there was no pouch upgrade in the later levels.
This looks like what Studio SHAFT will make if they make a video game, if you ever watched Monogatari series, Madoka Magica, and arguably Fate/Extra Last Encore, you know what i am talking about. Those screens filled with words and i remember a screen said "intentionally left blank" and that just screams Monogatari and in it, Studio SHAFT.
6:16 Anyone else laughed out loud at this screen, when playing? This knife after reading that one very angry file, minutes earlier, made for some genuinely great visual comedy xD As someone whose Survival Horror experience is just one playthrough of Resident Evil REmake -and Sticker Star maybe?- , I actually enjoyed my 10-11 hours with the game. No guide, I got the Memory ending (which apparently ties to a balanced playstyle). I was liking the world building, too, I wondered what it would amount to... and then the game just ended, leaving me a bit underwhelmed. I even checked the New Game option, just in case... you know. ;) If anything, the fact that even some nervous wreck like me was ready/hoping for a couple more areas means the game is legitmately fun and gripping! Most of the symbolism is just lost on me, unfortunately. But it still left an impression.
Also I think the sort of nasally deeper voice over the themes of the game before the spoilers section is a little cheesy and could use some work, but I like that you take on a different type to change the tone of the video, and not to have the silly TH-camr man tell me about reality being unreal. I hope to rewatch this after I play the game. Thank you James-Nitrorad! (Also Ni No Kuni WOTWW came out on switch recently, I hope you at least try it out, it’s one of the better creature collecting games I’ve tried and paused to watch this!)
I don't know why exactly but this is one of my favourite of your videos, it was so freaking good! Dude, you're like human marijuana, I just feel so happy and relaxed when your videos are on, now I have to binge watch them later.
I can't recommend Signalis enough. One of my favorite horror games of all times. I've played it three time back to back, taking notes all the while because there is a lot that's left to interpretation and the narrative is ambiguous on purpose but still very engaging. Here's a little tip that wasn't mentioned in the video: if my memory serves, you can actually tune your radio to specific frequencies to pacify the spazzing enemy that mess up your screen.
this was actually the second survival horror game i've played (first being silent hill 2, but never finished), and it was such a great experience. i'm really glad that you did a review on this! i've been kinda desperate for more signalis content so this helps with that ache lol.
If you're still curious: the engine is fully 3D, the look is achieved with a surprisingly simple technique: orthographic projection.
Yes, i know what those words mean. Thank you for enlightening.
@@Davenzoid they have a second virtual "camera" set up that's displaying the 3D scene. They then take what the camera sees, shrink it down, scale it back up and then show the MAIN camera that NEW image. So it's like screenshotting the screen, shrinking it in MSPaint, making it big again (so now it's all pixelated) and just repeating that every frame!
@@darkgn0ll587 Thanks for explaining!
Why did you even bother if your not gonna explain anything? This is a nothing burger that's making me open a new tab to figure it out and I hate you for it. Please perish
@@novaleader7305 yooo, dude, chill. why be aggressive for no reason?
That island is a real painting, it's called 'Isle of the dead' it was painted by Arnold Böcklin and was incredibly popular in Germany where the developers are from. A ton of variations have been made and it was once said to be in every home in Berlin.
Die Toteninsel
Nice to know!!
Shit Gets Rusty, all Doors Locked honestly sounds like a decent survival horror game
Thanks
Or the name of a fun butt rock album filled with songs about horror movies and games, maybe even the title track :3
Fr
@@TeryJones sounds more likely
All Doors Locked works a LOT better 😂
Something that has become more clear to me with each review of SIGNALIS I see is that each person thinks the game is about very different things, and yet somehow almost all of these perspecives are 100% valid. I can completely understand how James came to his conclusion about the story, and its the same with just about anyone else. Doomed love, the plights of transhumanism, schizophrenia, totalitarianism, war. Its about all of these things, some of these, and maybe even none of these at the same time. SIGNALIS is a game with a fixed story, but each person pulls something close to them out of it. Its the only game that I've seen do that.
Eloquently put. This game pulled things out of me.
It's rare to find a game that feels made for you. I could talk about it endlessly but after having replayed it thrice, consumed all the content.. I'm just- speechless, I feel as if the words don't exist for what was felt, Experienced. Truly Unique.
GOTY 2022. If nothing else comes, game of the decade even.
I had an entirely opposite reading of Adler's character. The world seems to be in an endless time loop and your the one who always triggers it to reset. Alder seems to be the only one who can remember every loop and tries to kill you to end it. You're the one who can't let go and he wants to face oblivion.
yeah that seems to be the basic consensus of that character.he thinks you're the soruce of the loop, and is trying to kill you to stop it.
Very interesting! I got vibes he was just a bad guy villain character but it seems there's more to him than that... Great point! Even though the phucker tried to kill us twice lol.
@@soyborne.bornmadeandundone1342 He tried way more than twice, there is a pile of bodies at the bottom of the lift shaft and we only started surviving that when they piled high enough.
@@TEHSMISH i think when falke went to see what was outside she came upon the crashed ship and found both of you, dead already the dying dream of the "white haired girl" she saw seems to be what infected falk in the first place and started the loop. meaning falk is you, you are her, she got enveloped and infected by the love of elster and ariane and started using her godlike powers to try and "keep the promise" when you fight her she even tells you you are one in the same and when she dies she mentions becoming one again, meaning the split that happened in her psyche that caused the everything gets fixed and maybe gives her enough strength to finally make it to the ship once more, and on the final loop adler finally realizes he has lost falk forever because he seemingly figures out who you really are, and thats why he seems to lose all hope "i hate everything" he knows the falke he wants is gone and has become corrupted by new memories and goals
I was pretty surprised to see him saying that and my gut instinct was to say "how do you get it wrong like that?" but I mean, I guess this is the sort of thing that you can't really get "wrong" with interpretation now is it?
Happy Halloween
Extremely early Halloween
🎃
Happy Valentine's Day to you too...
🎃
Yeah! Happy Hallowe-
Wait a minute...
23:20 The island paintings are a series of paintings called island of the dead/Die toteninsel.
basically the painter kept remaking the same painting, over and over again 5 times, and then 1 more afterwards (the game has a thing for that specific type of numbering, if I recall correctly, 6 in total, but generally presented in the form of 5 and then 1 more)
I believe (but its been a while since I looked this up, so I might be wrong) that its also related to some of the classical music in the game that shares the same name
Die Toteninsel (emptiness) from the soundtrack is a remix of Sergei Rachanimov's 'Isle of the Dead', which was inspired by a black and white print of the painting. The melody probably appears in other tracks from the OST too, the game is full of Leitmotifs.
19:35 The game is 3D. There exists a great third and first person mod for the game.
I did a whole playthrough in third person and it felt great.
holy shit, I never knew!
my favorite little touch is if you cancel saving you get a quick message "you will regret this." I was like, hold up did this game insult me. nope it was warning me.
God just how you handled the story section with the audio was just plain amazing, yet terrifying. Could not look away for even a moment during that
nitro rad is that type of tuber who you get an old video of theirs recommended to you, you watch it, then go "oh wait this dude still makes videos" and then binge the rest of his videos
14:10 Nice touch with the Shining carpet pattern there, always fun to see that pop up in a horror game or movie.
Omg that *is* so cool
What now?
@@mickeymickey9914 The pattern on the carpet in that room is the same pattern seen in the halls of the hotel in the movie _The Shining._ Horror movies and games frequently use that pattern as an easter egg.
(Actually it's not a perfect match, but similar enough and with identical colors, it's definitely intended to be a reference)
@@AkuTenshiiZero oh ok.
@@AkuTenshiiZero yeah I kept having to do a double take and was like "wait no, not quite"
the editing in this one is top tier man, seriously, this is awesome!
and signalis is unironically such an amazing game, i love it so much, i'm glad you covered it!
Amazing how in this day and age a group of small people can do the work of hundreds of game developers
This game understands horror so well; it goes beyond the atmosphere and the visuals, it gets horror down to a mechanical and systemic level. Creating tension with choices like "Do I leave my flashlight behind" is something that should be applauded and looked at as an example of what to do right.
Framing the gaming industry as an infinite eldritch horror loop that repeats the same thing over and over to slowly grind down your humanity until you go insane started out feeling like a fun joke to break the tension at the end of the video, but the more I think about it, the more relatable and true it feels like...
Yup, that's good themes for ya! The story may be hard to understand, but the patterns are there. And those same patterns occur in a lot of real life things too. For better or for worse!
Something worth bringing up about most games using a retro aesthetic like this: a lot more people are able to play them. They aren't paywalled behind hardware so much.
Uh, with the exception of Cruelty Squad. No idea how that uses up so many resources but it is the first Godot engine game, so hopefully that gets addressed with more techniques and optimization from more games using it...
Considering Cruelty Squad is basically a death sentence to any epileptic user I'm more surprised people are actually able to run it. It's probably some very intense spaguetti code too.
I feel like Cruelty Squad devs would be proud to know of any way that people find unenjoyment with their game, including hardware issues.
Weird, it ran perfectly fine on my pc and my pc is TRASH on all capital letters
I agree! Getting decent hardware to play certain games costs way too much money. Though I am also not really sure how Cruelty Squad manages to use up so many resources.
Only real ceo can play cruelty squad
One interesting thing I found out about the enemies at 12:30--if you set your radio to the frequency that flashes right at the beginning of the static encounter, your screen will clear up and the Hummingbird (the radio enemy) will be defeated; checking your status in the menu will show that your mental state jumps all around during the radio spikes. It's tragic when you read the details of the unit this monster inhabits. Super cool little details someone might miss in the frantic energy of this encounter, it creates this setting of madness dressed as runaway frequencies where it remains uncertain what numbers mean anything at all. Intricacies of this type is what makes SIGNALIS masterly for me, and my personal GOTY for 2022. I cannot get this game out of my head, man--odd considering your first finding is that book, the King in Yellow...
NO FUCKING WAY I JUST STARTED SHOOTING LIKE CRAZY
In my first playthrough i did this cause the numbers that popped up on screen does look like radio signals. My strategy is just to enter and exit the room they are in repeatedly cause the numbers will flash when you get in.
I thought that was the only way to defeat them.
@@PhazonEnder
This.
It seemed pretty obvious to me.
So imagine my bemusement when I see every other reviewer shooting at them instead of dialing in the radio frequency.
@@noname-vp6vf they keep flashing if you stay in there
12:30 The Kolibris (yes, that is what they are called) are my favorite enemies in the game. The way you have to deal with them is really cool, the way you have to use the radio to counter them feels like having a mental battle (because you are). And later on they aren't alone, but with other enemies, so you have to deal with the mental battle and the physical one.
Btw, if it serves as an answer for the whether or not the background is 2d or 3d, there's a third/first person mod in development, and it looks great.
This comment pushed me to decide to actually look into this game eventually
I actually only defeated them with the radio, I had no idea you could physically shoot them because I thought they were all in my head!
yes!!! I also totally thought you could only battle them with your own radio tuning. And speaking of the radio, when you played the ballet music for the one puzzle, it was so nice and refreshing after all the horror I tried to keep it on when I left, but I just attracted enemies LOL
My favourite font. My least favourite enemy.
All you gotta do is enter the room, wait 1-2 sec till you get the radio frequency, tune into it, then exit and reenter again.....every single time. I don't see how they are that challenging bro.
You really weren't lying about calling it "sig-nay-lis" 💀
Also James: "Callisto Prah-tic-uhl."
... only to pronounce it correctly @ 01:12
@@hussainqureshi9933how he pronounces protocol like that I have no idea
@@sygyzy0933Canadian
Canadians
James, your artistry really bleeds through in this video. The adaption of themes, the distortions to convey those themes and ideas, the way you interpret the very visceral, human ideas in this game--it's just beautiful. This game cements games themselves as a medium for art, and videos such as these are much the same even for the purpose of review. Love your stuff, man. Can't get enough of this video.
Love how he cares enough for his audience to put a flashling lights warning.
Glad more people are covering Signalis. It came during horror prime time, Halloween 2022, and flew completely under the radar because Calisto was releasing soon and content creators like revisiting old classics during that month.
Since you mentioned the radio room at the start and end of the game, here's a fun tidbit. Examining the various items within the room at the start of the game will have Elster comment on them like a machine soldier, saying things like the books are illegal or the equipment is clandestine and needs to be reported. At the end of the game however, she comments how they are Ariane's favorite books and movies that they got to watch together and that the radio equipment was her grandmother's. By the end of the game you are very much not the same character you started off as.
God I love Nitrorad. The way he talks about games remind me of my old conversations I had with my high-school friends.
the way you delivered the stories & themes section is simply fantastic, easily bumped this up to one of my favourite videos.
also nice outro lol
It's like he puts the personality of the game into his reviews.
Nitro decided to upload a Halloweenie video 266 days early. Sometimes I wonder if he just spoils us.
I mean, he did say he needed a quick palate cleanser after Callisto Protocol.
I can always count on ya to show off some really cool games.
This is the first time I've ever stopped watching to play it before seeing spoilers and wow. First game to ever make me cry. Thanks for the sick video
If you're looking for a more in-depth analysis of the story, there's a video by Cicada Wave called "Making Sense of SIGNALIS: Story, Inspirations, and Promises" that really cleared up a lot of questions I had about the game and its various endings. There are so many references to other media in this game, especially The King in Yellow, yet the developers manage to incorporate them so beautifully you almost don't notice unless you keep replaying the game.
I remember how restrictive RE1 was with inventory, especially playing as Chris. I feel like these days everybody skips this puzzle, using a guide to know what items to take when, but that first exploration in RE1, not knowing what to bring where, not knowing how much ammo there would be, how many times I'd have to cross a hallway, if I should kill the zombies there... it puts the survival and the horror in survival horror. Modern survival horror games got ever more generous with ammo and inventory space, so this is great to see.
i think when falke went to see what was outside she came upon the crashed ship and found both of you, dead already the dying dream of the "white haired girl" she saw seems to be what infected falk in the first place and started the loop. meaning falk is you, you are her, she got enveloped and infected by the love of elster and ariane and started using her godlike powers to try and "keep the promise" when you fight her she even tells you you are one in the same and when she dies she mentions becoming one again, meaning the split that happened in her psyche that caused the everything gets fixed and maybe gives her enough strength to finally make it to the ship once more, and on the final loop adler finally realizes he has lost falk forever because he seemingly figures out who you really are, and thats why he seems to lose all hope "i hate everything" he knows the falke he wants is gone and has become corrupted by new memories and goals
Now that's one I haven't heard before...
So happy you reviewed and played this game. As someone who does not have the luxury on spending my money on video games, watching this vid is a god send. Thanks for this!
That little bit from (25:44 - 25:53) has got to be one of the eeriest things I've ever heard. You should do more things like this in future reviews, it really adds somethin' to 'em
Hell yes. I’ve been waiting for you to make a video about this amazing game!
To those who heard what James said about how the flashlight and camera take up an inventory slot and don't like that, you'll be happy to know there was just an update which makes those two upgrades that no longer take up slots. It is, however, optional so those who wanna play the game with those two items still taking inventory, you very well can.
Rewatching this video reminds me of whay an insanely good voice actor you are. You're not even voicing any character, you're voicing the game's themes, but you always put so much feeling in it, and then transition so seamlessly from that to analysing the game in such a sincere and casual way, it's really nice.
Man. I LOVE, when you do passionate videos like this! Sold me on the game a million times over, on my must by list now!
Beatiful and insightful review. Thank you so much for all the good work, Nitro!!
I've seen people say that the game would have been better if they'd given you i inventory slots instead of six, and sure, maybe that's true for a lot of people, but for me it definitely heightened the experience. About halfway through the game I stopped taking ammo and healing items with me in order to free up space. It really added to the tension.
is that 8
13:10 for those who feel that way, there's a mod that allows you to have 2 extra inventory slots, which I feel should've been an option from the beginning. And don't worry, they don't break any visual, the inventory looks exactly the same with them on, just with two extra tabs on the bar, which has been recentered to not look out of place
Had never heard of this game before you brought it up, but man it is so so good! Thanks for making this!
Absolutely one of my favorite types of horror games in one. Survival horror games that take surreal horror and have a hit of Fourth wall breaking theme and make it low poly
I honestly love the small inventory because it got me to REALLY cut down to the barest essentials. 9 times out of 10 I ended up leaving the safe room with nothing but 1 gun and the rounds already in the magazine. Maybe a tool like the flashlight or a stun prod if I knew I was gonna have to do some fighting but almost never more than that. The game actually gives you lots of ammo and resources, but the cost of carrying all those resources led me to playing conservatively and strategically. And that's when survival horror games are most fun to me.
If we completely ignore the more cognitive part this review, one thing that keeps me coming back is the passion with which you speak about games like these. Even given the dark nature of this game, it is such a joy, isn't it?
Got the "promise" ending the first go around. Absolute tore a piece of my soul. Unforgettable and beautiful game.
I love how all the UI elements have this slightly blurred look to them but it is more of an antialiasing type thing than a blur
I was recommended Signalis by a close friend of mine and got even more curious when you talked it up in your podcast. I knew next to nothing about it and walked out with Silent Hill 2 being topped as my favorite horror game of all-time. Signalis is absolutely INCREDIBLE and I'm glad you made a fully dedicated video for it!
Fantastic video as always, James! The way you distorted your voice at the opening of the game was a nice touch! And I appreciate the resource management tips, as I'm new to survival horror and really struggle with that kind of thing. Thanks for making things a little easier!
triple a games used to dominate in the 90s to mid 2010s. Now indie games are climbing up tall right now. Just amazing.
I got the notification that you had uploaded this video when you came out and I’d had signalis on my wishlist for forever so I went and bought and beat this game (twice) so I could come back and watch your video on it. Thanks for making me play such an amazing game!
ive been waiting for this video since the moment the credits rolled on this game. i just KNEW you'd adore it
Seeing one of my favourite game reviewers review SIGNALIS honestly makes me so happy! This game is really good!
This is one of your best reviews I’ve seen to date. The sheer enthusiasm and excitement for every element bleeds through the script and your analysis managed to dive deep into the story’s themes without getting bogged down with trying to explain each element of lore. Keep up the good work!
Also what the hell is this outro
Signailis is one of the first horror games I've really played (I mean I played a lot of the fnaf games but do they really count) and I had a blast. The story is interesting and I really like the look of the game. Can't believe I went the whole game without using any thermite flares or the rifle 🤣.
id say the fnaf games count, but I think they’re also sort of in a league of their own ig
fnaf sucks
I’ve never played fnaf and wouldn’t but idk why … I love the lore behind the game 😅
You should start playing REAL horror games. I recommend trying stuff like Darkwood and Visage.
7:49 James made a video about “Calling” on the Wii several years ago, and he stressed that the game was called “Calling,” and not “THE Calling,” at one point in the video. Yet in this video at 7:49 he references the game and calls it “THE Calling,” just like he warned us not to do years ago haha.
Let's goooo!!
I am so happy to see Nitro Rad do an in depth review for Signalis! Was waiting for him to do so since his best of 2022 video and as always, did an amazing one for it!
I do think most of the people who complain about things like the inventory system don't realize or don't care enough to realize that frustration is fully intentional.
My only gripe w this game is the inventory being too restrictive. I’m a vet of these games, I wasn’t hoarding. I only carried a loaded gun and a stun rod w me at most times and I still had to backtrack to the item box every 15 minutes. We either needed 7-8 inventory slots, or side-equips needed to be taken out of your inventory when equipped
Maybe it's for realism?
Eh, I don't know, I feel like you're expected to simply ignore a lot of stuff (do you really need as much Healing as you can potentially grab, for example?), so the small inventory is fine.
I also did a lot of backtracking to nab absolutely everything, and perhaps it was because I was only playing on Normal, but I had A LOT of leftovers when I'm sure I would have gotten by just fine with the Health and Ammo I lost to get all that unnecessary crap! x)
One thing I don't think that came up that the game does: Giving a distinct identity to each of the corrupted Replika types really makes every enemy feel a little more tragic, since you have more of an idea who they, specifically, were supposed to be like. Even if the idea of being trapped in a little space ship for years until you eventually die is more existentially terrifying, stuff like the Eule and Star at the bottom of the shaft were really just as damn depressing.
Comparing the first person portions to the 3D portions of nintendoDS games is absolutely spot on. I didn't know why I was so charmed by them, but now the connection seems obvious.
I feel the same way about your speech on the the story at the end of the video. If there's one gripe I have about signalis, it's that the prose is a little too dry to fully sell me on the fantastic story (even in german). So hearing other people talk about how it made them feel helps me process it for myself.
we call 6 slots inventory "Redfield's disease" based off resident evil and the limited inventory you had.
After years of following this channel, this is the first time I played something before Nitro uploaded something about it. And I have been waiting for a month or so for this review. Very glad your friends recommended this game to you!
Thank you for all the crazy good indie game recommendations!
Idk if anyone’s ever told you this but you’d make an excellent protagonist in a horror game. Like a game surrounding three main characters, you’d be like the second dude who knows all the lore and is critical to the teams survival lol. Love your vids man, always killer stuff. Do some VA work or something!
What do you mean he is James Sunderland that opened his own TH-cam channel
My favourite mechanic in this game is the camera item. You basically get six in-game screenshots you can use to memorize clues like the codes one can find. It makes the memorizing of codes easier and cooler, with the extra restraint that you can only have six photos at any given time and taking more will overwrite the oldest one in the camera.
Well, it's not my for sure favourite because of the Radio system, but still
Looking at your footage, it looks like your experience was much more illuminated than mine.
I played on PS4 and there seemed to be such an overreliance on darkness in every room.
Dude, love hearing you so jazzed about games. My partner and I watch your videos together and he said the same thing, loves seeing you so excited. Its infectious.
Not sure if you come back to it later but minor mechanic spoiler for those enemies at 12:38, you can beat those guys without using a single bullet or item at all. They flash radio frequencies and if you keep matching their frequencies whilst standing close'ish to them they'll just explode after a while, it also clears the screen noise a bit so you can deal with any extra enemies in the room
13:10 THANK YOU for understanding that limited inventory is part of the fun of it all.
Every loser has been bitching about lack of inventory space while at the same time dragging enough shit in their pockets to be featured on an episode of Hoarders.
A real classic survival horror fan plans ahead and prepares!
I would argue that the stun prod is a bit better than the thermite (melee ver.)
If you didn't know, if you group up some enemies together, and then use the stun prod, it will stun that whole group, giving you a free multi-kill. Sure, you still need to worry about them later if you didn't burned. But in the heat of the moment, potentially killing 3-4 enemies in a instant without using ammo is immensely helpful
it’s so good to hear you just so excited about something, man. those always turn out to be my favourite videos.
I’ve been waiting for you to make a video on this. Signalis was EVERYTHING I wanted from a survival horror game. More people NEED to know about IT.
Yes, another horror review! Those always be my most favorites from your content. Still hoping that one day you check out White Day.
I was wondering when this video was coming. Great work! 😁
Just a heads up for anyone interested, the game has an extremely convincing fake ending where you're taken back to the main menu. Make absolutely sure to start a new game immediately after, otherwise you'll end up spoiling the ending for yourself like I did lmao
I thought it'd be like MGS3 where the main menu changes after beating the game, but it wasn't.
It's kinda crazy how so many out of no where games are are just taking lunch money from Triple A games these days. Like SIGNALIS is getting praised as being one of THE BEST horror games of all time bumping elbows with Silent Hill 2 and the like. Meanwhile Calisto Protocal is "Ehhh, it's pretty I guess".
Also so many people are going to be wondering "The hell is a Zellers?", thanks for the blast of nostalgia Nitro Rad.
I appreciate the flash warnings. They make me nauseated and give me migraines
The way I screamed when I played the spaceship section, when Elster was remembering/reliving her time (however long it was) in space with Ariane. Elster's file: do not talk to the unit, especially about the war. Ariane: ok let me KISS my GIRLFRIEND and SLOW DANCE WITH HER !!!!!!!!!!!!!!!!!!!!! That just came like, out of nowhere to me and I was very pleasantly surprised. What's the only thing more powerful than a space eldritch monster taking control of space and time via a human? Why, her lesbian android's LOVE FOR HER, OF COURSE !!!!!!!!!!!!!
I played SIGNALIS at a friend's house and I need to buy it for myself so I can try to get all the endings, and also just walk around and explore some more. I adore the environments, and I really want to play through it with an eye for the endings in mind because of all the foreshadowing. Adler pushing Elster down the elevator, the elevator FULL of previous Elster bodies? Elster is the unstoppable force, even if, according to some endings, that is to her and Ariane's detriment. Fuck I love this game. If any indie game deserved an art book, it's this one. So glad you took a look at it, Rad!
I swear I felt my heart return to life when I saw that scene. It was so beautiful I was smiling like in a dream from beginning to end, and even stayed in there a couple minutes, just appreciating it all. In a way, I was already aligned with Elster's motif, since for her to fearlessly face all the horrors in the way, she had to have a great reason; but then, not only did I understand it, but was actively doing everything I could to overcome the obstacles and find Ariane again. On subsequent replays, and getting more details, the feeling became even more intense.
I haven't been able to get any other ending except Memory, but I do feel like it's enough. Since Elster's desire resonated so much with my own. Signalis is just a beautiful sapphic tale.
so so happy to see you this passionate about a game, always glad to see smth horror related as well!!
Love to see you excited for a game and the game holding up to your standards without letting you down.
Also the King in Yellow can be found in the second First Person beach walk, it's in one of the small gaps in the cave.
Dang I've only now managed to get that song out of my head after finishing the game, and now a new Nitrorad video comes along and gets it in there again.
12:33 wait, you can kill those guys normally? I always assumed opening your radio and switching to the frequencies that pop on the screen was the only way to deal with them.
Huh, you learn something every day I guess.
When you get their frequency right, a little visual appears (the Mynah boss has it too, when it summons adds) to let you know which one is real so you can shoot it and end the mind-fucknuttery sooner.
@@VonFirflirch Huh, I guess I was too focused on the numbers and didn't notice that
isn't a system where players will only find one or two possible answers to a certain puzzle while there's probably more of them an instance of the rare phenomenon that is "good game design"?
this was the first survival horror game I've played since I usually avoid scary stuff, but it was just too good. easily in my top games.
Man, your videos are always great. But you really went above and beyond this time. It's always inspiring to see one piece of art inspire an artist to raise their game.
this game looks wonderful, thank you for your take on it!! I’ll be sure to pick it up!!!
Literally just got this on sale for the Switch. Your review is what convinced me. I’m not normally a horror game fan, but you got me excited for this.
Love your work Nitro, keep it up! Best reviews on yt
Glad to see The Rad finally do a video on Signalis, heard from a previous video he was praising it so hard that he hasn't made the review video yet, showing there might be something quite special if you are that impressed by something that you end up talking about it before the awaited video you make is released, all in all glad to hear James enjoyed it so much it's gonna be played as much as the legacy Survival Horror games he played over the years cements it's legacy for sure.
THE ENDING XD
Srsly tho, what a great in-depth review of a game that I am sure really deserves all the praise you give it! I will check it out myself :)
Also great point about games not at all having to be photorealistic, but instead need a DEDICATED artstyle that can just as easily carry a game-experience with very little polygons.
Really thankful your channel exists and you still keep getting better and better at what you do!
I'd say the reason 6 slots works in RE and it aggravates people in Signalis kinda comes down to one core problem.
There's no tool slot, and this might not have been an issue but, the game makes the flashlight mandatory in order to progress in some cases. It has no dedicated slot outside of your inventory, you can't attach it to weapon (as the design suggests it would) it simply eats up a slot when otherwise it really shouldn't. And then you could go into the decision making of whether or not to bring along stun rods, flares, etc.
So instead of running around with a potential 6 slots, you're running around, realistically speaking with 5 until you can confirm you've explored all dark rooms, and because of that a lot of players can't help but get that nagging feeling of it being just shy of enough slots. I'm honestly surprised there was no pouch upgrade in the later levels.
So happy you're covering this game. I knew when I played it that you would love it.
I remember clicking no on the save option for the first time and seeing the words you'll regret that later and saying oh I see.
This looks like what Studio SHAFT will make if they make a video game, if you ever watched Monogatari series, Madoka Magica, and arguably Fate/Extra Last Encore, you know what i am talking about. Those screens filled with words and i remember a screen said "intentionally left blank" and that just screams Monogatari and in it, Studio SHAFT.
Your presentation and flow has gotten so good since I discovered you at 10k subscribers. You’re the man 🤘🏾🤘🏾
6:16
Anyone else laughed out loud at this screen, when playing? This knife after reading that one very angry file, minutes earlier, made for some genuinely great visual comedy xD
As someone whose Survival Horror experience is just one playthrough of Resident Evil REmake -and Sticker Star maybe?- , I actually enjoyed my 10-11 hours with the game. No guide, I got the Memory ending (which apparently ties to a balanced playstyle). I was liking the world building, too, I wondered what it would amount to... and then the game just ended, leaving me a bit underwhelmed. I even checked the New Game option, just in case... you know. ;)
If anything, the fact that even some nervous wreck like me was ready/hoping for a couple more areas means the game is legitmately fun and gripping!
Most of the symbolism is just lost on me, unfortunately. But it still left an impression.
Also I think the sort of nasally deeper voice over the themes of the game before the spoilers section is a little cheesy and could use some work, but I like that you take on a different type to change the tone of the video, and not to have the silly TH-camr man tell me about reality being unreal. I hope to rewatch this after I play the game. Thank you James-Nitrorad! (Also Ni No Kuni WOTWW came out on switch recently, I hope you at least try it out, it’s one of the better creature collecting games I’ve tried and paused to watch this!)
I don't know why exactly but this is one of my favourite of your videos, it was so freaking good!
Dude, you're like human marijuana, I just feel so happy and relaxed when your videos are on, now I have to binge watch them later.
That Bulborb in the background friggin kills me
I can't recommend Signalis enough.
One of my favorite horror games of all times. I've played it three time back to back, taking notes all the while because there is a lot that's left to interpretation and the narrative is ambiguous on purpose but still very engaging.
Here's a little tip that wasn't mentioned in the video: if my memory serves, you can actually tune your radio to specific frequencies to pacify the spazzing enemy that mess up your screen.
this was actually the second survival horror game i've played (first being silent hill 2, but never finished), and it was such a great experience. i'm really glad that you did a review on this! i've been kinda desperate for more signalis content so this helps with that ache lol.