
A classic survival horror experience set in a dystopian future where humanity has uncovered a dark secret. Unravel a cosmic mystery, escape terrifying creatures, and scavenge an off-world government facility as Elster, a technician Replika searching for her lost dreams.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About










Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99−30% | 34.5Kreviews | 97% | — | $14.2M |
| $19.99 | 6.9Kratings | 92% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1354 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] Welcome to my review of SIGNALIS [/h1] [b]TL:DR if you're too lazy to read; very good game and you should buy it, YES at full price. But not if you're a gooner, don't let the tourists give you a false impression about the setting and characters.[/b] [b]The Game[/b] SIGNALIS is a game that can be summarised as "PS2 graphics RE clone". But that's not very fair because it does so much more than just that. While it certainly borrows a lot from the older resident evil games, it still stands out from it not only because of the setting, but also the general feel. Unlike those older games, it feels much more responsive while sacrificing nothing when it comes to visuals. I really don't have much to put here for gameplay. It plays well, the puzzles don't feel unfair and I didn't feel like the game was ever being unfair, even during the boss fights. That said, the survival difficulty IS REALLY, HARD. I'm going to gloat and say I did beat it on survival difficulty but man what a slog. Was worth it though, got the secret/true ending that way. The game is very optimized and doesn't require crazy hardware to run. I also encountered no bugs at all, atleast none that I could remember so theres that too! [b]The Setting.[/b] Needless to say, the character design and setting are sublime! While there are many games and shows I've played and seen throughout my life, this game has one of the best I've ever seen and I mean that wholeheartedly. Humanity builds a space empire ruled by a corrupt religious order, which then spawns a communist rebellion that fights back against the order. Many years pass the war drags on, the communists having the upper hand. The brutality and need to win spawns a new super weapon, the Replika. Robotic humans that seem more human at first glance, but are very mechanical underneath. Very brutally purposeful to their intended role, and just as disposable if disobedient. These robo-humans are stunning in their design and implementation. Cogs in an oppressive machine, doing as their told while trying to make something out of their existence. The communist Super state of the "Eusan Nation" is a offshoot of the former GDR/DDR but if they were in space. The fact that they can basically make a super humans, but other technology has stagnated somewhere around the early 90's is so interesting and so cool to see. Cute little robo-girls that can be the thought police but still carry around weapons designed in 70's is just- Something I don't know how describe but I just love them. Even the humans look so cool in this game. The bread and butter are the Replika's though. My personal favourite is the Kolibri or KLBR. [b]STORY[/b] [spoiler] Arianne, your girlfriend, is dying. How did we get here? Well Arianne is not like the other girls. She hasn't accepted the fact she is another cog in the machine of war and status quo. Arianne is who she wants to be, and artist, a free spirit. This is not good enough, the state knows something she doesn't and therefor she has been sent on a mission. Go beyond our milky way, find new life, find a new beginning. You will accompany her on this journey, LSTR-512. You get to know Arianne, and you two eventually start falling in love. Thing is though, this mission was a one way trip. Arianne was meant to die, and you as a disposable replika, were meant to die with her. Arianne knows the writing is on the wall, and needs you to finish her off before the ship fully fails after so long in space. Thing is, that thing the government knew about has come back to bite you and Arianne hard, and it is unknown if she other got back the powers that be. As you see, Arianne is not a normal girl, she has natural bio-resonance. Minds so powerful that they can alter space and time around them. And now, in Arianne's dying moments, you are forever trapped with her, trying to break the cycle. Other have been ripped from their reality to bask in Arianne's agony, much against their will. You will endless roam her memories of how she saw the world around her, mindless monsters attacking her everywhere she went, and faint moments of self-expression, corrupted and repressed. [/spoiler] [spoiler] In your first play through, you will get one of three endings, all of which are the "false bad ending". Some are less worse than others, but the outcome is the same, you are doomed to repeat cycle. I must also address the fake-out ending half way through the game, that really hit hard and was the few times I've cried at a story and game in recent memory. The true ending is the "Artifact" ending, and the one I strongly believe to be canon. This does require a second play through. Trust me though, its worth it. You can finally break the cycle in one last happy memory. [/spoiler] [spoiler] There are 3 total chapters in this game each divided into sub-chapters. Chapter 1 is the strongest in my opinion and all of the sub-chatpers are really good too. Eases you into the setting and gameplay in a interesting fun way. Chapter 2 is- well I think in this case we have to talk about the sub-chapters. Part 7: Excavation is a strong part of this chapter but its only downside is that it is very short. Part 8: Nowhere, was the low point in the game. While the horror themes were strongest and most interesting, the gameplay in this part of the game felt very tedious and is such a slog to get through. First time playthrough it's fine but on repeat play throughs its really annoying to get through. At the end of this chapter is when the fake ending occurs and Part 9: New Game starts, which while short is pretty cool. Chapter 3: And now, Rotfront picks up where chapter 1 left off strong is a very good ending chapter, just still a shame Nowhere felt so bad to play. [/spoiler] [spoiler] There are boss fights in this game, the first one is fun and interesting and sets the stage for a enemy later. The second boss fight is interesting but also kind of annoying but does end in a satisfying way. The final boss, Falke is the hardest but most engaging in my opinion. Once you've defeated her, you can finally fulfill your promise, and we can be one, and free again. SIGNALIS is very a game about losing your identity and struggling to find or keep it. While the ever lingering trauma will haunt you and try eat you from within. While the main two characters are gay, I don't think this at all is intrusive or done poorly, if anything the opposite. Many modern games force certain things in them, often in a distracting or distasteful way, SIGNALIS does not do this and actually tells a very compelling romance and story without falling under the idiotic "culture wars". Let me be clear, I do not care if there are gay characters in a game, what I do care about is if they are told in a way that actually makes sense to not only the setting but also the story. Something which the broader SIGNALIS fandom seems to have forgotten, more about that down below. To round off though, the story is excellent and absolutely worth exploring all the way to the good and true ending.[/spoiler] [b]A rant about the community of this game, short because of text limit.[/b] Gooners and porn-rotted tourists have ruined this community. [b]Conclusion and personal thoughts[/b] SIGNALIS is a game I highly recommend for its rich story and setting. On top of being a fun horror survival game. This is a game I 100% recommend at full price. It left such a meaning impact on me that it very much influences my own original content! This game will certainly pull on your heart strings, and leave a positive if not somber feeling. While I would really like to see SIGNALIS 2 or a game taking place in the same universe, that is unlikely. Rose Engine has been pretty quiet on this subject, and it is unlikely they'll do more with the IP. Might I add that, for their first game ever made, they absolutely smashed it out of the park! Now with all that said and done, go on reader, fulfill your promise.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 24: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 16.88/day in the week to Jul 21 → 24/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America, French
| $19.99 |
| 5.2Kratings |
| 92% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
SIGNALIS is definitely a game you should experience atleast once. What's amazing about SIGNALIS is the most confusing story i've experienced (Not kidding) Even after beating the game, reading notes and everything I went through in the journey, I still don't understand the story and I am stuck with bunch of questions. I'll also mention this. I have watched some essays about SIGNALIS before I even played (hence how I got hooked into this game) And still, It doesn't click with me. And I think that's a good thing. Im probably not the only person that doesn't understand the story, hence why we are actually interpreting SIGNALIS in our way about how the story goes and what it is about. And if that was the ideal plan all along by the developers, then they definitely have nailed it, spot on. SIGNALIS is full of complicated references, lore and a lot of confusing and hard puzzles that tests your brain to the limit. What I am going to remember about SIGNALIS is: ACHTUNG ACHTUNG ACHTUNG And don't forget: "REMEMBER OUR PROMISE"
literally Silent Hill 2 and Nier:Automata's lovechild if James Sunderland was a lesbian. peak doomed yuri. I had such a hard time grasping at what was happening as everything in the game is connected to something one way or another, so many scenes across the whole game point at things I don't even understand still, it's incredibly lore-dense and confusing in the best way possible. Literally everything about this game is so well-made. If you like the King in Yellow you'll love this. don't forget our promise </3
This game gave me goosebumps with its art, philosophy, literature and eargasm music. Absolute art and psychological horror... It puts you in a neon-lit, melancholic artful nightmare. Every corner feels heavy with isolation. The game explores what it means to be human and dealing with grief in an abstract way. It's profoundly devastating. If you love solving puzzles, intense atmosphere and endings that give goosebumps then you should play Signalis. Peak hidden indie gem. Above all PEAK YURI!!!
只一眼,我便爱上了这个游戏——封面这颗“眼睛” 它对我释放无敌吸引力,无论它是什么题材、玩法,我都要玩到它,我都会喜欢它,我爱这颗眼睛💓 https://steamcommunity.com/sharedfiles/filedetails/?id=3761192248
I can't understand people glazing this game with overwhelmingly positive reviews aside from the fact that the setting is interesting and the presentation is unique. The only "horror" this game has is realizing you have six inventory spaces and that door needs five keys. If you are interested in the setting, i'm sure you can find a commentary-less playthrough of the game somewhere easily. You're not missing anything on the gameplay. At this point I am meandering through it to get to the ending. [h1]The Story[/h1] And setting is actually pretty interesting. I like reading about all the different replika models and piecing together what things are like when they're not totally falling apart and rotting. [h1]The Gameplay[/h1] There's a lot of running around. There's a lot of things left in a "just broken enough to not work but fixable enough that a random replika using the contextual clues from notes we left scribbled nearby could figure out how to fix it with something from another room down the hall". There's a lot of eye rolling when you use a key to open something and you get another key to open another something you passed by on the other floor because you didn't have the key. There's a lot of ""resource management"" if you can call being given 2 bullets every 7 rooms managing any amount of resources. Helpfully, enemies can also randomly decide to get back up after you've spent your valuable resources putting them out of action, so if you like to take things slow and at your own pace, enjoy never having any ammunition for anything, ever. In later rooms you are given limited supplies of flares that essentially allow you to perma-kill enemies but surprise, you get three or four of them for about every 20 enemies. [h1]Combat[/h1] Combat is simply clunky. Holding the aim key targets whatever enemy it thinks it should target. Waiting for the reticule to close (probably?) deals more damage. Attacking at close range does what could be described as a "polite shove". Enemy damage varies widely. The number of rounds needed to down enemies seems to vary widely. Stun batons are for some reason "disposable" and the plentiful knives laying around seem to not be made for Elster's hands specifically. The only difficulty from combat comes from only ever having approximately a handful of bullets to your name and wrestling the needlessly clunky controls. [h1]Boss Encounters[/h1] Underwhelming. Stood behind a pillar for a solid 30 seconds checking something on my other monitor while the replika shot repeatedly at the only piece of cover in the room (which I was behind). With a game's combat system as limited as this one is it's kinda surprising boss fights even made it in. [h1]Other Mechanical Issues[/h1] Once I started streaming this game to a friend, any instance of combat immediately started shaking my screen to the point the game window was literally not even visible. I had to completely disable screen shake. The filters on the game (CRT/ect) make things annoyingly difficult to see and strain your eyes. It can be difficult to tell what's interactable and what isn't. And of course, virtually every NPC you meet has their reasons to sit still where you found them and never move or do anything that could be described as helpful.
Lesbianas, estilo Resident Evil de los olds, historia fumada que tenes que ver videos y teorías para entender la historia, lesbianas, amor entre una albina con poderes y una robot. Resumen: 10/10 y god, toca platinar este juegazo
This is a masterpiece. SIGNALIS showed me that this isn't just another survival horror game. It's a love letter written to the genre, and it's so good it made me fall in love with it. When I first saw the game, people said it was something like a mix of Dead Space and Silent Hill, so I thought I'd give it a try since it's not a very long game. But oh boy, I wasn't expecting such a captivating and impactful story. As if the story wasn't intriguing enough, the game completely captivated the player with both its storytelling and atmosphere. It was a really successful game in its genre and it was terrifying. But the truly terrifying thing wasn't fighting the creatures or trying to survive in the metal corridors. What was terrifying was the atmosphere, the slow and inevitable decay of this world, the loss of identities; yet, despite the pain, despite not knowing what was real and what wasn't, continuing for the sake of a promise... It was one of the best examples of Eldritch/cosmic horror I've ever seen. Remember Our Promise. </3
I loved my experience with SIGNALIS. Rose-engine took the foundational groundwork laid by the first Resident Evil three decades ago and created what is arguably the greatest survival horror game of the modern age. Thrilling, beautiful, well-designed in multiple facets, and unbelievably fun to play. You owe it to yourself to play this masterpiece if you are a fan of the genre. I don't have many criticisms of the game, aside from its narrative. In short, it's utterly incomprehensible without the aid of guides. The way the narrative is told, structured, and presented makes it nearly impossible for the average person to grasp what is happening, even on a fundamental level. The game cares too much about its intellectual appearance, and as a result, it ends up feeling more pretentious and artsy-fartsy for the sake of appearing smart than actually being smart. One of the most unnecessarily confusing and deliberately convoluted narratives I've seen in a long time. Under all those layers of pollution, though, is a genuinely good story with creative and intriguing worldbuilding waiting to be explored if you have the time and curiosity to learn more post-game. Despite my harsh criticisms of how the narrative is told, it hasn’t changed how I feel about the game: I still love SIGNALIS. Its praises are well-deserved, and it's easily one of the best games I've played all year.
《信号》:9.4 / 10 (神作) 单周目流程时长:6 - 15 小时 类型:生存恐怖 —————— 吐槽时间 —————— 当我提起《信号》,你会想到什么? 没听说过? 很正常,作为一款极度意识流的生存恐怖游戏,《信号》的传播门槛属实不低。破碎的叙事、晦涩的隐喻、真假难辨的幻觉,以及大量脱离常规叙事逻辑的蒙太奇,让它注定无法成为一部真正意义上的大众作品。 或者,你只是看别人玩过/仓促通关了一遍? 剧情半懂不懂,却依旧深受震撼,不知该如何评价? 如果单论格调,独立游戏里能稳压《信号》的屈指可数。反乌托邦、血肉末世、太空科幻、感染异变、克系文化、哲学隐喻、政治讽刺、百合虐恋等等等等元素本就足够复杂,可它还偏偏要将其彻底拆碎,混进大量的艺术与文学符号之中。 于是,大部分玩家第一次接触到它时,很容易就会产生一种由未知、恐惧与好奇心共同织就的,近乎本能的敬畏。明明什么都没看懂,却又隐隐觉得,自己好像窥见了什么不得了的东西,“第九艺术”、“独游珍品”等词语,也自然开始围绕它出现。 又或者,这是一部真正震撼了你,甚至能够让你念念不忘、彻夜难眠的独游经典? 这也不算夸张。无论是那个宿命得令人毛骨悚然的真相,还是视听、玩法与叙事共同烘托出的压抑哀伤,抑或是它贯彻始终的美学表达,都让《信号》显得如此独一无二,它注定不会是一部容易被人遗忘的作品。 无论你对本作抱有什么样的看法,我觉得有一点大概是共通的: 《信号》是一部难以让人接近的作品,是一部需要慢慢游玩,细细品味,才能触及其中精髓的小众珍品。 可问题在于—— 我恰恰最讨厌这种游戏。 没有什么复杂的原因,就像是我一直不太欣赏的古典音乐,太过典雅,太过克制,也太需要让人静下心来慢慢品味。 我当然知道它很好,也能理解为什么有人会为之沉醉。可对我来说,“知道它很好”和“我喜欢它”,从来不是一回事。 比起晦涩难懂的谜题,我更向往一段清晰坦诚的旅途,去结识那些有血有肉的角色,去共情她们的喜怒哀乐,并将自己的心跳,系于她们起伏的命运之上。 而不是看着一个本可以触动人心的故事被彻底拆碎,藏进文件、暗示、宗教与幻觉之中,再通过层层设计抬高理解它的门槛,最终沦为只属于少数人的狂欢。 所以,过去每当我遇到这种不好好讲故事,只顾着宣泄创作欲的作品,往往只会送它四个字: 故作玄虚。 然后把它扔进垃圾桶,心情不好的时候,可能还要再吐几口唾沫。 可偏偏,《信号》让我做了一件连我自己都觉得匪夷所思的事情。我不仅通关了它,还为此翻阅资料,逐帧回看,比对细节,最后甚至是为了那个贯穿始终的【誓言】,写下了几万字的剧情解析。 那么,这是不是说明《信号》改变了我? 难道我终于理解了意识流作品的魅力,也愿意开始欣赏这种作品了吗? 并非如此。 我承认本作很优秀,也承认它拥有一种独一无二的美感。可与此同时,我反而更加确信—— 它依旧是我最讨厌的那种类型。 我讨厌它讲故事的方式。 我讨厌它把本可以直击人心的情感藏得那么深。 我讨厌它的冷漠,讨厌它的晦涩,更讨厌那个为了弄明白这一切,不得不一次又一次回头的自己。 我明明无数次想把那些文本、隐喻和谜一般语全都扔进垃圾堆,却还是为了那个【誓言】,像个傻子一样,一点一点把它们重新捡了回来。 所以到了最后,我不得不承认一件很别扭的事情: 《信号》让我玩得痛苦万分,可我又舍不得让它结束。 这大概就是我对《信号》最真实的看法。 我不会因为这一部作品,就突然爱上意识流。但我同样不会因为讨厌《信号》的叙事方式,就假装它从未在我身上留下过什么。 所以,这会是我认真通关的第一部意识流作品,也大概率—— 会是最后一部。 —————— “不超六”原则 —————— 《信号》并非是一款完全脱离大众的作品,抛开晦涩的叙事不谈,无论是玩法还是视听演出,它都有足以让人沉迷其中的亮点。 本作很旧,却旧得异常现代。粗糙的像素颗粒、低多边形建模与录像带般的噪点,配合90年代日系科幻特有的冷硬气质,让《信号》看起来就像是一部从几十年前遗留下来的作品。 可与此同时,它的光影、构图、动态细节与过场演出,又在不断提醒我一点: 这种所谓的“老旧”,并非源于技术落后或资金不足,而是一种刻意为之的美学选择。它表面看上去像是一件来自上世纪的遗物,骨子里却是一部彻头彻尾的现代作品。 玩法方面,虽然大部分时间里游戏都采用俯视角,但在调查部分场景、操作特殊机关,乃至进入部分过场时,游戏又会突然切换成第一人称,让你亲手翻找道具、观察细节或解开谜题。 这些突然拉近的视角,让玩家与这个世界之间的距离骤然缩短。而它对于细节近乎偏执的打磨,则让这种感觉变得更为真实。 比如角色在受伤时,伤势并不只是一个数字,而是会真实地改变玩家所看到的、所听到的一切。轻伤会让鲜血不断滴落,重伤则会让画面闪烁,弹出警告词条、色彩逐渐褪去,甚至连背景音乐都会逐渐失真,压迫感随之扑面而来。 同样,本作对于代入感与真实感的追求,也一路延伸到了玩法层面。 只不过,对于玩家来说,这未必会是一件好事。 《信号》的玩法几乎全盘继承了经典生存恐怖,尤其是早期《生化危机》的那套设计思路:背包管理、枪械射击、感染怪物、物品检视、道具组合,以及大量依靠钥匙、密码与机关推进的箱庭探索。 本作的游玩体验也同样是那套熟悉的循环:拿到一个又一个的纸条,解开一个又一个的谜题,打开一个又一个箱子,找到一个又一个的钥匙,通过一扇又一扇上锁的门,在不断地折返与解锁中,吃透一个又一个精巧的箱庭。 这套玩法框架本身足够成熟,因此《信号》的玩法下限注定不会太低。可与此同时,它也毫不留情地继承了那些老游戏特有的【硬核】。 枪械只是防身的手段,而不是屠戮的工具,如果你见怪就打,很快就会被不断复活的怪物耗光弹药,陷入资源困境;没有自动存档,只能依靠有限的存档点保存进度,一旦中途死亡,之前的探索便全部作废;中后期流程需要携带的东西很多,可背包却只有六格,于是大量时间都会被浪费在来回搬运物品上。 这些设计放到今天,多少显得有些反人类,可《信号》从来就不是一款想让人舒服的游戏。 如果不断复活的怪物能让你始终对走廊保持戒心,那它就绝不允许你把这里清理成安全区;如果稀少的存档点能让死亡变得沉重,那它就拒绝自动保存;如果六格背包能逼迫你不断取舍,那它就只给你六格。只要这种不适能够服务于它想营造的氛围,《信号》就会毫不犹豫地把这种不适留给玩家。 某种意义上,它就是这样的一部作品: 先忠于自己,然后才考虑你。 —————— 真正打动我的... —————— 在通关《信号》并写完关于【誓言】的剧情解析之后,我觉得自己其实有两个选择。 一个,是彻底接受它的一切。继续翻阅资料,继续对比细节,把那些隐喻暗示一个个拆开,尽可能吃干抹净这部作品,并竭尽全力地去揣摩制作组究竟想表达什么。 另一个,则简单得多: 拿走我已经得到的一切,让这个故事永远停留在只属于我自己的版本里。 如果说前者是一种尊崇,那么后者,多少算是一种亵渎吧。 但我还是会毫不犹豫地选择后者,因为直到现在,我依旧不喜欢《信号》的叙事。它依旧是我最不喜欢的那种剧情向游戏,也依旧是我最不愿意主动接触的那类作品。 在我看来,叙事向游戏当然可以晦涩,可以塞入更多内容,可以在一个故事背后藏下第二个,第三个,乃至无数多个故事。 但前提是,别妨碍玩家先把你最想表达的故事看懂。 可《信号》偏偏没有这么做,它几乎没有给普通玩家留下多少顺着主线,自然而然理解一切的空间。如果不额外查阅资料,不反复考据,不主动把散落在各处的碎片重新拼接起来,那么大多数人在第一次通关后,最直接的感受恐怕只有四个字: 震撼,却又茫然。 这可能就是大众与小众之间的区别吧。庸俗的我接受不了太过“作者向”的作品。说到底,我真正向往的始终是:在正常的叙事之中,藏着一个更高维度的故事。而不是在扭曲的叙事之中,藏着一个正常的故事。 《信号》的故事其实很简单,简单到几分钟就能讲完。 可它又复杂得不可思议,复杂到除了作者之外,或许根本没有人能够把它彻底讲完。 而为了弄明白这些,我最终还是在《信号》身上投入了远超正常通关所需要的时间,多到现在回过头来看,我甚至会觉得有些浪费。 如果让现在的我重新评价这段经历,我反而会觉得—— 普普通通地玩完一次,或许就已经足够完美了。 那些藏在故事最深处的宗隐喻也好,文学与艺术引用也好,那些永远争论不休的世界观细节也好...... 它们究竟还有多少答案,其实已经无法再触动我了。 除了一个东西。 那个从开头一直延伸到结尾,贯穿了整个游戏的—— 【誓言】 为了这个誓言,我愿意继续翻阅资料。为了这个誓言,我愿意重新看那些自己根本不想看的文本。为了这个誓言,我愿意逼着自己去理解那些我本来不想理解的东西。 但也就 仅此而已。 现在,我已经理解了它。我知道她们为什么许下它,为什么忘不了它,又为什么跨越那么漫长的时间与死亡,也依旧要履行它。 于是,我也终于拥有了一个属于自己的《信号》,至于剩下的那些东西...... 还给你吧,我已经不需要了。 现在想想,可能这就是我对《信号》那套叙事方式所能做出的最后一点反抗。 因为到了最后,我所记住的,不是什么标准答案,不是作者脑海里的故事,也不是别人告诉我的故事。 而是—— 我所观测到的故事。 而这,就已经足够了。 因为从始至终,我都没有被《信号》的晦涩打动。 打动我的,始终只是她们之间那个再简单不过的【誓言】。 ———— 优点: +惊艳的复古科幻美学 +极具沉浸感的视听演出 +成熟扎实的经典生存恐怖玩法 +庞大复杂、值得反复考据的世界观 +感人至深的【誓言】 仁者见仁: +-极度意识流、碎片化且高度作者向的叙事 +-硬核的人性化设计 缺点: -中期过于冗长的探索流程 ———— 按理来说,故事到这里也就应该结束了。 只是在通关以后,我莫名其妙地做了一件以前不会做的事情: 我去练了一首《天鹅之歌》里的《小夜曲》。 以前的我对古典音乐几乎没有什么兴趣。会主动去听去弹的,也基本都是动漫或游戏里的现代曲子。 可当我真正坐下来,一点一点练起那首曲子的时候,突然觉得—— 好像也没有想象中那么无趣。 不过,我没有因此爱上古典音乐,就像直到最后,我也没有因此爱上意识流。 可某些原本让我觉得遥不可及的东西,似乎也确实没有以前那么遥远了。 或许,这就是《信号》真正留给我的东西吧。 不算很多,也不算宏大,却莫名让我有些怅然。 一切,在此终止。
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