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Cover art for Signalis (2022)
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Signalis is a 2022 survival horror computer game developed by the German developer known as Rose Engine. It is in the same vein and styled after other games like Resident Evil and Silent Hill 2, though it also openly wears influences from authors such as H.P. Lovecraft and Robert W. Chambers. It is set in a dystopian future of an alternate, but similar solar system which is locked in conflict between the Eusan Nation and the Eusan Empire. It is one of my favorite video games of all time for its exploration of personal autonomy, life under the machinery of an oppressive state, and ultimately, love and letting go. The plot centers on two characters: LSTR, or "Elster," a Replika (essentially and android) and Ariane, a bioresonant (psychic) human that are in a forbidden relationship. It is worth noting that both characters are women-identifying.
As one plays the game, it becomes increasingly clear that the reality with which we are first presented is mostly a 'lie.' Initially, we are led to believe that we are in a prison camp that has been overrun by a mysterious plague known as Sierpinski-23 to look for a woman named Alina Seo. With the progression of the story, this initial narrative becomes far less certain, with the eventual revelation that our character is stuck in a seemingly endless cycle. She must go through hell, time and time again, in hopes that she will have the strength to end it the only way she knows how. This being: "Remembering our promise." Remembering Ariane.
As it turns out, both Elster and Ariane are dying. This is because, in reality, both are a part of the Penrose program. Essentially, a propaganda effort wherein the Nation fires shuttles off into the void in hopes of finding habitable worlds. In reality, the program is a suicide mission, the shuttle only meant to last for 3,000 days before degradation. Ariane and Elster pushed it to 5,400, resulting in radiation poisoning and other nasty things. In an attempt to save their lives, Ariane utilized her extremely powerful psychic abilities to construct a different reality- only it went wrong. Horribly so. Now, the only immediately obvious way out is to fulfill the promise you made to Ariane: To end her suffering. To let go of her. Easier said than done.
What is interesting, and more directly related to our class, is the landscape which you navigate throughout the game. It is defined as a descent into the earth, followed by a strange, inverted ascent. You begin in a snowy wasteland, climbing down a black stone staircase cylindrically carved into the earth. As you go deeper into the facility, you eventually reach the mines below, and from there? Another, decayed, rusted facility- a landscape of blood and torment and meat. Not unlike hell- a comparison which the game itself heavily draws upon. Particularly, when you finally reach the first, false ending of the game: You re-emerge into an inversion of the staircase you first entered the space of the game through, climbing up into a red wasteland dotted by black stone pillars. Here, you encounter several hallucinatory experiences, as well as the line:
"Perhaps, this is Hell."
Furthermore, the space of Sierpinski is inhabited by the demonic distortions of other Replikas, who are very clearly suffering from both physical and mental ailments. They act as obstacles for your character just the same as the twisting, changing landscape of the facility. In hindsight, I cannot help be reminded of the "ha Satan," the accuser and obstructor. Elster's conviction is tested the deeper she goes, the presence of these distortions growing heavier and taking on more dangerous forms, and she must experience it again and again to try and remember the promise she made. This, in my opinion, is a whole lot like Hell and/or purgatory.