I watched thevoiceofdog do a playthrough of Signalis with Raqus cohosting back when it came out (and made some silly art, one of which you can see above). The worldbuilding for the game is truly phenomenal, and it's well within the brackets of that's been coming around mostly in the horror genre where the game's limitations are intentional, in some cases literally telling the story through what you can't do (or can't do easily).
It's not a Git Gud kind of hardness- I firmly believe I could mod Dark Souls into having a combat-free Casual Mode and the storytelling would remain untouched. It's testing you under strong limitations that make your struggle part of the story. And they do it in worldbuilding- on original release your inventory was capped at six slots total because, no joke, the fascist government decreed that no one should be walking around carrying loads of stuff and decided in their wisdom that six items was plenty. Then they programmed your robo-brain to comply with this law. I guess they patched that out later but it definitely set some tone for the world.
I could genuinely gush about how much I love this game but I'd rather folks go out and play it first, so go do that- This Space will be Left Intentionally Blank for your return. ๐


