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* BookSafe: The Astrolabe required to unlock Adler's puzzle box is kept in a false hardcopy of ''The King in Yellow''.
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* DeconstructedCharacterArchetype: Elster is one big homage to survival horror protagonists, being a {{Determinator}} in search of someone close like James from ''VideoGame/SilentHill2'' and a skilled engineer that can also fend for herself like Isaac from ''VideoGame/DeadSpace''. [[spoiler:Except she's a DoomedProtagonist; she seemingly died before the game even began, and no matter how far she goes, she'll inevitably die yet again and be sent back [[GroundhogDayLoop to start it all over]] - perhaps even if she does fulfill her "[[MercyKill promise]]" with Ariane. Adler implies that Elster's endless repetition of her [[IWillFindYou search for Ariane]] is destabilizing reality itself. Thus, unlike her inspirations, Elster may well be unable to die for good nor find closure, for herself or anyone else.]]



* DeconstructedCharacterArchetype: Elster is one big homage to survival horror protagonists, being a {{Determinator}} in search of someone close like James from ''VideoGame/SilentHill2'' and a skilled engineer that can also fend for herself like Isaac from ''VideoGame/DeadSpace''. [[spoiler:Except she's a DoomedProtagonist; she seemingly died before the game even began, and no matter how far she goes, she'll inevitably die yet again and be sent back [[GroundhogDayLoop to start it all over]] - perhaps even if she does fulfill her "[[MercyKill promise]]" with Ariane. Adler implies that Elster's endless repetition of her [[IWillFindYou search for Ariane]] is destabilizing reality itself. Thus, unlike her inspirations, Elster may well be unable to die for good nor find closure, for herself or anyone else.]]

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* DeconstructedCharacterArchetype: Elster is one big homage to survival horror protagonists, being a {{Determinator}} DeadlyEuphemism: Replikas who experienced persona degradation or are otherwise deemed unfit for duty are "decommissioned". The Stolen Document note in search Rotfront even suggests "alternative methods" of someone close like James from ''VideoGame/SilentHill2'' and a skilled engineer decommissioning when ammo rations are distributed, implying that can also fend for herself like Isaac from ''VideoGame/DeadSpace''. [[spoiler:Except she's a DoomedProtagonist; she seemingly died before the game even began, and no matter how far she goes, she'll inevitably die yet again and malfunctioning Replikas are intended to be sent back [[GroundhogDayLoop to start it all over]] - perhaps even if she does fulfill her "[[MercyKill promise]]" with Ariane. Adler implies that Elster's endless repetition of her [[IWillFindYou search for Ariane]] is destabilizing reality itself. Thus, unlike her inspirations, Elster may well be unable to die for good nor find closure, for herself or anyone else.]]terminated when appropriate.


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* {{Unperson}}: According to a document found in Rotfront, the Gestalts who "donated" their neural patterns to Replika forms are put on ice after their brain scans and effectively erased from all public records by the Eusan Nation. This is to preserve the illusion that Replikas are the living, incorruptible ideals of the regime.
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** A note found aboard the Penrose is a message to the pilot informing them that if their mission has gone on for a certain amount of time, the mission is deemed a failure and they are going to die as the ship deteriorates and life support systems fail. The briefing warns against trying to stave off the end by using spare parts to keep the ship going or [[EatTheDog eating their LSTR copilot]] and instead encourages either permanently interring themself in the ship's cyro pod or having the LSTR euthanize them. [[spoiler:This is exactly what happened to Elster and Ariane, and they ignored the warning to try to keep the ship operational. Ariane ultimately became so sick she extracted a promise from Elster to MercyKill her, and is waiting for her aboard the Penrose in the cyro pod.]]

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** A note found aboard the Penrose is a message to the pilot informing them that if their mission has gone on for a certain amount of time, the mission is deemed a failure and they are going to die as the ship deteriorates and life support systems fail. The briefing warns against trying to stave off the end by using spare parts to keep the ship going or [[EatTheDog eating their LSTR copilot]] copilot and instead encourages either permanently interring themself in the ship's cyro pod or having the LSTR euthanize them. [[spoiler:This is exactly what happened to Elster and Ariane, and they ignored the warning to try to keep the ship operational. Ariane ultimately became so sick she extracted a promise from Elster to MercyKill her, and is waiting for her aboard the Penrose in the cyro pod.]]
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** [[spoiler:[[FissionMailed Achieving the "false" ending]] counts as a death in the post-game stats, and appropriately nets the player a diagnostics triangle as if they'd died normally. Furthermore, this also averts ArmorIsUseless in some manner, as the "free" diagnostics triangle's protection value reflects the body armor Elster looted off of a deceased unit, and thus will be golden regardless of the chosen combat difficulty. That being said, this will only happen if the player haven't already died before this point, as the diagnostics triangle (nor the associated death count) will not be granted if you've already had a few to begin with.]]
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* QuickMelee: In addition to Stun Rods using their own button for quick-use, Elster will shove enemies back with her weapon if they are too close which doesn't do any damage but does briefly stun them.
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* DarkWorld: There are two towards the end of the game. Initially, it seems that the S-23 Sierpinski mining station is being overrun by a typical zombie plague, with one case of MeatMoss in a kitchen. By the time the Elster jumps into the depths of the mines, she enters a nightmare realm made almost entirely of non-Euclidian rooms and hallways, meat moss everywhere, and distorted versions of prior locations, identified only as Nowhere. [[spoiler:The final act of the game takes place in a recreation of an apartment complex in Rotfront, which is steadily overtaken by the flesh as Elster collects important items and solves puzzles.]]

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* DarkWorld: There are two towards the end of the game. Initially, it seems that the S-23 Sierpinski mining station is being overrun by a typical zombie plague, with one case of MeatMoss in a kitchen. By the time the Elster jumps into the depths of the mines, she enters a nightmare realm made almost entirely of [[{{Bizarrchitecture}} non-Euclidian rooms and hallways, hallways]], meat moss everywhere, and distorted versions of prior locations, identified only as Nowhere. [[spoiler:The final act of the game takes place in a recreation of an apartment complex in Rotfront, which is steadily overtaken by the flesh as Elster collects important items and solves puzzles.]]
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* RetGone: Seemingly the fate of [=LSTR=]-S2301, who only showed up in one loop instance of Adler's journals and never again once the GroundhogDayLoop started. A note penned by a Kolibri unit found in the dorms implies that Falke's neural degradation and corruption during the later loops prevented S2301's requisition. [[spoiler:The playable character is strongly hinted to be S2301 imprinted with the memories of the "real" Elster via Ariane's bioresonance, as revealed by the unit serial number in the bluescreen of death up until the false ending, as well as her orange chest place in lieu of the model's standard-issue combat armor, as noted by Adler.]]

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* RetGone: Seemingly the fate of [=LSTR=]-S2301, who only showed up in one loop instance of Adler's journals and never again once the GroundhogDayLoop started. A note penned by a Kolibri unit found in the dorms implies that Falke's neural degradation and corruption during the later loops prevented S2301's requisition. [[spoiler:The playable character is strongly hinted to be S2301 imprinted with the memories of the "real" Elster via Ariane's bioresonance, as revealed by the unit serial number [[FreezeFrameBonus that's briefly shown in the bluescreen of death up until the false ending, as well as her orange chest place in lieu of the model's standard-issue combat armor, as noted by Adler.]]death.]]]]
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* DevelopersForesight: The developers have clearly accounted for the possibility of players being skilled (or daring) enough to beat ''Signalis'' in one sitting without saves. The post-game results screen will have [[https://www.reddit.com/r/signalis/comments/yps5kd/fun_fact_if_you_beat_the_game_without_saving_the/ a special message]] congratulating you for managing to do so.
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* CriticalAnnoyance: Being at Critical health will cause the game screen to intermittently distort and display heavy static, while also occasionally desaturating the UI which affects even the pause menus. If playing on console or the PC version with a gamepad hooked up, the controller will also pulsate rhythmically to simulate Elster's strained heartbeats as well.
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* RetGone: Seemingly the fate of [=LSTR=]-S2301, who only showed up in one loop instance of Adler's journals and never again once the GroundhogDayLoop started. A note penned by a Kolibri unit found in the dorms imply that Falke's neural degradation and corruption during the later loops prevented S2301's requisition. [[spoiler:The playable character is strongly hinted to be S2301 imprinted with the memories of the "real" Elster via Ariane's bioresonance, as revealed by the unit serial number in the bluescreen of death up until the false ending, as well as her orange chest place in lieu of the model's standard-issue combat armor, as noted by Adler.]]

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* RetGone: Seemingly the fate of [=LSTR=]-S2301, who only showed up in one loop instance of Adler's journals and never again once the GroundhogDayLoop started. A note penned by a Kolibri unit found in the dorms imply implies that Falke's neural degradation and corruption during the later loops prevented S2301's requisition. [[spoiler:The playable character is strongly hinted to be S2301 imprinted with the memories of the "real" Elster via Ariane's bioresonance, as revealed by the unit serial number in the bluescreen of death up until the false ending, as well as her orange chest place in lieu of the model's standard-issue combat armor, as noted by Adler.]]
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* RetGone: Seemingly the fate of [=LSTR=]-S2301, who only showed up in one loop instance of Adler's journals and never again once the GroundhogDayLoop started. [[spoiler:The playable character is strongly hinted to be S2301 imprinted with the memories of the "real" Elster via Ariane's bioresonance, as revealed by the unit serial number in the bluescreen of death up until the false ending, as well as her unique orange chest place in lieu of the model's standard-issue combat armor, as noted by Adler.]]

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* RetGone: Seemingly the fate of [=LSTR=]-S2301, who only showed up in one loop instance of Adler's journals and never again once the GroundhogDayLoop started. A note penned by a Kolibri unit found in the dorms imply that Falke's neural degradation and corruption during the later loops prevented S2301's requisition. [[spoiler:The playable character is strongly hinted to be S2301 imprinted with the memories of the "real" Elster via Ariane's bioresonance, as revealed by the unit serial number in the bluescreen of death up until the false ending, as well as her unique orange chest place in lieu of the model's standard-issue combat armor, as noted by Adler.]]
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* MasculineFeminineGayCouple: [[spoiler:In the game's final chapter, Elster is revealed to have been in a [[SleepingWithTheBoss relationship]] with her Gestalt Officer [[{{Robosexual}} Ariane]]. Elster is a cold and stoic RobotSoldier, while Ariane is a warm and passionate human non-combatant.]]

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* LostTechnology: The original neural data of the [=LSTR=] series of Replikas is this, having been lost during the destruction of the Neural Archives on Vineta. As a result, [=AEON=] had to resort to using the memories of a decommissioned Penrose program [=LSTR=] as a new master copy for future production.
* MasculineFeminineGayCouple: [[spoiler:In the game's final chapter, Elster is revealed to have been in a [[SleepingWithTheBoss relationship]] with her Gestalt Officer [[{{Robosexual}} Ariane]]. Elster is a cold and stoic RobotSoldier, while Ariane is a warm and passionate human non-combatant.]]]]
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* RetGone: Seemingly the fate of [=LSTR=]-S2301, who only showed up in one loop instance of Adler's journals and never again once the GroundhogDayLoop started. [[spoiler:The playable character is strongly hinted to be S2301 imprinted with the memories of the "real" Elster via Ariane's bioresonance, as revealed by the unit serial number in the bluescreen of death up until the false ending, as well as her unique orange chest place in lieu of the model's standard-issue combat armor, as noted by Adler.]]
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* TheseusShipParadox: Invoked by name through an achievement granted for dying at least 16 times during a single playthrough. As Elster is given a permanent health buff upon dying and loading a save, effectively obtaining an "upgrade" part in so doing that's visualized by the grid of triangles in her diagnostics screen, the question is thus are you still really "you" after replacing every single component of your body throughout the course of your journey? [[spoiler:You're not, as dying enough times to unlock this achievement finally clears up the glitched [=LSTR=] serial number on the blue screen of death from then on out to be ''S2301'', [[https://www.reddit.com/r/signalis/comments/12nmbv6/fun_thing_i_saw_on_the_bsods_first_one_is_taken/ the ID of the unit mentioned in Adler's journals.]]]]

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* TheseusShipParadox: Invoked by name through an achievement granted for dying at least 16 times during a single playthrough. As Elster is given a permanent health buff upon dying and loading a save, effectively obtaining an "upgrade" part in so doing that's visualized by the grid of triangles in her diagnostics screen, the question is thus are you still really "you" after replacing every single component of your body throughout the course of your journey? [[spoiler:You're not, as dying enough times to unlock this achievement finally clears up the glitched [=LSTR=] serial number on the blue screen of death from then on out to be ''S2301'', [[https://www.reddit.com/r/signalis/comments/12nmbv6/fun_thing_i_saw_on_the_bsods_first_one_is_taken/ the ID of the unit mentioned in Adler's journals.]]]]
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* TheseusShipParadox: Invoked by name through an achievement granted for dying at least 16 times during a single playthrough. As Elster is given a permanent health buff upon dying and loading a save, effectively obtaining an "upgrade" part in so doing that's visualized by the grid of triangles in her diagnostics screen, the question is thus are you still really "you" after replacing every single component of your body throughout the course of your journey?

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* TheseusShipParadox: Invoked by name through an achievement granted for dying at least 16 times during a single playthrough. As Elster is given a permanent health buff upon dying and loading a save, effectively obtaining an "upgrade" part in so doing that's visualized by the grid of triangles in her diagnostics screen, the question is thus are you still really "you" after replacing every single component of your body throughout the course of your journey?journey? [[spoiler:You're not, as dying enough times to unlock this achievement finally clears up the glitched [=LSTR=] serial number on the blue screen of death from then on out to be ''S2301'', [[https://www.reddit.com/r/signalis/comments/12nmbv6/fun_thing_i_saw_on_the_bsods_first_one_is_taken/ the ID of the unit mentioned in Adler's journals.]]]]
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* YourDaysAreNumbered: According to the Project Penrose manuals, the [=LSTR=] line of Replikas has an estimated life expectancy of 3,000 cycles, or around 8.2 years of real time[[note]]Though it's unsure if this is their actual intended lifetime, or just an approximation based on when the containment of their space vessel's reactor would start to fail and kill them via radiation poisoning[[/note]]. [[spoiler:The real Elster was strongly implied to have hit this expiration date before she was able to fulfil her promise to MercyKill Ariane.]]
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** Heck, even the game's three ''normal'' endings can be rather obtuse to figure out. To wit, ''Signalis'' uses a points system to determine which ending you'll get based on the tally you have at the end of the game, with different actions accumulating points towards different endings. The problem lies in how obscure and counter-intuitive some are to obtain, such as the one Death point contributing towards the Promise ending requiring the player to deliberately drag their playthrough out to ''twelve plus hours'' to get, while progressing through the game at a natural pace and being conservative with one's resources will steadily accumulate points towards the Leave ending instead. As the Memory ending is given higher point priority than either of the other two, and is as a result the "default" ending one will likely achieve in a typical playthrough, the only way to achieve them instead would be to deliberately go out of your way to farm points for them, which would be near-impossible without a guide on hand or datamining.

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** Heck, even the game's three ''normal'' endings can be rather obtuse to figure out. To wit, ''Signalis'' uses a points system to determine which ending you'll get based on the tally you have at the end of the game, with different actions accumulating points towards different endings. The problem lies in how obscure and counter-intuitive some are to obtain, such as the one Death point contributing towards the Promise ending requiring the player to deliberately drag their playthrough out to ''twelve plus hours'' to get, while progressing through the game at a natural pace and being conservative with one's resources will steadily accumulate points towards the Leave ending instead. As the Memory ending is given higher point priority than either of the other two, and is as a result the "default" ending one will likely achieve obtain in a typical playthrough, the only way to achieve them instead would be to deliberately go out of your way to farm points for them, which would be near-impossible without a guide on hand or datamining.
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** Heck, even the game's three ''normal'' endings can be rather obtuse to figure out. To wit, ''Signalis'' uses a points system to determine which ending you'll get based on the tally you have at the end of the game, with different actions accumulating points towards different endings. The problem lies in how obscure and counter-intuitive some are to obtain, such as the one Death point contributing towards the Promise ending requiring the player to deliberately drag their playthrough out to ''twelve plus hours'' to get, while progressing through the game at a natural pace and being conservative with one's resources will steadily accumulate points towards the Leave ending instead. As the Memory ending is given higher point priority than either of the other two, and is a result the "default" ending one will likely achieve in a typical playthrough, the only way to achieve them instead would be to deliberately go out of your way to farm points for them, which would be near-impossible without a guide on hand or datamining.

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** Heck, even the game's three ''normal'' endings can be rather obtuse to figure out. To wit, ''Signalis'' uses a points system to determine which ending you'll get based on the tally you have at the end of the game, with different actions accumulating points towards different endings. The problem lies in how obscure and counter-intuitive some are to obtain, such as the one Death point contributing towards the Promise ending requiring the player to deliberately drag their playthrough out to ''twelve plus hours'' to get, while progressing through the game at a natural pace and being conservative with one's resources will steadily accumulate points towards the Leave ending instead. As the Memory ending is given higher point priority than either of the other two, and is as a result the "default" ending one will likely achieve in a typical playthrough, the only way to achieve them instead would be to deliberately go out of your way to farm points for them, which would be near-impossible without a guide on hand or datamining.

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* GuideDangIt: There's a secret ending that's ''ridiculously'' hard to find. If you aren't into amateur radio transmission, it's almost impossible to figure out on your own. [[spoiler:The Artifact ending, which is as close to a GoldenEnding as ''Signalis'' gets, requires the player to collect three very well-hidden Keys from three different sections of the game, which are only available if Elster's radio is on and tuned to a specific frequency. The only in-game hints to the keys' locations are ''SSTV radio signals'' that can be picked up via the radio, then decoded via third-party programs into pictures.]]

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* GuideDangIt: GuideDangIt:
**
There's a secret ending that's ''ridiculously'' hard to find. If you aren't into amateur radio transmission, it's almost impossible to figure out on your own. [[spoiler:The Artifact ending, which is as close to a GoldenEnding as ''Signalis'' gets, requires the player to collect three very well-hidden Keys from three different sections of the game, which are only available if Elster's radio is on and tuned to a specific frequency. The only in-game hints to the keys' locations are ''SSTV radio signals'' that can be picked up via the radio, then decoded via third-party programs into pictures.]]]]
** Heck, even the game's three ''normal'' endings can be rather obtuse to figure out. To wit, ''Signalis'' uses a points system to determine which ending you'll get based on the tally you have at the end of the game, with different actions accumulating points towards different endings. The problem lies in how obscure and counter-intuitive some are to obtain, such as the one Death point contributing towards the Promise ending requiring the player to deliberately drag their playthrough out to ''twelve plus hours'' to get, while progressing through the game at a natural pace and being conservative with one's resources will steadily accumulate points towards the Leave ending instead. As the Memory ending is given higher point priority than either of the other two, and is a result the "default" ending one will likely achieve in a typical playthrough, the only way to achieve them instead would be to deliberately go out of your way to farm points for them, which would be near-impossible without a guide on hand or datamining.
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* PointOfNoReturn: Naturally, the end of each chapter is a cut-off point where one can't backtrack to earlier areas anymore (e.g. the drop into the operating theater in Chapter 1, taking the lift down into the mines in Chapter 2, the moon phase puzzle in Rotfront, etc...), meaning any uncollected notes, weapons, or resources will be lost.
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* WhatHappenedToTheMouse: Although there ''are'' numerous surviving Replikas that Elster can come across in Sierpinski, such as Storch Sieben, the Mynah Beo, or Kolibri S2302, nothing is ultimately revealed about their fates after the player has moved on from the area they inhabited. It can be inferred that some of them have met an UncertainDoom, such as the wounded Star encountered at the start of Chapter 1, though one is never definitively shown any proof of their demise beyond an implication.
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* TheseusShipParadox: Invoked by name through an achievement granted for dying at least 16 times during a single playthrough. As Elster is given a permanent health buff upon dying and loading a save, effectively obtaining an "upgrade" part in so doing that's visualized by the grid of triangles in her diagnostics screen, the question is thus are you still really "you" after replacing every single component of your body throughout the course of your journey?
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* GameplayAndStorySegregation: Putting the Photograph item in the storage box will have Elster pulling out another one during Adler's introductory cutscene as if she still has it on her person.

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* GameplayAndStorySegregation: GameplayAndStorySegregation:
**
Putting the Photograph item in the storage box will have Elster pulling out another one during Adler's introductory cutscene as if she still has it on her person.person.
** Likewise, Elster is most consistently depicted with a handgun as her weapon of choice in the few cutscenes where she does hold a firearm, regardless of if the player has equipped her with something else beforehand, or even if it's already been stashed into the item box.
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* ArcWords: "Remember our promise."

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* BluntNo: A Kolibri block warden in [[spoiler:Rotfront]] apparently sent an e-mail to [[StateSec AEON]] requesting a transfer to a different post. Examining the Kolibri's personal computer shows an e-mail named "RE: Relocation", where the only word is "No."



** The carpet pattern in one of the game's save rooms bears a near-perfect match to the pattern used in ''Film/TheShining''.

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** The carpet pattern in one of seen throughout the game's save rooms game bears a near-perfect match to the pattern used in ''Film/TheShining''.''Film/TheShining''.
* StateSec: The ''Arbeits- und Erziehungsorgan der Nation'' (National Ministry for Work and Education), abbreviated as ''AEON'', governs seemingly everything from the allocation of protektor forces, to national survellience and persecution of {{Thoughtcrime}}, to the bleak labor camp of S-23 Sierpinski. Written announcements to replika staff by Administrator Adler often state that changes are being made "by order of AEON".



* TechnoDystopia: The game is set within a RetroUniverse where most of humanity has fallen under the banner of a [[TheDictatorship totalitarian regime]] known as the Nation of Eusan, which has overthrown the Empire of Eusan and rapidly expanded its sphere of influence across the entire solar system, while maintaining an iron grip on its territories through [[BigBrotherIsWatching aggressive surveillance]] and [[PropagandaMachine 24/7 propaganda]]. Humanoid androids known as Replikas also live among the populace, acting as workers, civil servants, and "Protektors" alongside the citizens they are designed to resemble.

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* TechnoDystopia: The game is set within a RetroUniverse where most of humanity has fallen under the banner of a [[TheDictatorship totalitarian regime]] known as the Nation of Eusan, which has overthrown the Empire of Eusan and rapidly expanded its sphere of influence across the entire solar system, while maintaining an iron grip on its territories through [[BigBrotherIsWatching aggressive surveillance]] and [[PropagandaMachine 24/7 propaganda]]. Humanoid androids known as Replikas also live among the populace, acting as workers, civil servants, and "Protektors" alongside the citizens they are designed to resemble. Notably, the replikas are granted much more autonomy than humans by the regime, occupying positions of relative power and given much better accomodations and luxuries, compared to the cramped apartment complexes and cage-like barracks of "gestalt" workers.
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* KillTheOnesYouLove: [[spoiler:The nature of Elster's "promise" to Arianne Yeong, who's dying of radiation poisoning and [[MercyKill wishes to be relieved of her suffering]]. Whether Elster can go through with this and fulfil her promise or not depends on the player's discretion.]]
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** The camera eye tool allows you to take snapshots of the game screen at any time that you can refer back to while solving puzzles.

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** The camera eye tool allows you to take snapshots of the game screen at any time that you can refer back to while solving puzzles. After the October 2023 update, said tool and the Flashlight module also gained their own special slots in Elster's inventory, effectively "refunding" those blocks to the player.


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* GameplayAndStorySegregation: Putting the Photograph item in the storage box will have Elster pulling out another one during Adler's introductory cutscene as if she still has it on her person.
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* NoodlePeople: The Storch and Falke Replikas have this vibe going on, due to their relatively slender frame with long, stilt-like legs that make up almost half of their total height. Starlings are a less exaggerated example, but still more or less play this straight due to them being essentially downscaled Storches.
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* ArmorPiercingAttack: The BW-5 Nitro Express rifle fires armor-piercing slugs that completely disregard any enemy armor, allowing the player to do full damage with each shot regardless of what they're shooting at.
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*** [[spoiler:Adler]] directly quotes 'The King in Yellow', with the line, "I wear no mask."

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