Signs poster
Unverified

Signs

2002 min
Revenue$408.2M
Budget$72.0M
Profit
+336.2M
+467%

Despite a mid-range budget of $72.0M, Signs became a financial success, earning $408.2M worldwide—a 467% return.

Awards

3 wins & 34 nominations

Where to Watch
YouTubeFandango At HomeApple TVYouTube TVAmazon VideoGoogle Play Movies

Plot Structure

Story beats plotted across runtime

Act ISetupAct IIConfrontationAct IIIResolutionWorldbuilding3Resistance5Premise8Opposition10Crisis12Synthesis14124679111513
Color Timeline
Color timeline
Sound Timeline
Sound timeline
Threshold
Section
Plot Point

Narrative Arc

Emotional journey through the story's key moments

0-3-6
0m19m38m57m76m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

Loading Story Circle...

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes Graham Hess, a former reverend, wakes to his children's cries about crop circles in their cornfield. He lives on a Pennsylvania farm with his two children and brother Merrill, having lost his faith after his wife's death six months earlier.. Notably, this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 12 minutes when The family discovers something in the cornfield at night. They hear strange clicking sounds and glimpse a dark figure on the barn roof. The threat becomes tangible and personal—something alien is on their property.. At 10% through the film, this Disruption aligns precisely with traditional story structure. This beat shifts the emotional landscape, launching the protagonist into the central conflict.

The First Threshold at 26 minutes marks the transition into Act II, occurring at 21% of the runtime. This shows the protagonist's commitment to Graham makes the active decision to board up the house and keep the family together inside rather than flee. He commits to facing the invasion from their home, crossing into the "siege" narrative of Act Two., moving from reaction to action.

At 50 minutes, the Midpoint arrives at 42% of the runtime—significantly early, compressing the first half. Notably, this crucial beat The family watches the Brazilian birthday party footage on TV showing a clear alien figure, confirming the invasion is real and hostile. The stakes raise dramatically—false defeat as Graham realizes there's no denying the supernatural threat. The "game" becomes deadly serious., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.

The Collapse moment at 76 minutes (63% through) represents the emotional nadir. Here, Morgan suffers a severe asthma attack in the basement and cannot breathe. Graham holds his dying son, helpless, as the boy turns blue and stops breathing. The "whiff of death" is literal—Graham's son appears to die in his arms while aliens hunt them above., illustrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Synthesis at 81 minutes initiates the final act resolution at 67% of the runtime. An alien remains in the house and grabs Morgan. Graham suddenly sees all the "signs": Bo's contaminated water glasses everywhere, Morgan's asthma closing his lungs to poison, Colleen's dying words. He commands Merrill to "swing away" with the baseball bat. Merrill strikes the alien, knocking it into the water glasses. Water is toxic to the aliens. Morgan revives as his closed lungs saved him from poison gas. Every "random" element had cosmic purpose., demonstrating the transformation achieved throughout the journey.

Emotional Journey

Signs's emotional architecture traces a deliberate progression across 13 carefully calibrated beats.

Narrative Framework

This structural analysis employs systematic plot point analysis that identifies crucial turning points. By mapping Signs against these established plot points, we can identify how the filmmaker utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Signs within its genre.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min1.0%-1 tone

Graham Hess, a former reverend, wakes to his children's cries about crop circles in their cornfield. He lives on a Pennsylvania farm with his two children and brother Merrill, having lost his faith after his wife's death six months earlier.

2

Theme

5 min5.1%-1 tone

At the crop circle site, Graham discusses with Officer Paski the difference between people who see signs and miracles versus those who see luck and coincidence, establishing the film's central theme about faith versus chance.

3

Worldbuilding

1 min1.0%-1 tone

Establishment of Graham's faithless world: his alienation from the church, Morgan's asthma condition, Bo's quirk of leaving water glasses everywhere, Merrill's failed baseball career, and the family's isolated rural life. TV news begins reporting crop circles worldwide.

4

Disruption

12 min12.2%-2 tone

The family discovers something in the cornfield at night. They hear strange clicking sounds and glimpse a dark figure on the barn roof. The threat becomes tangible and personal—something alien is on their property.

5

Resistance

12 min12.2%-2 tone

Graham investigates and debates whether to leave or stay. TV reports escalate with lights over Mexico City. The family captures one of the creatures' fingers in the pantry. Graham consults with Ray Reddy, who confesses he accidentally killed Graham's wife—introducing the question of cosmic purpose.

Act II

Confrontation
6

First Threshold

26 min25.5%-3 tone

Graham makes the active decision to board up the house and keep the family together inside rather than flee. He commits to facing the invasion from their home, crossing into the "siege" narrative of Act Two.

7

Mirror World

31 min30.6%-3 tone

In a flashback conversation, Graham's wife Colleen on her deathbed delivers cryptic final words. This B-story carries the film's theme—her seemingly random dying words ("Tell Merrill to swing away") will later prove to have cosmic significance.

8

Premise

26 min25.5%-3 tone

The "fun and games" of the home invasion premise: the family fortifies the house, monitors TV reports of the alien invasion escalating globally, has dinner together, and experiences mounting tension as alien presence surrounds them. Birthday party video reveals alien in Brazil.

9

Midpoint

50 min50.0%-4 tone

The family watches the Brazilian birthday party footage on TV showing a clear alien figure, confirming the invasion is real and hostile. The stakes raise dramatically—false defeat as Graham realizes there's no denying the supernatural threat. The "game" becomes deadly serious.

10

Opposition

50 min50.0%-4 tone

The aliens close in. The family retreats to the basement as creatures attempt entry through the boarded house. TV reports that the aliens are hostile and releasing poison gas. Graham's crisis of faith deepens as he questions why a loving God would allow such horror.

11

Collapse

76 min75.5%-5 tone

Morgan suffers a severe asthma attack in the basement and cannot breathe. Graham holds his dying son, helpless, as the boy turns blue and stops breathing. The "whiff of death" is literal—Graham's son appears to die in his arms while aliens hunt them above.

12

Crisis

76 min75.5%-5 tone

Graham grieves over Morgan's still body in the darkness of the basement. In his darkest hour, he wrestles with whether anything means anything—is this random cruelty or part of a design? The family waits in anguish as reports suggest the aliens are leaving.

Act III

Resolution
14

Synthesis

81 min80.6%-5 tone

An alien remains in the house and grabs Morgan. Graham suddenly sees all the "signs": Bo's contaminated water glasses everywhere, Morgan's asthma closing his lungs to poison, Colleen's dying words. He commands Merrill to "swing away" with the baseball bat. Merrill strikes the alien, knocking it into the water glasses. Water is toxic to the aliens. Morgan revives as his closed lungs saved him from poison gas. Every "random" element had cosmic purpose.