Jasper Byrne has made a name for himself with some incredibly clever indie titles in the past, including the brilliant Soul Brother and the famous Silent Hill demake, Soundless Mountain. His latest release, Lone Survivor, is his most ambitious title to date, and I feel quite comfortable saying it's his greatest.
Lone Survivor has more in common with Silent Hill than recent official entries have, recapturing the foreboding psychological horror and introspective storytelling in a way that shames Konami's own efforts.
If you're a horror fan, this game is essential.
Lone Survivor (PC [Reviewed], Mac) Developer: Superflat Games Publisher: Superflat Games Release: March 26, 2012 MSRP: $10.00
Lone Survivor is a game about isolation, survival, and overwhelming desperation. You step into the shoes of a nameless character (labeled only as "you" in dialog boxes) who attempts to find answers and stay alive while striking out from his small apartment. An infection has turned most of humanity into violent mutants that twitch and stagger throughout the streets, leaving only the player to forage, fight, and look for anybody left alive.
The narrative is often disturbing, and sometimes confusing, with clear nods to Twin Peaks. The survivor, already mentally fragile, is prone to hallucinations and much of the exposition revolves around his dealings with seemingly imagined characters. A man who wears a box on his head, a taunting old creep on a stage, and a sinister figure with a bright white face act as the primary antagonists, though their motivations are unclear and their words remain elusive. While much of the game is abstract and obscure, it remains compelling, managing to enthrall rather than alienate.
Byrne wears his love of Silent Hill on his sleeve, and its pervasive influence is undeniable. The game is structured around the survivor's apartment, with players leaving its safety to solve item puzzles, challenge monsters, and collect essential supplies. Each new area has a map to discover, which updates as players explore, very much like Konami's horror series. Monsters emit distorted noises to give away their positions, are attracted by the player's flashlight, and can prove difficult to fight thanks to the player's unwieldiness with his pistol. To some, the similarities will border on shameless, but it's done so well, so much better than Silent Hill itself has done it for years, that the resemblance is more than welcome.
Monsters can be fought with a pistol found early in the game. Pressing "C" switches the survivor to a fighting stance, and the gun can be aimed up and down with the directional keys. Shooting creatures in the knees sends them stumbling back, and going for headshots require good timing, but deal extra damage. Ammunition can be scarce, however, and the infected must be challenged only when necessary.
Combat is not always necessary, and it's often preferable to use stealth. Creatures can be lured away by dropping rotten meat on the ground, and recesses in the walls can be stepped into, allowing the player to sneak past idle opponents. The system works fairly well, although I've had a (very) rare few instances where monsters had seen me anyway, and camped outside the recess indefinitely, attacking thin air until I stepped back into view. I'd have loved more opportunities to exploit the luring system, too. It feels like rotten meat has a very specific use in very specific locations, and I'd have loved more inventive opportunities. These minor niggles aside, the stealth manages to be surprisingly effective at building tension. Even though opponents can't hurt you while in a hiding place, it still manages to be scary whenever you sidle past one. It's certainly a testament to how unnerving Lone Survivor's creatures are.
Resource management is a big part of Lone Survivor's challenge, as players will need to consume food and sleep at regular intervals, as well as ration use of the flashlight to save battery power. Some may find the frequency with which the survivor complains about weariness or hunger a little excessive, but since sleeping saves the game and hunger can be ignored for a decent length of time, players shouldn't feel too pressured. The effect of the survivor's complaints are often more psychological than practical, since one is always mindful about venturing too far from the apartment and may grow paranoid if out in the field for an extended period of time. Two-way mirrors are dotted around the environment at crucial locations, allowing players to teleport back to the safe house when needed.
Much of what makes Lone Survivor so compelling can be found in the optional activities, with players able to maintain a healthier protagonist by making a better living for themselves. A stove can be fixed to cook better quality food, a cat can be befriended, and a plant can be taken care of. Conversely, some activities have less clearly beneficial effects on the player's sanity, so whether you want to talk to a plush doll or attempt to eat rotten food is up to you. Anything you do throughout the adventure is recorded for use in a psych evaluation at the end of the game, and whether you conclude your journey sane or mad is all directly influenced by the choices you make.
One huge contributing factor to the story is drug use. Players can collect red, blue, and green pills, all of which are conveniently left in the apartment's bathroom and mysteriously restocked when used. Red pills reduce the need for sleep, while blue and green pills are to be taken before sleeping, and unlock dream sequences with the game's mysterious supporting characters. Pill usage often rewards the survivor with extra items, but the long-term costs may not be worth the benefits. It's all up to the player to decide, of course, and nobody says you have take any pills.
At times, the survivor's whining can prove a bit annoying, while the map system can be difficult to deal with. Maps are presented in a top-down fashion, but the sidescrolling gameplay often means players will go scurrying off in the wrong direction. It's also fairly irritating that enemies continue moving while the map's open, and there's an infuriating chase sequence partway through the game, which requires a near-perfect memory of the environment. At their worst, however, these are but minor setbacks that ultimately do little to dent the overall enjoyment of a very well made product. Some may even find they help amp up the survival instinct.
Although graphics are rudimentary, the atmosphere is absolutely stunning. Environments look suitably grotesque and the creatures manage to disturb despite -- or perhaps thanks to -- the lack of detail. Sound plays a big part, with some hideous noises made by enemies and some wonderfully astute use of music to punctuate the adventure's most important moments. Again, the Silent Hill inspiration is clear as day, with a reliance on rusted coloration, industrial noises, static sound effects, and a bittersweet soundtrack.
On the first playthrough, it will likely take you around three hours to complete, but there's a good chance you'll only experience a portion of what the game offers. The multiple endings and the influential optional activities will add a significant amount of extra gameplay for those who become absorbed in Lone Survivor's enthralling world. After clearing the game once, I feel like I've got much more of the story to uncover, and I'm more intrigued than I was when I started. Should you wish it, Lone Survivor can be a lot more than it first appears.
Lone Survivor is easily among the best survival horror games that I've ever played, a feat that's truly remarkable when one considers the 2D perspective and visual limitations. Demonstrating that a commitment to ambience and art direction trumps technical superiority, this guaranteed indie classic manages to provoke -- and sometimes even frighten -- as much as the genre's most lauded entries. Its depressing premise, eccentric characters, and engrossing narrative bolster the solid survival gameplay to create a journey that's sure to stick with players for a very long time.
More Silent Hill than Silent Hill, Jasper Byrne's Lone Survivor shows survival horror's best and brightest exactly how it's done.
THE VERDICT - Lone Survivor
Reviewed by Jim Sterling
9 /10
Superb: A hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title. Check out more reviews or the Destructoid score guide.
$10 for a DRM-free copy. Jasper Byrne has mentioned that he is working on getting it on various digital services, but it will be PC-only for the time being (unless you buy it from him, which will give you a Mac download).
So Jim, I guess it's safe to say that there's not of that "You've done what the game told you to do -- GAME OVER!" bullshit that's in most indie games?
For $10, I think I might just give it a try. Thanks for the review. xoxo
Completely agree with you on that the ending only making you want more pieces of the puzzle. Without spoilers, which ending did you get? I got the blue path myself. Beat this the night it came out, I was just completely enthralled! I love survivor horror and as much as I've enjoyed Dead Space and the last couple Silent Hills, THIS is the return to the genre we needed.
I've been following Byrne on twitter for a few months now, since discovering Soul Brother, and I'm really happy this turned out so well.
It can get a little frustrating because of the reasons mentioned, but I guess that's par for the course.
LS3D, which comes with the special edition, is pretty cool too.
Stupid blank post, don't know how that happened. >_< Thanks for the review Jim, this games existence somehow slipped right by me. Played the demo and will be buying the full version for sure.
LibrarianMike, you seem to be confusing a particular kind of indie game with ALL INDIE GAMES IN THE WORLD. Lots of them aren't pants-on-head retarded in that manner.
It's a damn shame that the dev didn't bother to make his game on a legitimate gaming platform instead of flash, as a result I couldn't be bothered to buy it.
I buy a lot of indie games (not counting indie bundles) so it really does make me feel bad when a seemingly worthy dev can't earn my support based on poor decisions like this.
As a person who loves horror I am extremely saddened that it's only for PC/Mac. Not because "FUCK YEAH, CONSOLES!" but because my laptop is beyond broken, sadface
Every gaming website across the net reviews so-called Triple-A titles. I am not a fan of the scoring system, but these are the type of games I'd like to see get more coverage. So thank you for bringing this game to my attention Jim. I greatly appreciate it. I am this game will not generate the traffic you are used too, and I am sure the comments wont go into the hundreds. But, I appreciate you taking the time to give it the spotlight.
Holy Sh*t man I was following this game from so early in development and then I turned my head and now it's out. Glad it got so much love... gona grab it soon as i can.
The only quibbles I had with the demo were that the main character's idle animation makes him look bored with what's transpiring around him. And the "Expert Mode" (turns off item glows, essentially); damn this guy for making me have to choose between atmosphere and not getting frustrated with pixel-hunting (not really, it's a cool option but I am afraid I'm "playing it wrong").
I would so totally buy this game though, it seems awesome. But I'm pinching my pennies, plus I've got a huge backlog on Steam.
@ Grimspoon- Why is it a poor decision for a one-man development team to produce a game on the one platform he could create for? I think the poorer decision is to boycott this incredibly well made game just because it was programmed in Flash.
Will the fact that it's in Flash make it any less of a great game, or is it just your feeling that Flash games aren't "real" that keeps you from respecting it.
@ Skyscraper- You too sir! Why not just pick up the game for your PC now and directly support the crazy bastard that spent the last 4 years of his life struggling to create this thing? Why the loyalty to Steam?
@Grimspoon: Are you those kind of people who think HD graphics and a trillion polygons are what make a game worthwhile or only reads comics depending on how pretty the art is? I gotta tell you, you're missing big time. No matter how pretty a game/comic/movie is, if the story, characters, ambiance, etc. are trash, then no amount of CGI will matter. Not to mention saying that flash is any less legitimate than any other platform is foolish, is like saying animation is only for kids and thus childish by default.
I saw a preview of the beginning of this game and it spook the bejeezus out of me, and this just came out when we have HD hyper-realistic games. Graphics are an important complementary, not the main dish.
@ration: hahahahaha I'm glad I'm not the only one who thought that! "he seems to be pretty chirpy for someone in a post-apocalyptic world! oh wait it's the mask lol"
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