Also On: PSN for PS3, PC
Publisher: Curve Publishing
Developer: Superflat Games
Medium: Digital
Players: 1
Online: No
ESRB: T
Considering how widely beloved the PC version of Lone Survivor was, Iโm a little hesitant to say this, but here goes: Iโm not a huge fan of it.
Or, to be more precise, Iโm not a huge fan of it now that its โDirectorโs Cutโ has arrived on the Vita. And, just to be even more specific in my dislike, Iโm not a fan of it as a game.
See, thereโs an important distinction that โ at least in my mind โ needs to be made. Going by gameplay alone, I didnโt find Lone Survivor to be a very enjoyable experience. Inventory management was a bit of a chore. Combat was a little awkward. There werenโt any kind of health indicators, which meant your character could die at any time, and you never knew how many hits it would take before a lurching monster would die. Dialogues scrolled annoyingly slowly. The objectives were rarely totally clear. And so on, and so forth. There were a few positives, I guess (I liked the gameโs save system, if that counts for anything), but taken as a whole, I just donโt understand why so many people loved Lone Survivor the game.
Lone Survivor the experience, though? Why people loved that, I understand. I mean, itโs just flat-out scary, which means that it totally fulfilled its purpose as a horror game. From an aesthetic perspective, everything about it works perfectly. The graphics may be rudimentary and retro, but at the same time theyโre so effective theyโre able to imbue even things like plush dolls and pills with a sense of menace (which means that those lurching, creeping monsters are just too scary to describe. Likewise, the music is sparse, but โ much like Hotline Miamiโs woozy soundtrack (which, not coincidentally, Lone Survivor mastermind Jasper Byrne also created) โ it still makes everything feel frighteningly claustrophobic. And the story is engrossing; the game knows how to parcel out information at just the right pace, striking a good balance between keeping the narrative flowing and making you feel like youโre a couple of steps behind.
Above all else, though, thereโs the atmosphere. Thereโs the way all those aformentioned pieces come together and make Lone Survivor a genuinely scary experience. From the moment the first graphics flicker on screen and the opening chords creep in, I felt a chill run down my spine, and I kept feeling that every time the lights flickered or I had to enter an unknown room orโฆwell, pretty much any time anything happened.
Itโs a shame, then, that this feeling was broken every time I had to contribute in any meaningful way to moving it forward. I know, this probably comes off as a little crazy: someone complaining about a game that expects you to play it. But if you compare Lone Survivor to, say, the Corpse Party series, then I think my point of view becomes, if not widely shared, then at least (hopefully) a little more understandable. Those games succeeded not just because of their inventively gory ways of offing school children (though those undoubtedly help), but also because they embraced their visual novel aspect more fully, and only gave players limited input into how everything progressed.
Here, by contrast, it feels like players are given too much agency, and the end result is a story that has all the right pieces, but comes off as disjointed when youโre expected to make them all work together. I never thought Iโd say this, but in the case of Lone Survivor, a little less freedom wouldโve gone a very, very long way.