Lone Survivor Review

Resident Evil. Silent Hill. Dead Space. Amnesia. These are the names that come to mind when I mention the genre of survival horror. Atmospheric adventures such as these conjure feelings of paranoia, anxiety, hopelessness, and desperation. What awaits around the next corner? A much-needed health pack? An abomination itching to take your life? Sweet checkpoint salvation? Horror titles remain rare experiences, representing a niche class. After all, how many people scare themselves willingly? Now, with Resident Evil's new action approach to fear and Amnesia sequel details tortuously scarce, gamers have slim pickings if they're looking for a fright. But what about horror's two-dimensional void? Despite its graphical limitations, Lone Survivor (developed by Jasper Byrne) delivers numerous frights on a psychological level.

Up front, Lone Survivor is light on exposition. The protagonist is just a plain civilian with a surgical mask, no name, and no backstory. What does it matter? Lucky doesn't fit his description. An outbreak is turning people into inside-out monsters as the remaining handful of quizzical apartment residents seem joyfully oblivious to the matter. Meanwhile, the player character has managed to survive in his flat for an unknown period of time, though rations are running low. Dementia, schizophrenia, amnesia, or some other cerebral disease now controls his mind. Is anything he sees real? Much like Isaac's torment during the first Dead Space, the survivor's grip on reality is slowly loosening. With no alternatives, the only option left is escape. As he combs the depths of the infected infrastructure, terrifying and fresh horrors fracture the man's psyche.


The scenery hits the "What the fuuuuuuu..." note early on.


Much of the experience remains interpretative. The survivor often recalls a girl in a blue dress (simply referred to as Her), a key part of his forgotten life. Swallowing colored pills transports him to a hallucinogenic land occupied by a box-wearing denizen happy to loan health items, flashlight batteries, and pistol ammo to the cause. Other strangers freely pop in and out of the world, leaving cryptic messages and questions behind. Newspaper clippings detail some mystery war, and bombed-out craters decorate once busy streets. Amidst the chaos, diary entries contain the only traces of human existence. The payoff for investigating is rewarding as you piece each clue together. It's a complicated but wonderfully scripted narrative that may drive players themselves insane.

At times, the ambiguous storytelling may annoy more than it engages, but this indicates Lone Survivor's greatest strength. Likely, no two players will share the same delusional experience. Three different endings complement the infrequent dialogue choices and random interactions, with a possible fourth rumored. Every decision and resource salvaged is taken into account. How many times did you trade with The Director? Did you insult the local weapons shop owner? Did you rescue the stray cat? A final detailed outline highlights your faults, merits, and states of mental deprivation.


A clue to the past, or another bad dream?


Obviously, exploration remains a key focus. You'll frequently need to locate the one object that opens a new maze of corridors. That means hidden keys abound. The number of overlapping doors borders on overwhelming, however, given the 2D presentation. Acquiring a map – a must – will update the layout with locked doors, blocked paths, or points of interest. Due to the sheer size of the world, magical mirrors act as warp points to teleport you back home, a welcome and needed concept.

The apartment operates as a safe haven for cooking food, sleeping, and devising the next plan of attack. Each day, the survivor must nap and eat to maintain mental fitness. This isn't Fallout; don't expect to last thirty days without catching some shuteye. Going too long without ingesting some crackers or soda slowly wears down his cognitive functions as a hazy, shaky perspective dominates the screen.

The small touches further add to the immersion. A can opener grants dining access to that hearty tin of beans. A stray bucket houses drinkable, dripping water from an undisclosed source. Heating food with propane gas proves more hygienic than eating meat raw. Such factors vastly better survival chances. Even social interactions, like playing with a Game Boy knockoff or feeding a homeless kitten, improve sanity, yet sadly allude to a life no longer obtainable.


Too bad forever doesn't mean forever.


As grotesque as the situations the survivor finds himself in, the pixelated art style can be as nauseating for the player involved. 8-bit environments, character models, and text tend to blur when stretched to fit a 1920x1080 resolution, though the aspect ratio, thankfully, can be lowered any moment in-game.

Lone Survivor's soundtrack stands out as the most eerily beautiful thing I've heard this year, too. Two tracks in particular ("Where Is It Going" and "Sleep Forever") contrast the dark workings of the protagonist's inner thoughts. These scores cover bright and colorful memories where he is happily reunited with his love, then suddenly ripped away and brought back to the harsh reality of a dilapidated present. It's a bittersweet revelation to say the least.

Enemy variety, meanwhile, equates to a mere two types of fleshy, mannequin-like monsters, not including non-hostile creatures like a pulsing cocoon, yet the AI's behavior hits high on the predictable scale. The ghouls simply shuffle back and forth unless you wander too close with your flashlight, at which point they rabidly pursue you out of their territory. The inspirations to Silent Hill classics are clear. Hesitation means certain death if you fail to distract these mutants. Dropping rotted meat lures the beasts away from your intended destination, and flares briefly incapacitate any foe caught in the glow, providing a nonlethal means of confrontation. Still, putting a few pistol rounds into their deformed skulls comes recommended when there is ammunition to spare. 


Enemies stay dead. No respawning here.


Even so, Lone Survivor's greatest technical achievements are the solemn, tear-jerking moments it manages to deliver. With rampant disease and death taking the lives of your loved ones, how long until you start talking to a plush cat toy or a plant named Chuck? Could you cope being haunted by images of a lost friend? There's nothing unique about the protagonist – just an individual with the drive not to die alone. Perhaps this is why the thrills are all the more intense, knowing the character is not immune to off-screen danger. With such light gameplay elements and few overt story bits, it's hard to say what makes this man's four-hour journey so special. but as an undeniably thought-provoking experience, Lone Survivor hits the solitary nail on the head for all the right reasons.

Publisher: Superflat Games
Developer: Superflat Games
Release Date: March 27, 2012
Number of Players: 1 (Campaign)
Platforms: PC (Reviewed), Mac

Scumbagb3n's picture

8- bit silent hill?

Josh Kowbel's picture


If I remember correctly, Silent Hill was one of Jasper's inspirations for Lone Survivor. 

John Tarr's picture

Damn Josh, you're getting really, REALLY good at writing reviews. I loved the opening paragraph, and you did an incredibly good job painting a picture of what we can expect from the game.

The only criticism I have is that I have very little idea what the gameplay is. You briefly mentioned shooting and some puzzles, and the screenshots don't help much either. The story and emotions seem to be the focus of Lone Survivor, so maybe only providing a few scant details was intentional.

I glad you wrote this review because I had never heard of this game, and now I can't wait to play Lone Survivor. I'm going to buy this right now.

Lone Survivor on Steam

Josh Kowbel's picture


There's not much to the gameplay actually. Aiming is limited to the left and right directions - no depth beyond shooting enemies in the kneecaps to stumble them or in the head to deal extra damage. Other than that, locating the next object solution to the puzzles describes the majority of playthroughs. An early example is finding a pair of scissors to cut away a fleshy membrane covering a crawl space. A less gross situation includes restarting a generator. 

Adam Page's picture

Where's Chie?

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