Monday, October 27, 2014

Lone Survivor: The Director's Cut Review

      I've had a note on my calendar for most of the year reminding me to play Lone Survivor during October for Halloween. Fortunately I've had the opportunity to play a lot of scary-ish games during the Halloween season, as you may have noticed if you look at what I've reviewed in October. Lone Survivor is certainly the most horror-ish of them all.
       You play as a young man who appears to be the only person left who hasn't turned into a monster in his apartment building and possibly the whole city. Information about how we got into this situation is sketchy, as there is no one to ask and the main character's mind is starting to slip, both in memory and his perception of reality. The game constantly has you questioning if you are hallucinating certain experiences. The disease that turned people into monsters almost sounds like the more sci-fi elements of many zombie movies, but you have to call either that theory or your mind into question when you start seeing more and more bizarre things happening.
       In the game, you walk around rooms and hallways in 2d using the direction buttons or the left stick. If you go through doors (by pressing X), you are now in another hallway or room you can walk around. The view may not stay consistent, but your character's left and right do, so you have to orient yourself by your character's new position on the screen. This allows you to follow the maps that you pick up and can view by pressing circle. For example, if you know you want to go left once you enter a door, you need to go to the character's left, not your actual real-life left, as the two may or may not sync up depending on the new 2d vantage point. This sounds counter-intuitive but works fine once you understand it.
       You typically are given a location you need to get to on a map, and you explore your way through rooms and hallways in an effort to get there. You can search through rooms by pressing X in front of things of interest. There are many items you can pick up, such as food and tools that help you out, plus lots of other stuff. Many areas are dark, so you'll need your flashlight, which you can turn on and off with square. Triangle pulls up your inventory, where you can select tools to use, eat food, and look at stuff you've collected. The main character will often comment on what he is feeling or needs. For example, he might say he's hungry, so you might want to eat some food. Or he might say he's growing tired, and you might want to make your way back your apartment to sleep. There are no meters or stats governing hunger or fatigue, but when the character's running comments start to become more desperate and the screen starts to distort, you are going to feel some motivation to take care of him for fear he might be approaching a bad fate. These elements of the game almost become a bit of a life simulator, as you spend a lot of time making sure you get a good night's sleep, a nice cup of coffee made up in the morning, and making sure to scrounge up some half-way decent food so that you don't have to resort to... unpleasant... alternatives.
       The monster's roaming the halls can sometimes be avoided. You can lure them to a section of the screen by placing rotten meat down and then hiding in the shadows by pressing X near certain background areas that allow you to hide in them. Rotten meat can be placed by holding L1 and pressing triangle. A few other items are hot-keyed into this L1 menu as well for your use. Holding R1 pulls out your pistol. When it is out, X fires it and O reloads it. If a monster sees you, it will attack you, and you will die if you take too many hits. A lot of these fights are intense as multiple monsters might spot you if you turn on your flashlight at the wrong time. You'll struggle to fire at them and reload as they charge you and attack.
       Lone Survivor is a 2d pixel-art game. The characters and backgrounds are made out of big, chunky pixels. It's drop-dead gorgeous and pretty unique looking, like a living cross-stitch pattern. There are a lot of environments, items, and characters, and they all look great in this art style. Particularly great are the grotesque monsters roaming the halls of your apartment building. They are really horrific, and fit perfectly into the pixel art style. You can't see details in the pixel art, and that is kind of the point with these monsters. There is something terrible going on with them that you can't quite figure out. Something you can't quite perceive.
       The sound design is also amazing for these creatures. The sound of them walking around, and especially the sound of them eating, is terrible to hear and really establishes the mood. The music contributes to the atmosphere too, switching from hopelessly low-key sounds to disturbingly optimistic sounding depending on the situation.
       The writing is also very solid. The main character almost constantly narrates his mood and needs and comments on everything. This gives you a great feel for his state of mind and body, and what he thinks about all the stuff he witnesses. Between the art, the sound design, and the writing, the game is a near perfect depicter of its intended mood – desperation, fear, and mental breakdown.
       That's not to say the story is that great. The one big flaw with the game is that the endings are pretty weak in my opinion. I didn't get too much out of them despite the big potential to do interesting things with the settings and characters that are so well presented along the way. That said, there is one element of the endings that is really special. It's shocking the first time you see it, actually. Obviously, I can't say what it is. I was thinking about alluding to what it is, but I won't even do that, please check it out for yourself.
       The journey is very important in stories like this, so it's not the end of the world that the endings didn't live up to the potential that was there. This is a game where I had some true empathy with the character, where he would sometimes say things that I was thinking in my head as we both witness some new horror or experience. Very few games have done that too me. There is a lot to discover and see, and you are right there along for the ride with this poor guy. The general loop of exploring, discovering, trying to take care of your mind and body, and desperately avoiding and fighting monsters is also very fun. That's why Lone Survivor is a great game, tier 3. It would have been tier 2 or higher if it could have pulled together something special in the endings too. Still great stuff though.


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