When it
comes to indie games, there's one word that always makes me cringe, and that
word is interesting. Interesting is usually used as a substitute for fun
or excitement, justification for ploughing through a sophistic art house game
with a ham-fisted message, or an excuse for gameplay that'd have felt dated on
the NES but, hey, the themes are 'interesting'.
So, it
pains me to use the word interesting when describing Lone Survivor, a 2D
pixel-art horror game from Silent Hill fanatic Jasper Byrne. Damn it, though,
this really is the most interesting thing to happen to survival horror
in years.
Remember
when games actually used to be scary? Amnesia aside, modern horror games range
from tepid (the new Silent Hills) to gruesome and tense (Dead Space), but
rarely do they dare plunge themselves into our psyche and prod their sticky,
gnarled fingers around our minds. Lone Survivor is a bleak call to the genre's
heyday, though, where immaculate design and the untempered power of suggestion
are infinitely more effective than bump-mapped beasties and clunky QTEs.
The core
is familiar enough. You play as an unnamed protagonist, stuck in an apartment
block after some unexplained pre-apocalypse, with nothing more than a bandana
over your mouth and a bed to sleep in. Twisted, juddering monsters roam the
corridors outside, baying for blood and attracted to anything with a pulse or a
light. A message tells you to get to Chie's party in room 203, where she has
something to give you.
And then
you're on your own.
You might
think Lone Survivor's rudimentary visuals would detract from its atmosphere,
but it's actually quite the opposite. Byrne's a master of his form, loading
suggestion and menace into every festering pixel, backing the whole thing up
with an astonishingly accomplished soundtrack that could have easily come from
the synthesiser of Akira Yamoaka himself. The Silent Hill heritage is obvious
(and expected, given Byrne's own Silent Hill demake Soundless Mountain II), but Lone Survivor is far more
affecting than any of Konami's recent efforts.
The basic
gameplay is pure Silent Hill, too, with the ability to sneak past enemies or
blast them with a clunky, slow-loading handgun proving one of the game's key
choices, and you'll be slowly traversing the apartment building, crossing off
locked doors on your map and dreading every one that does open. Unlike Silent
Hill, though, Lone Survivor nods to The Omega Man or even Metal Gear Solid 3,
forcing you to look after your character's frail body by feeding him, making
sure he sleeps and keeping his fractured mind as clear as possible. This is a
world where everything is absolutely not what it seems.
Perhaps
the most successful parts of Lone Survivor come from its journeys into Lynchian
disconnect, though. An early scene sees you stumbling upon that aforementioned
party in 203, a surreal nightmare where guests smile vapidly and obliviously
while lounge jazz plinks and plonks in the background. The room feels like
every corner is being charged by a different class A substance, and it's as
alien and unsettling as any monster or madman. The sequence is pure Blue
Velvet, and an amazing achievement considering it's all constructed using a
handful of different coloured squares.
Lone
Survivor isn't just one of those interesting art games, though, it's a
proper video game, one with mechanics and systems and gameplay backing up its
copious ideas and abject nastiness. It's one of the freshest, boldest and most
rewarding entrants in a genre many had left for dead, and anyone pining for a
true Silent Hill experience needs to experience what Byrne has to offer. Lone
Survivor deserves to be massive, because it might just be the most interesting
thing I've played all year.
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