Review: Lone Survivor – Director’s Cut

The extermination of humanity has been a subject that has been exploited for a very long time. Will the production of Superflat Games attract the player anyway?

Much depends on the attitude of the recipient. As you can see, Lone Survivor is definitely not a production intended for graphic geeks. The visual side looks simple, if not poor, and can discourage spending time with Jasper Byrne’s work. In doing so, however, a great mistake would be made.

The atmosphere is what creates LS. Suggestive, psychedelic and dark. Time spent in Lone Survivor provides incredibly strong emotions. While it can often be said that nothing is really happening, a very important action is taking place. The emotions of the player are the main instrument on which Byrne’s production plays and they make the reviewed title definitely not a so-called “****”.

The main axis of the game revolves around surviving in an almost deserted world. The hero encounters single people and monsters from time to time. These can either be fought (bearing in mind that the ammunition for weapons is not unlimited) or avoided. Avoiding them is helped by niches in the walls, which you can enter (after pressing the X button), move in the shadow they create and exit behind the opponent’s line of sight. This is a very simple stealth mechanism, but it is nice to let the player choose how to treat the opponent. It is up to the player whether he kills the encountered monster, or tries to avoid him or distract him (the pieces of rotten meat are great for this purpose).

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The game is not about acting with the characters you encounter. During the game, as in the adventure game, the player will look for items, store them in the inventory (via the triangle button) and (importantly) interact with the surrounding objects. You never know what is hidden behind a painting, mirror or in a wardrobe. Environmental elements may be completely irrelevant, but also hide passages to other parts of the building where the survivor is.

One cannot forget about a very important layer of Lone Survivor, which is the psychological level of production. The British work has a great influence on the psyche of the recipient. From time to time, a vision of the title last survivor is experienced. Are they real? Could they be figments of his imagination? And if these are only illusions, why are new objects sometimes found after the vision ends? The feeling of uncertainty in the surrounding world is a great advantage of the described creation.

This undoubtedly supports sound and lighting. The audio side is ascetic, but the delicate background sounds make you feel an extremely strong immersion coming from communing with the title. The player gets soaked in and immersed in the presented events, which in my opinion is, or at least should be, the main goal of the games. The light harmonizes perfectly with the audiovisual side. The surroundings of the controlled character are bathed in darkness, illuminated only slightly at certain points on the map. You can increase visibility in the dark, but it is expensive – flashlight batteries wear out, rarely occur, and enemies (when they notice the light) converge on the player for a simple goal – to destroy the hero.

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So far, Lone Survivor appears to be an almost perfect game. Unfortunately, it has many disadvantages that can effectively kill the pleasure that comes from the game.
The first drawback is backtracking. A lot of time should be spent on going back to the already visited locations. This is almost completely unjustified, and practically the whole game is based on it.
Another flaw is the unclear actions to be performed. You can very often walk in the game world almost in the dark, not knowing what to look for and what to do. The main goal is always known (as long as any notes left in different places are read), but reaching it can be confusing and confusing.

All in all, Lone Survivor is a very uneven game. Its psychological aspects and atmosphere are undoubtedly advantages, but backtracking and some kind of chaotic gameplay can effectively discourage you from spending time in a deserted world. The decision is yours.

Thanks for Superflat Games for providing a review copy