Lone Survivor (video game)



Lone Survivor is a 2012 Survival Horror / Adventure Game, created and designed by Jasper Byrne of Superflat Games.

You control an unnamed protagonist referred to simply as "You"; as its title implies, the aim of the game is to survive a zombie(?) apocalypse set After the End by scavenging food and items, while attempting to find a way out of the city in which you are trapped.

Not to be confused with the 2007 nonfiction book.


 * Badass Grandpa: The Director, who's at least middle-aged and routinely goes scavenging in the monster-ravaged wasteland for goodies.
 * Big Bad: The closest thing to one is
 * Big Good: The closest thing to one is
 * Bland-Name Product: The GameJoy. The red-and-white soda can labeled 'soda'. The ground meat which is apparently called "SPUM".
 * Body Horror: The two types of monsters seem to be formerly humans, faceless and mutated.
 * Broken Bridge: The city and apartments would be a lot easier to navigate if these weren't all over the place.
 * Companion Cube: The Cat Plush and Chuck the Plant.
 * Cryptic Conversation: Expect a lot of this. The Director and Hank are the only ones who really bother to speak plainly.
 * Driven to Madness: Occurs gradually to the protagonist (maybe), as well as Hank if he is given enough blue pills.
 * Foreshadowing:
 * Gainax Ending: In multiple variations.
 * It May Help You on Your Quest: Several items are provided by other characters, such as the flashlight, the gun, and cooking supplies.
 * Last Lousy Point: Attempts to obtain a more preferable ending are bound to be dogged by this.
 * Loners Are Freaks: Averted by The Man With a Box on His Head. He's a bit of a weirdo and tries to convince the Survivor that isolation prevents you from being hurt, but is ultimately one of the more benevolent characters.
 * Luke, I Am Your Father: A radio snippet right at the game's end suggests that this may be the case for You and
 * Multiple Endings: The ending that occurs is based on numerous acts performed in the game. These statistics are listed after the ending is shown.
 * No Name Given: Most characters have either vague names (You and She), descriptive ones (The Man With a Pale Face, the Director), or actual ones (Hank and Chihiro), but the Man in Blue's title is only shown in the postgame; otherwise, his name shows up as "???," even though he constantly insists that You knows him.
 * No Peripheral Vision: Some rooms have alcoves that "You" can press against to hide from and sneak past monsters.
 * The Plague: The monsters are created this way. Hank has been infected, and is slowly turning into one himself.
 * Retraux: Everything is done in a highly pixelated style.
 * Sanity Meter: Albeit an unseen one that affects which ending you get. Several factors raise or lower your sanity, including monsters killed, types of foods/pills consumed, sleep schedule, and the completion of optional sidequests.
 * Attempting to eat Rotten Meat acts as a visible indicator of You's sanity. If You's mental health is fine, You will just say "No." If it's deteriorating, "Maybe." If you've been neglecting it a lot, "Actually, that looks pretty tasty."
 * Surreal Horror: What isn't symbolic is likelier just nonsensical, but often used to disturbing effect.
 * Survival Horror: This is the game's core mechanic, emphasizing resource management and difficult pick-your-battles scenarios.
 * Survivors Guilt: Arguably the driving theme of the game's plot.
 * Trademark Favorite Food: You has generally positive opinions on most of the things he eats, but cooked ham practically sends him into spasms of joy.
 * Weapon of Choice: The protagonist comes to a gun shop filled with automatic weaponry and even (somewhat inexplicably) a chainsaw. His statement that his pistol is more "his style" prohibits the player from picking up any of it.