The extended Director's Cut of Jasper Byrne's indie survival horror curio Lone Survivor will be coming to PC and Mac on Halloween.
UPDATE: Lone Survivor creator Jasper Byrne noted on his blog that the PC and Mac versions of the Director's Cut will follow shortly.
The two-man developer Vlambeer knew it was on to something with its 2D dogfighting retro throwback Luftrausers. Its snappy pace and minimalist visuals seemed well suited for on-the-go gaming, but Vlambeer worried its control scheme would be compromised on mobile. Instead, the Netherlands-based developer decided it would be a perfect fit for the PlayStation Vita's widescreen and button input. So it did what any small studio would do - it worked on a pitch.
Update: The Lone Survivor PS3 and Vita port's release date has been narrowed down to July, according to a post on the EU PlayStation Blog.
Jasper Byrne's low-fi survival horror game Lone Survivor is making its way from PC and Mac to PS3 and Vita.
I've just ordered the parts for a new PC. I'm very excited. My current computer, while it can still just about play new games, has passed the point where the experience is any fun at all. A hand-me-down graphics card from Rich Leadbetter which won't fit in my current case was all the excuse I needed to start from scratch.
There's a section in Lone Survivor where you find yourself in an old arcade, shrouded in darkness, a series of cabinets against the wall. As you pass each one, your character comments on the game on-screen. It's a game about guilt," he says. "It's about a boy and a girl." "It looks kinda retro." "It's just another zombie game."
Really, he's talking to us, not himself. And he's talking about the game we're playing rather than the ones he's looking at. Lone Survivor is extremely self-aware, revelling in its own sense of mystery. But where such fourth-wall-breaking might leave lesser games feeling pretentious, Lone Survivor weaves it into its darkly fascinating, open-ended plot.
It's a survival horror game of sorts, and about as indie as they come. Played in a fixed resolution of 160x90, although scaled up to fill the screen, it's drenched in muddy, pixelated atmosphere. It operates on a side-scrolling pane, each room or corridor a different screen, and you'll spend most of your time moving left or right and pressing X to interact.