I always thought of Silent Hill 2 as a game that was choking me, rather than scaring me. Whether I was being strangled by fog or smothered by a sheet of darkness my perception was constantly being obfuscated in some sadistic ploy by the designers. The spouts of violence I engaged in were always overshadowed by this battle I waged with the designers — how they didn’t want to see me survive their labyrinth. But framing the gameplay in order to pressure the player isn’t always done by maiming the their vision. Lone Survivor proves that gaining sight of your endeavour can prove to be just as a arduous.
Scrolling from side to side I could simultaneously see everything that I’ve encountered and everything I will encounter. If anything was offscreen I could hear its growls in the distance. Knowing, or being aware, has its own consequences on your mind. I my trust body’s reflexes and I trust my implicit judgement to make proper decisions in the heat of the moment. But here I stand, contemplating, ruminating, rotting, thinking of how I’ll escape this predicament. I can see the door on the other side, but I see two monsters patrolling the route. I know I can plant this slab of decaying flesh and squeeze my way past this one monster — becoming as 2D and as the second dimension allows — but then I’m sandwiched between both of them; as dead as the meat I used as bait.
So I hide, and I walk, and I hide again. Sometimes I get caught. The monsters claw, spit, and bite, and I’m reminded how compressed my perspective is. I can’t run past these guys without paying a bullet to their legs. I can’t dodge, evade, or run without burning a resource. There is no left, no right, no up, no down — only forward and back. What you don’t realize when you play most sidescrolling games, is the power you command. Say I’m hopping about the Mushroom Kingdom and I run into a Goomba. I can jump over it, or I can jump on it. In Silent Hill you can fight, or run. But in Lone Survivor (the combination of both realms) you don’t have the wiggle room Silent Hill‘s 3D perspective permitted and you don’t have the tools to conquer the unexpected like a Super Mario title allots. You’re at the mercy of designer Jasper Byrne through the resources he’s allocated to this point.
I see my own death in every game, but a fraction of a second before it takes place. Lone Survivor pins me against my sanity in a 16:9 ring. Sure, I can plan accordingly, however, should my plan fall apart, I’m stuck. And I know I’m stuck before it happens. This isn’t a particularly fast paced adventure. It’s viscous. You wallow in your own filth with each mistake, and you see your death coming long before it happens.
Byrne hands you the game’s syntax, but laughs at you while he holds back the semantics. The foresight you hold when playing the game permeates the psyches of the game’s characters, although what they know doesn’t necessarily equate to what the player knows. There’s a man you meet in fever dreams, an hoary man in blue who you’re supposed to find familiar, but can’t place. You ask him who he is, and he mocks you. The protagonist recognizes him, but can’t remember who he is. It’s Jasper Byrne, amusing guffawing at your stipulated outlook. You play the game with clear eyes, seeing every obstacle in path, while the game plays you, suffocating any lucid grasp you think you have on both the gameplay and narrative.