Lost Within (Video Game)

default-featured-image

lost withinDeveloped by Human Head Studios

Not Rated By ESRB (Good for 13+)

Available for iOS and Android Tablets


It is rare for us to review mobile games here at DreadCentral, as a marketplace mostly tuned for games to be played in bite size chunks isn’t conducive to a tense horror build. That is part of the reason why it took me so long to review this game (about a three week turnaround, as opposed to my more common few days), as when I found time to pick up my iPad and play for a bit, I’d wipe and flush before I finished a level. It is unfortunate, because Lost Within is a compelling game, but one that will likely be overshadowed by all of the glossier console and PC titles.

Right off the bat, I do not play a lot of mobile games. I have a PC, every console, and an active social life, so I don’t really ever find time to sit on my couch and just pop out my 3DS for a round of the Pokémans. I played Year Walk a while ago and spent an embarrassing amount of time on the Infinity Blade series, and felt that their “minimum upfront, a lot to find” approach to narrative fit the portable nature very well. I didn’t have to invest my full brainpower every time I wanted to play, but could dive into it whenever I wanted to for a different kind of reward.

I think that a lot of people would agree with the core sentiment that at times, most of us will game just to turn our brains off. There is a certain section of my Steam library reserved for games that are played purely by muscle memory, and are my go-tos when intoxicated. The success of cash-clickers has proven as much for the mobile market, and for better or for worse we have come to expect a simple and instantly accessible experience. This is where Lost Within stumbles, as it is too smart for its own good.

Yes, it felt as weird to write that as it did to read it. It seems weird to knock a game for being too thoughtful, but the bottom line is that I had trouble playing Lost Within as a mobile game. It had bite-sized chapters, but a gameplay style and narrative that didn’t fit that. It felt like a console game that I was playing on my iPad, an $10 indie title off of Steam that I play alone in my room at 2 a.m. with the lights off and the door locked.

Gameplay wise, it feels like Outlast if Outlast was trying to get Greenlit on Steam. Sneaking through the halls of an abandoned asylum, the player must avoid baddies by hiding in lockers, but this time with a crafting system. I don’t know why just giving you straight items has been replaced by crafting. The argument has been made that choosing between a Molotov and a health pack is an extra point of tension, but for me it has never been confusing which would be more useful in the moment. It is the Molotov, because health packs are for scrubs that get hit.

Craftable items are pretty standard, but have enough flavor to not feel stale. You get a cloaking device, but it takes the form of a suit you put on to look like the enemies, changing your HUD. There is a detector that lets you see through walls, but it takes the form of a stethoscope. Stun Bombs stun, while Tasers also stun, but with less explosions. Only one of the nine items puts enemies down for good, so sneaking and distractions are going to be the ticket to success. Crafting systems are the worst when the game can be easily beaten without any consumables, making crafting a waste of time. While the game can theoretically be beaten without using items outside of scripted areas, it is well enough designed to provide challenges that are very difficult to overcome without them.

There are much worse things to call gameplay than functional, but it is hard to describe it as anything but when compared to Lost Within’s standout story. Taking part from three perspectives, each character has their own motivation for being at the asylum on the day before its demolition. Starting from the same central point, each explores a different wing of the asylum, each inhabited by a different main baddie. The second chapter stood out to me as having the most unique antagonist, but none really reached above enjoyable cliché. Though the characters are a bit standard, the combination of protagonist and antagonist switch gives each chapter a distinct flavor. It brings variety to an otherwise static environment.

As each of the three characters explores the asylum, the story is again told from three different vantage points. Collectible documents provide a tried and true snippet look into the darker administrative happenings in a way we have all grown to expect, but the real time combination of flashback and present-day is where the story really shines. The game frequently flashes back to the asylum in its heyday, where sinister experiments and patient riots eventually led to its present dilapidated state.

To contrast, the present day reality is more surreal, with shambling experiments and shadowy tendrils blocking your path. The glimpses in the past seem more real, though psychically induced, while the real present seems impossible. It is a unique switch on the dream/reality formula that most importantly makes sense in the end. I am not going to spoil the big twists, so I will leave it by saying that the game wraps up with a satisfying—if not perhaps a bit corny—revelation.

I realize that this review has sounded a bit mechanical compared to my typically flamboyant style. I have plenty good to say about the game, and I don’t think I’ve done the game a disservice in going over the core of what I liked. It is an interesting narrative that surpasses most mobile games in a serviceable stealth/horror shell. It is a great option for people without a gaming PC or console, and at the budget price of just $7 it is hard to say that anyone who owns a tablet shouldn’t give it a shot. It is definitely not a freemium game, so that is already two of its stars right there.

Despite all of that, my gut feeling is that I won’t pick this game up again. I was interested in what was happening while playing, but had to remind myself to play it. If it wasn’t my job to finish it, I don’t know if I would have. I think the issue lies in what I stated at the beginning of my review: the medium doesn’t match the style of the game. The story requires a kind of attention I can’t afford when playing on my iPad. When I am playing my iPad, I am sitting at a sports bar after work having a beer or watching a movie while on a treadmill. I imagine plenty of people use it for their morning commute on the train or between meetings, but none of these places scream horror atmosphere.

I wish I could give the game more praise, as it is certainly a very pretty mobile game that is well told at a price that would be considered budget for twice what it is. It controls well, is simple to learn but hard to master, and narratively compelling. It isn’t anything new, and maybe that has something to do with why I found it so easy to put down, but it certainly isn’t the worst rendition of this type of game. Consider this a tentative recommendation, since I don’t think anyone would be really dissatisfied with this game, but just don’t be surprised if this sits half played in your library.

  • Game
Sending
User Rating 3.67 (15 votes)
Share: 

Categorized:

Sign up for The Harbinger a Dread Central Newsletter