Lost in Vivo: How to Scare the Player

Lost in Vivo, developed by KIRA, is an incredibly underrated psychological and survival horror game heavily inspired by the Silent Hill games. It is revered among indie-horror fans, especially those among us who love what Team Silent done with Silent Hill back in the day, and I wholly recommend it to anyone who fits into that category (side note: please, Konami — we need more Silent Hill). For a game developed largely by just one person, I wouldn’t hesitate to call it an essential horror experience.

I played through it recently, and it’s one of the few games that genuinely scared the shit out of me — unfortunately quite a rarity these days. The atmosphere is masterfully crafted and it does not conform to “jump-scare” horror, which is a blessing in itself.

Trailer for Lost in Vivo

On the surface level, the plot is relatively simple: you’re walking your service dog; your dog gets swept away into the sewers by the rain; and you climb into the sewers to get your dog back. It might sound a bit out there, but that’s what any good dog owner would do, right?

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