I Am Alive Review: near death experience

When I saw the first teaser trailer for I Am Alive, I promised that I would get this game as soon as possible. At that time, in 2008, the game was in production from Darkworks and would be a great project, released in physical format stores worldwide. In 2010, however, Ubisoft Shanghai took over the reins of the project and changed all the facts. In other words, they remade the game and announced that the game will be distributed only in digital format, the PS3 and Xbox360.

We are in 2012 and I Am Alive was released on consoles since April, but the best news came last month, when Ubisoft announced it will launch the game and PC digital distribution systems. So that on September 6, on the PC launch, we’ve hand (rather cursor) on that dream game for four years.

Action of I Am Alive is going after a natural disaster that destroyed cities throughout the U.S.. Our character, whose name I never find out until the end of the game, is a fresh survivor returned to his city of residence, Haventon to seek his wife and daughter in the hope that survived the cataclysm. Arrived at his apartment, he understands that the people you went looking for almost a year in search of shelter. On leaving the house, he finds a scared little girl who offers to help her survive. From the moment our family reunion story moves somewhat to the background, foreign girl named Mei is something more important for a good while.

The game focuses on three elements of gameplay that I will list in order of importance: power bar (stamina), climbing and managing combat.

Power bar is the centerpiece of the game, it gives substance gaming experience, but also causes much stress. I say this because I Am Alive is based on exploration (in a linear and predefined …) and to explore a city full of debris and pits must be a good climber. Climbing, running or inhalation of sand are actions that reduce power bar character. This bar refill once out of one of these situations, but the game comes with an abundant supply of moments where you have to climb objects challenging physical capacity.

To redress this bar have available various types of resources (food and medicine) that we collect from the territory explored and that we can use at any time as long as we have in the backpack. We also have a few rings (climbing stakes) to be handled with great care in order to reach the desired point, for placing one gives the character the ability to replenish their power bar even if climbing near windows floor 50 of a buildings.

Think I Am Alive as a climbing simulator objects for the player’s biggest enemy here is his own physical strength. If the power bar was removed from the game, there’s I Am Alive would not have made sense because it would have gone any hint of challenge. On the other hand, if the system is too hard on the player and, in my opinion, makes the whole experience a stress factor. I for one do not go into a game that I stress.

The fighting is as original as it is poorly executed. Since the beginning of the game protagonist has a gun (without bullets) then followed to get a machete and, towards the end of the game, a bow and arrow. Obviously, the gun is central pawn and should be used in almost any encounter with enemy gangs, whether or not we bullets. Straightening gun by an enemy that has no weapon will make it to scare, to raise their hands and swear your eternal slavery. So far everything is perfect and interesting. The problem comes when you put the gun down – bullets are extremely rare and it’s a shame to waste the first enemy. I would have thought that the characters correct behavior should be happy to have escaped with his life and let him go on our character. But no. Once you let the gun down, everyone who had a second ago hands up and mouth humble, desperate rush towards you with machetes. So they headed back to the gun. “Okay, boss. Put the gun up more love you down again.”

Seriously, the combat system is an oddity, has its own rules and its own logic. It has almost nothing to do with realism I expected. But there is a nice element but not always work – if you kill gang leaders, members of lower rank will throw machetes and they will teach. I should mention that the protagonist injured in combat will decrease the character’s life bar, because there is such a thing. Bar life is not as important as the power bar and it’s very hard to find a little dead rat meat for regeneration.

By the way, Haventon has many gangs of thugs and very few survivors peaceful. The peaceful will usually ask to provide a particular resource. Whether it’s an old man with asthma, you may request an inhaler or a person asks you a bottle of wine to drown his sorrows, the result is that if we provide the resources you will receive a Retry and a slightly higher score at the end game.

Retry the number of sites likely to resume the game from the last checkpoint. Any return to the checkpoint leading to the loss of Retry. Retry when all sites were lost, the level must be played from the beginning. Number of retry granted differs depending on the difficulty level chosen at the beginning of the campaign.

In my case, although I have not eaten whole number of retry again during the game, I had to pick a level from the start because of a bug unbelievable. In short, the game saved a checkpoint when dying from lack of power. While I was five retry all gives me a wonderful opportunity to review my life just last second.

Another annoying bug that I experienced is part of the graphics area. In one area, climbing two walls made the pipe becomes completely invisible. In fact, the game is always a small problem which at first confused me terribly: Fast moving mouse left or right while you are in a building appears for a split second and not the wall outdoors should actually displayed.

Beyond these serious shortcomings, the graphics are … both functional and. The color palette of the game is poor and the image is always dominated by visual noise makes it impossible to distinguish distant objects. Level design environment often provides a credible and well done, but the game takes place in a linear manner that does not allow too many deviations from the main road of the mission. Map fitted to give an illusion though open-world gaming.

The sound is generally intense and well done. Play music intensifies as the power bar is empty, and stress levels peak. The voices of the characters are well done, but the enemy gang members are said chaotic robotic one another, destroying the sense of realism provided by the first amendment of the gun to the enemy.

In conclusion, I Am Alive is an average game that could do much better if he would have been given more time in production. Although there are things you do well, the graphics and battle system are not part of them. As for the story, I do not like to reveal things before, but I can say that I was disappointed that not focused on the main character’s family. If you want a climbing simulator spiced with a bit of story and fight unrealistic, I Am Alive is the game for you. If you’re looking for a survival action game and will probably have to wait for The Last of Us to PlayStation 3.

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