Originally announced at E3 2008, I AM Alive showed promise on redefining what to expect in post-apocalyptic survival adventure games. After its original announcement, the game went on a hiatus. Originally under development by Darkworks from 2008 until 2010, Ubisoft Shanghai completed the title. With the news of the change in developer also came a slightly different direction in the title: a $15 (1200 MSP) price point and a different look for the protagonist. Now the question only remains if the game will deliver on the awesome amount of promise it had when initially announced.
While Adam, the playable character, is away from his wife and child located in the fictional city of Haventon, a tremendous earthquake known as ‘The Event’ has rocked practically the entire US to its core. After taking nearly a year of marching back to his home, Adam-unsurprisingly-finds it to be abandoned. As he attempts to follow any leads, he runs across a stranded little girl and decides to bring her back to her safe house. As Adam slowly begins to piece together clues of where his family might be, while also helping these friendly strangers, so does the player begin to face the most violent breed of enemies, when plunged into desperation: humanity.
As stated in the title, many themes mirror that of Cormac McCarthy’s “The Road,” in the most nail-bitingly depressing ways. I AM Alive is able to capture a stark portrayal of the human condition from the very beginning. After successfully vaulting the challenges of getting into Haventon, you’ll be greeted with an implied rape scene in the middle of what used to be one of the busiest roads in this ravaged city. These disgusting portrayals only become worse as Adam is forced into a situation of protecting Mei, the young girl you find, from a group of deadbeats. As mentioned in the short descriptions above, it only takes a matter of seconds for any player to be impelled to drive forward for the sake of protecting an innocent life or just getting out of this hell entirely, rather than because an objective is pointed out on the map. Emotional drive is one of the core elements that keeps I AM Alive’s story above the typical post-apocalyptic situation.
The storytelling is presented in a piecemeal flashback presentation through the use of Adam’s camera. Each chapter is segmented with a brief overview of the current situation through the use of this device, which is later found to be a video diary of his past actions; he could be describing where his next objective is or giving a general “I love you” line to his wife and child, hoping for them to find this if he doesn’t make it. The only problem with this interesting storytelling nuance is a butting of heads during the final scenes of the game. While there’s an obvious reason for this series to continue, the final camera recording snippet gives the implication that the journey forward will be irrelevant anyway. It could be labeled by some as a grizzly fashion to excellently display that inevitable end we’ll all meet, but this confusing sacrifice of a self-contained story incommodes the player into believing the developer is unsure whether or not to continue the series. Despite this confusing narrative decision, I AM Alive’s grim portrayal of humanity sets an excellent precedent in displaying those demons inside all of us and how easily they can be set loose by one natural disaster.
From teetering buildings to dirty homeless people, I AM Alive is capable of producing exceptional scenes of artistic and technical mastery in the arcade price range-if somewhat inconsistently. Since ‘The Event’ rocked the city to its core, a dense cloud of dust has covered many of the structures in a greyish, soot-like color; much of the dust secluded in the open-ended area of the game still hangs in the air, slowly reducing your stamina. Considering how often indie titles utilize some of the most gaudy color palettes in any of today’s games, it may be tough for certain gamers to approach this style with the same verve as those other titles; at the same time, the atmosphere it’s trying to evoke calls for a bleaker-than-expected paint brush. While the environmental designs hold up well to tough scrutiny, details like character animations are supremely lackluster. Whether it’s gutting enemy combatants with your machete or climbing pipes of a skyscraper, every animation is going to feel recycled to some degree. While the art style and stiff animations may be off-putting at first sight, the details made to arouse a sense of loneliness outweigh these complaints.
One of the most important aspects to such a moody environment is the tailoring of sound to fit appropriately with the setting, which is something this game delivers in spades. The weakest aspect, though still exceptional, would be the voice acting. While the main and supporting characters aren’t always going to deliver perfectly-paced back-and-forth conversations that has started to become expected in this generation, the amount of succinct lines given are ample enough to draw you into this world. What truly excels in I AM Alive is the soundtrack that ranges from oppressive to tense-sometimes changing in an instant. The mixture of synthetic and organic compositions employed do a great job of keeping you engaged. Even the eerie silence while trekking the open area of Haventon makes this torn city feel like the ghost town it should. Overall, the sound design is probably not destined to win any accolades, or nominations for that matter, but attention to details in both the loud, unremitting moments and the quiet ones correctly imbue a depressing post-apocalyptic adventure.
In general, I AM Alive’s gameplay hits two targets in recurring fashion: the employment of interesting nuances and the lack of polish in said nuances. The main pull to I AM Alive is survival. Throughout the adventure, you’ll run into a handful of different items that affect your stamina bar, health bar, or both. Your health bar never regenerates on its own, so it’s vital to find certain items (generally food and first aid supplies) to replenish it. The stamina meter (which is interconnected with the health meter at the top of the screen) is a two-tiered system: the grey color that’s shaded in is your diminutive stamina which resurfaces back to full once you stop exerting energy while the grey outline is overall stamina that only starts to deplete once your diminutive stamina is completely empty. This causes many climbing situations to have a greater sense of urgency; and with a limited amount of supplies to choose from, these segments constantly encourage you to make decisions at a brisk pace. Besides a few responsiveness issues in the climbing, this risk/reward system is a fair challenge.
Like the climbing, combat sections also utilize an on-your-toes puzzle mechanic of taking down the king of the next fierce group and watching the pawns fall down with him. During each group encounter, Adam initially feigns intimidation by raising his hands; this lures one of the enemies over for a quick machete kill to the throat. Once enemies are in their alert phase, displaying your gun is necessary to force them to back away from you, even requiring you to fire if the situation isn’t handled with prompt timing. The jarring problem with all of these encounters is the inconsistent enemy AI in alert phase that will blindly attack whenever the pistol isn’t drawn. This faulty aspect makes retrying scenarios feel burdening to the player, rather than an entertaining old-school, trial-and-error approach.
Since the checkpoints are few and far between, a retry system is used to give more precedence on gameplay decisions. Extra retries are awarded both in seeking them out throughout the map (they look like a glowing box) and helping survivors in their time of need. With important resources being scarce, the decision to hand over a first aid kit in exchange for a retry and clues about where your family might be located can be fairly tough-especially when in dire straits.
Overall, the gameplay does tread a rocky slope in general. In one hand, there’s a constant flow of solid concepts in this five to six hour game while having a decent amount of replay value thanks to online leaderboards tracking the difficulty completed, survivors helped, etc.; on the other hand, poor handling of the AI and the a feeling of tedium towards the end harm what could’ve been an excellent, nuanced shooting/puzzle meta-structure.
I AM Alive is arguably one of the best mixed bags to become available for the XBLA market. While it has a staunchly-delivered narrative and interesting concepts to boot, the fumbles in core mechanics will make replaying certain sections feel like there’s only one way to advance, rather than giving adventurous new ways to surmount each engagement. Even then, there’s still that...pull in appreciating everything the game sets out to do in the wake of so many other “survival games" typically being more action-oriented. Ubisoft’s newest indie game isn’t exactly one known for its sheen, but enough plans drawn up under the hood will be pleasing to gamers looking for an austere depiction of human degradation.
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Neil writes "October. The busiest time of year for new game releases. And this year is no different with a huge number of titles releasing over the next 30 days or so.
So you can't really blame the team back at Xbox HQ for delivering a bevy of Games With Gold titles that really do fail to enthuse many. In fact, whilst the free Xbox One and Xbox 360 games given away during September were pretty damn decent, October's free titles will quite possibly go down as one of the worst combination of Games With Gold titles this year."
Where are the fanboys previously calling out PS+ as indie+ etc for many months this year, to complain about Octobers GwG indie line-up? Hypocrites.
Well, it's decent offering. But it's just lackluster this month.
I noticed that when Xbox has a major release like Gears of War, MS releases weaker games on Games with Gold to get you to play Gears. While Sony gives you better games to stop people from playing Gears. Both Sony and MS do this.
No but stop complaining about the monthly courtesy games. Complain about the £40 games with microtransactions.
Rafael Christian from Bit Cultures writes:
"Having great memories from video games is one thing. But when you have nightmares about them, it’s nonsense. That’s why today I am bringing you 5 sounds from video games that are made to stress you out, scare you and raise your heart rate. If you have experienced this, you know what I am talking about."
If we're not counting jump scares like from FNAF....hmm....
Well, yeah, Redeads are pretty damned high up on the list for me.XD
Though I think that Reapers from Mass Effect and the doom skulls from Kid Icarus Uprising are also good candidates for the "Oh sh*t, I hear it coming for me!" list.XD
With the release of Fallout 4 imminent, I thought what better time to assess the very best post apocalyptic worlds seen in video games. Here’s to the end of the world…
Hope everyone enjoyed the review. :D
Like that of Dear Esther, I implore you to look at both ends of what I AM Alive received from critics and users (except IGN's review). I honestly can't blame anyone for utterly slamming this game for certain missteps. The aspect that really stuck to me was how depressing the game was able to be without overdoing it. *SEMI SPOILER* There was even one person I helped whom later hanged herself. *END SPOILER*
In the end, liking it or hating it depends on whether or not you care for the smaller details in this type of atmospheric game.
I believe you are too kind in your review. I found the "bottleneck" approach combined with the limited retries concept to completely destroy my desire to finish the game. I also felt no attachment to the world or its people. Certain mechanics didn't make much sense (dust storms are impossible to be countered by... covering your face with a scarf or similar wrap?).
From my first interaction in the world, which was to kick a fellow survivor, who was defensive and not aggressively attacking me, over the edge of a destroyed road without any choice or freedom to my final moments in the game when I found out that exploration got even more aggravating as I dealt with the poor swing mechanics once I got the grappling hood, the game rubbed me completely wrong.
It's as if the developers pushed game mechanics that didn't make sense, especially not from a story telling point, on you just to have some gameplay mechanics for you to work around. I mean, seriously, I start the game with a fully functional digital camera and a gun with no bullets, but during all my travels I didn't find a machete or similar weapon to use? And I'm supposed to want to explore in a world where I am penalized at every moment for doing as such and may have to restart as much as 45 minutes from where I was?
And these issues are only exacerbated by the piss poor controls that only result in you quickly going backwards to regain your stamina or wasting much needed resources to increase stamina because while you thought you were pushing up on the analog controller, it took that ever so slight degree shift to the left or right as a reason to suddenly start climbing in a completely different direction, forcing you to waste that much needed stamina in the process.
And don't get me started on the "bottleneck" gameplay concept, where they give you just enough to do what they want. Every single encounter where I had to use gun and machete to destroy other survivors had a specific way that I had to take them out and I ended up with just enough bullets to get it done in my chamber. No more, no less.
I refuse to review the game because I refuse to finish it at this time, but I don't see how I could give it anything above a 6/10 considering how what I've researched has shown that the same flaws I found in the game persist throughout and actually get worse at times.
I really enjoyed I AM Alive. Approached with the right mindset, the concept is fantastic; the first time you experience the innovative climbing/combat mechanics is memorable.
Sadly, it does give the impression of a game that wasn’t quite finished.
Multiplayer survival servers could have been fun.
Review score is spot on for me.
impressive review.
I had about the same reaction with the game also.