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I bought this game when it was at USD 10, and I got bored right away.
The game is very straight. Open-World map is blocked by those barricade, and it becomes Closed-World map. All people you met are hostiles. You have to kill all of them before moving to the next level. And of course, to kill enemies you need ammo, and it is very scarce. You need 100% accuracy in shooting. Bow is not that useful when you face a suprise attack.
Mouse control is pretty bad. When a character stands near a wall, the game will not allow you to move the camer a easily.
Lastly, there is no much option for graphics. It forces you to use every drop of your GPU out. The post effect processing is heavily used in the game.
Don't buy this game. Sincerely.
At first, the setting and mood was excellent, kinda like The Road (although thankfully not THAT harsh). I actually liked the stamina mechanism, too. In most games, your character is apparently a machine who can run/climb/fight/whine for hours without breaking a sweat, so such a nod to realism also got things started on the right foot. Graphics I didn't have much problem with, either. Hell, I grew up in the NES era, so I can forgive a lot on that score.
Unfortunately, I Am Alive went downhill pretty quick. It's funny that I mentioned the NES, because this game actually reminded me of the old NES games... in all the worst ways.
It LOOKS like a GTA/Fallout-style open world at first, but it's deceiving. It's actually a linear game with constant barriers to keep you moving more or less along the one path. Looking at the map for the first time, I wondered which streets I should take to the apartment. I actually thought "Okay, let's try those back streets, maybe less chance of being spotted by hostiles..." Only to soon learn that this game isn't big on exploration (or choices). That linear-ness extended to the encounters, too. All too often, it felt like there was only one method or sequence to resolve it, with any other approach being punished brutally.
It's bitter that such an open-looking 3D world would offer so little room for exploration or experimentation.
And that issue made exponentially worse by the SAVE POINT SYSTEM. Even better, with limited retries! This is what nailed the coffin shut for me, the realization that we're almost to 2013 and holy ♥♥♥♥♥♥♥♥♥♥♥ crap, game designers are STILL resorting to this idiocy.
NO. This is no longer 1984 where you have to fit your entire game in 4 megabytes and I'm still a kid with enough free time to waste hours replaying the same fricking map over and over. If you want to encourage players to get through the game in less than X lives in one sitting, then hey, great. Make an achievement or a score bonus or a "hardcore mode" or whatever for it. But don't punish those of us who aren't masochists with nothing more interesting to do.
You might think I'm a little hypocritical here, because I actually love roguelikes, which usually have permadeath and make you start over with a new character if you die. But the better ones (DCSS, DoomRL, ADOM) have random dungeons and classes that are very different from each other, so at least you can try something new if you die, with tons of room for exploration or just going some other way. I Am Alive should have borrowed more from that playbook if it wanted to be harsh.
So yeah, pretty disappointed here.