Saturday, March 10, 2012

I Am Alive Review, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Walkthroughs, Guide for PS3, Xbox 360, PC

It's been a long journey, but after six years of development I am Alive game becomes and reaches the market as digital distribution game. The road has been, I must say, convoluted, and the project at this time has changed hands and intentions. That's something to keep in mind when they finally understand the product we have been offered. Of course, I am Alive context is far from unique adventure epic that had been projected in the first information on the game and ended up becoming a more standard product in many respects, although other pleasantly surprise us. We fear that the difference between what is sought in its infancy, at least, what was said and hinted that it was looking for and what is finally presented to the consumer can be a problem for players who have followed the project from conception, but for others there are plenty of positives to be concentrated. The title leads us to a post-apocalyptic world, ravaged by a great cataclysm known as "the event" has completed most of the planet resources, affecting plant and animal life on Earth: the planet surface has been cover dangerous substance that can kill you if you're at it. Heights, located above the smog, is key to survival.



Our character has managed to return to Haventon, a fictional American city, looking for his family. When the event took place he was on a trip away from home, and now has finally come to town hoping to find their loved ones life. Much of the plot unfolds through a series of video recordings made with a camera. Thanks to them we gain contextualization in this shattered world and also get important clues about what may have been the fate of the family. To move forward will have to walk around, and here verticality is an important element in the game. So the character's physical appearance is important and is determined by its values of strength and energy. This implies that there is a physical exhaustion that limits what we can do, so climb a skyscraper in one sitting is impossible. Our character is a very agile, yes, but there is a limit to their physical capacity.

Not only that, other physical aspect of the game is combat, because although we can get guns, these are rare and much ammunition. That means that if we reach a situation of struggle is likely to do so in close combat. Also, if we consider that the characters may react to the presence of logical firearms (its simple display may be a sufficient deterrent, for example). Of course, there are some flaws in its artificial intelligence makes remember that we do not get the gun. Thus, we can take it out and take aim and draw back, but if you want to automatically save it back to attack us. In some contexts this would be feasible, but there is a generalized way that suggests a weakness evident from the established behavioral routines.


Combat is not constant, but is present in a firm in developing the game, as some of the survivors are desperate or directly crazy, which leads to dangerous situations on many occasions. In others, we will meet friendly characters that add much to the story and gameplay, providing significant additional elements for the general approach of the game. Many of the situations we see, as the game's environments, are clearly inspired by some of the references of the genre in the field of cinema or literature. Of course, this is an area we know well as the imaginary part apocalyptic: a destroyed city in ruins, devastated by a disaster both for the action of time and the few survivors.

The deadly dust that covers everything and concentrated on the floor and lower areas is one of the environmental elements that the player must take into consideration constant, as is slowly killing us. That means we can-and must-down to the surface, but we have to do so calculated. A weak point of the game is its control scheme, which does not always respond with fidelity and agility to the type jump set proposed multiple times. This occurs also in the accuracy of the use of the gun, for example, if a shot must be adjusted, have some problems because the precision that transmits the command is, in these cases, inadequate.

This means that although the overall game experience is positive, in the adjusted points we find troublesome situations caused by no fault of the player, but by a certain coarseness and imprecision of the control. Not bad, but not ready for the precision demanded by the player at specific times, and that is uncomfortable, even if rarely happens in the development of the game. I am Alive also includes a scoring system somewhat inconsistent. In a game of this style scoring markers have been banished for years, almost without exception, and here clearly used to enhance replayability.


In the technical field, the game looks good when you consider that it is a way of digital distribution, but nothing more. We have seen how some titles are matched seamlessly download games to disk, once the storage space available in the console has ceased to be a real handicap. Lacks variety in its environments, and bet on a devastated urban environment gives it a grayish color range, dim, consistent with the setting, but has not made ​​enough effort to introduce original and distinct environments within that line cohesive .

Similarly, the animations are not bad, but we are used to a very superior in the company and it shows that the work has not received enough attention even though the character is very dynamic and engages in climbing and some physical intensity. Recall that the game comes from Ubisoft, a company that has given some of the best looking animations. With I Am Alive we are facing an extreme case of game that does not correspond to what you can expect from it, in this case the reversals experienced with the project. In relation to these early ideas, the game is not up to scratch, if that we leave, we have a good game with action and plataform in a context with a post-apocalyptic story somewhat generic but well spun that will give us a good hour entertainment.

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