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[Review] “I am alive”: About the dangers of excessive modesty.

The game is just shine, but wildly suffers from the absence of ambitions.

It is not known who chose the name for I am alive, but this, universal justice, definitely seemed witty. The project, by the definition of “living”, died and resurrected so many times that some religious icons would burst from envy. And, by the time the developers announced the final date of the release, the question “Whether the game was good?”Did not even rise, naturally replaced with more cautious” Whether the second Duke Nukem Forever turned out?”.

Over the years of development, the game was radically redone about three times, preserving only the main concept from time to time: Survival against the background of natural cataclysms, which in itself is at least entertaining. Damn it, we are offered an apocalypse without an atomic war and zombies – who even thought of this at all? And, most importantly, what to fight then? It turns out that the protagonist has decisively have no problems. There is no one to eat him, but there is no reason to turn into an evil mutant: know yourself that go to the ruins and collect canned food for breakfast. The developers in response only cunningly grinned, saying that if they have taken a realistic forming, they will put pressure on realism until the very end.

At least this will affect the main character. He, you know, is a sophisticated nature, burdened not only by an indicator of endurance, but even a strip of health without auto -contamination and (oh, horror) the final number of lives – almost hipster from the game world.

From the very first episodes, the player is https://nongambancasinos.co.uk/review/palm-casino/ thrown into the city and unequivocally hint that stairs and carriageways are not very resistant to the end of the world, so it will have to go horizontally infrequently. The destroyed city appears to be a field for climbing: the road will have to be laid along the drainage pipes sticking out of armaturin and semi -navigated cornices. The very system itself is very similar to Prince of Persia any other representative of the genre, but honestly tries to seem fresh. The fundamental factor is the previously mentioned strip of endurance, which is constantly decreasing. The standard task “to catch on” is supplemented by the need to calculate its own forces, because there is always a chance that it will not be possible to get to the nearest cornice, and then a whole “repetition” will be lost (see. life).

However, the conquered skyscraper does not at all guarantee this “life” of your full safety, because (just do not faint) people often live in skyscrapers. Yes, this happens. And if you watched/read The Road (“road”), then you are about what people remain to live after the end of the world. For some reason, in its main mass, bad.

Local locations are not that “clogged”, but quite “filled” by various kinds of NPC. Someone has the status of the “victim” and is supposed to help him; Part, seeing the protagonist, begin to panic and scream loudly so that he gets away; The main mass walks in groups of 3-5 people and act as classic gopniks. And, if it still comes to a fight, then it is supposed to launch a combat system, which, although not complicated, is completely unexpectedly unexpected. I am Alive is the only game in the world where a meeting with three socially dangerous elements turns into a chess duel. And not because the AI is transcendfully, but because it tries to be realistic.

From the very beginning of the game you have a gun. Discharged, unfortunately, but from that no less frightening. It is worth it to instill a weapon on the enemy, as he terribly bulges out and raises his hands up, announcing a complete surrender. Whatever you want-you can hit, you can chop it, you can push it somewhere. If there are two evil bodies, then the task becomes more difficult: you need to keep both on the sight alive, otherwise they will begin. But it is worth distracting to the execution of one, as the second will run right away and hit the back of the head. You can complicate the scheme to infinity: someone can go from the rear, someone to be dressed in a body armor, and someone may be an implicit leader, the death of which leads to unconditional surrender of the rest. At the same time, you are unlikely to come across two identical battles: a constant change of conditions and figures on the field is not to say that it changes the course of the battle in the root, but in general makes you think about how to get out of the situation with the least losses.

The developers generally need to praise for a long time for directing game situations: with a very narrow final spectrum of opportunities (climb and fight), the gameplay does not bother because it is regularly refreshed by new whistles or, conversely, restrictions. And in general, the logic of game levels is very correct: with a “conventionally discovered” game world, in general, it is always clear where to go. Although it is very incomprehensible, “why” we generally go somewhere.

The woman is supposed to be saved, simply because something will be. If you pass by, nothing will happen. At all.

Home I am alive in the absence of any fullness. Despite the fact that the player stands out the minimum sandbox, there is definitely nothing to do in it: the maximum that you will receive for the study of the location is the can of canned food and an additional quest “Bring me slippers”.

But all this is not as scary as an absolute emotional emptiness. The game shows dozens of interesting types, makes you help humiliated and offended, makes it possible to kill, in essence, an innocent person and at the same time – does not even try to cause any emotions. There is no touching anything in principle, which is why the most interesting gameplay episodes are felt like pure farce and stupidity simply because the world is catastrophically lacking depth and study.

I am Alive helps once and for all allow Holivar about the importance of the plot in video games. He is certainly important. With a detailed gameplay with many nuances and capabilities, the game is purely physically does not want to be perceived globally and seriously simply because it completely merges as a “subject of art”, and as a result it looks more like a technology, rather than a large project. The feeling that talented people did not have enough arrogance to take a wider wider. Modestors, damn it.

Something similar was with Hydrophobia, but when the authors thought better of it, it was too late.

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