![]() Climbing makes up a big portion of I Am Alive. Here you use your machete to take out the first and last enemies respectively, watching as your blade passes right through the character models. If that wasn't enough to create a rift between you and the experience, there are also Surprise Kills and Struggle Kills. However, these scenarios sometimes mean backing the foe up 20-some feet to the edge, which breaks the realism of the move. Shouting at enemies with a drawn gun makes them backup, and you can use this to kick them into crevices and off of buildings. They're scared of the gun, but not enough to make a mental note that you have it. Lower the weapon and they run at you, leaving you to repeat the process of lowering and raising. If you have no bullets, you can pull the gun on machete-wielding people and get them to raise their hands in surrender - they back off, but not for good. ![]() Again, this sounds like an interesting gameplay mechanic, but it ends up being lame. You start the game with a gun but ammunition is scarce. The wife/daughter thing is answered in the first few minutes, and then the protagonist just does fetch quests. Sounds good in concept, but it falls apart quickly. For the next four to five hours, it's up to you to climb, shoot and survive. This midrange metropolis is his hometown and the last known whereabouts of his wife and daughter. A year after "the event" took the country offline, tipped over buildings and created some dust cloud that'll kill you if you stay out in it, our protagonist - named revealed as you play the game - marches back to Haventon.
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