I Am Alive

2012 survival video game

2012 video game

I Am Live
I Am Alive Cover Art.png
Developer(southward)
  • Darkworks
    (2005–2009)
  • Ubisoft Shanghai
    (2009–2012)
Publisher(due south) Ubisoft
Manager(s) Stanislas Mettra
Producer(s) Sergei Titarenko
Designer(s) David Maurin
Programmer(south) Yann Courties
Artist(s) Liao Jun Hao
Writer(south) Jess Lebow
Composer(s) Jeff Broadbent
Engine Unreal Engine 2
Platform(southward) Microsoft Windows, PlayStation three, Xbox 360
Release Xbox 360
  • WW: March vii, 2012[one] [2]
PlayStation three
  • NA: April 3, 2012[3] [4]
  • EU: Apr 4, 2012[3] [4]
Microsoft Windows
  • WW: September vi, 2012[5] [6]
Genre(south) Action-hazard, survival[7] [8]
Mode(s) Unmarried-player

I Am Alive is an activeness-risk survival game set in a post-apocalyptic milieu adult by Ubisoft Shanghai and published by Ubisoft. It was released for Xbox 360 (via Xbox Alive Arcade) in March 2012, for PlayStation iii (via the PlayStation Network) in Apr, and for Microsoft Windows (via Steam and UPlay) in September.

The game takes place one twelvemonth afterwards "The Event", a cataclysmic disaster that has wiped out most of humanity and reduced cities to rubble. Equally the game begins, the unnamed protagonist returns to his dwelling in the fictional city of Haventon, hoping to find his wife and girl, whom he has not seen since the disaster. Finding their apartment empty, he sets out to try to find them, but he soon encounters a young girl named Mei who is looking for her lost mother. Feeling responsible for Mei, the protagonist vows to help observe her mother. However, doing then volition not exist easy as resources are side by side to impossible to notice, the city itself is draped in a toxic dust deject, and murderous gangs of survivors wander the streets looking for easy prey.

Under development past Darkworks from 2005 to 2009, with Ubisoft Shanghai eventually taking over and finishing the game, I Am Alive was appear, postponed, and re-announced multiple times over its vii-year development cycle. Originally a start-person game called Live, when Ubisoft Shanghai took over the projection, they restarted development from scratch, keeping simply the original pitch and the focus on gameplay elements other than gainsay and violence. Inspired past films such every bit The Road and The Book of Eli, the designers wanted players to experience the emotions and moral quandaries of choosing who lives and who dies. Originally planned as a full retail release, the telescopic of the game was eventually scaled back to the signal where it could be released equally a digital-simply championship.

I Am Alive received mixed reviews. Those who liked it tended to laud its tone, atmosphere, combat and intimidation systems, side missions, and the moral component of the gameplay. Many critics likewise cited the post-apocalyptic world of Haventon as being especially well realised and realistic. Criticisms tended to focus on repetitive combat, restricted AI routines, and clunky climbing mechanics. The game sold well, especially on Xbox Live and the PlayStation Network, topping the charts for each for several weeks later its release, and going on to get one of the pinnacle-ten selling games of 2012 on both networks.

Gameplay [edit]

I Am Alive is an action-adventure survival game,[7] [8] in which the player controls the unnamed protagonist from a third-person perspective, although the camera switches to kickoff-person when aiming and shooting.[vii]

The game'southward virtually ofttimes employed mechanic is climbing, which is governed by a stamina meter, whereby physically demanding activities, such as jumping or running exert stamina and bleed the meter.[nine] One time the protagonist'southward anxiety are off the footing, everything exerts stamina, even hanging motionlessly.[7] [10] Some actions exert more stamina than others - for case, jumping from one beam to another when climbing uses a lot more stamina than shimmying beyond an beam.[x] The stamina meter refills automatically when the player is on solid ground, unless the protagonist is outside at footing level, where the dust in the air constantly depletes the stamina meter, and somewhen the wellness meter.[8] If the histrion runs out of stamina when climbing, they are allowed a few seconds for a final exertion to try to get to solid ground. However, such exertion results in a slice of the stamina meter itself disappearing (thus reducing the maximum stamina the thespian tin have). This loss can merely exist restored by using a specific particular.[11] [12] To aid in climbing, the player can employ pitons, which allow the protagonist to rest and recharge his stamina mid-climb. Each piton tin only be used in a single location; one time they are placed into a wall, they cannot be removed.[eight] [thirteen]

Screenshot from I Am Live showing the protagonist attempting to lure an armed enemy in for a quick kill. By raising his easily, he can fool enemies into thinking he has surrendered, and when they get close, he can cut their throat with his machete.

Hostile encounters are some other major part of the gameplay. When the protagonist is confronted past a group of hostiles, in that location are various strategies bachelor, depending on how the group acts. He tin can surprise a single enemy with a machete quick kill, engage in melee gainsay with a single enemy at a time, draw his gun and effort to intimidate the enemies into surrendering (irrespective of whether or not he has ammo), or actually burn down his gun (or bow), killing one enemy in the hopes the others volition give up.[11] When an enemy has surrendered, the thespian has the selection of either knocking them out, or pushing them off a ledge or into a fire (if available at the location).[14] The histrion must always keep a spotter for the grouping'due south leader (usually the most talkative fellow member of the group), and attempt to kill him starting time, as this will oft compel the others to surrender. On the other hand, killing a weaker group member will cause a group leader to immediately attack.[vii] [10] If the protagonist aims his gun at enemies for too long without doing annihilation, they will become convinced he is backbiting and attack.[xiii] [14] [fifteen]

Another component of the game involves collecting resources and supplies scattered throughout the city, including items such as h2o, nutrient, gas, medicine, and ammo. These items can be used to replenish the player's health and stamina, and often restore the maximum size of the stamina bar.[16] Resources such as cigarettes and alcohol take a negative effect on the player's stats, and are instead intended for use in side missions. As the player encounters non-hostile survivors, they will brand requests for various items. When the actor gives them the required item, the thespian volition receive a unmarried retry, and the survivor volition fill some of the game's backstory.[16]

The game saves automatically at checkpoints, but if the player dies during combat or climbing, they can use a retry, which allows them to return to the specific area where they died without having to go all the manner dorsum to the previous checkpoint. Retries are scarce, yet, and tin can simply be obtained by finding them in the game world or by completing sidequests.[seven] If the player dies without any retires in their inventory, they are forced to return to the previous checkpoint, which is oftentimes right at the start of a level.[12]

Plot [edit]

The game takes identify a yr subsequently a catastrophic disaster known as "The Consequence" wiped out xc% of the human race.[eight] The cataclysm continues to make itself felt by way of aftershocks and the toxic grit that hangs permanently within the one-half-collapsed cities.[17] [18] In the weeks and months after The Event, resource shortages quickly became peoples' biggest problem, a state of affairs that has but gotten worse as time has passed. As the game begins, club has broken down into small pockets of survivors, some of whom want only to protect what meagre resources they have, whereas others are out to get everything they can. No affair their agenda, however, everyone is on guard and on border, and everyone is capable of violence.

The game opens with an unnamed man arriving in his abode city of Haventon, hoping to find his wife, Julie, and daughter, Mary, whom he last saw just before The Effect. Recording updates via a video camera, which are being watched past an unidentified person at some point in the future, he explains it took him well-nigh a year to walk back to Haventon from "out east".[19] When he gets to his apartment, he finds a note written by Julie in which she explains that she and Mary left before long after The Event, hoping to arrive to one of the emergency camps. She also tells him that she forgives him for everything.[20]

Equally he is leaving the apartment, he sees a small girl who he initially mistakes for Mary, before saving her from three hostile men. The daughter, Mei, tells him that her mother went missing on a supply run and she gives him a walkie-talkie with which to speak to Henry, Mei's family friend. Upon arriving at Henry's flat, Henry thanks the protagonist for protecting Mei, and asks him to recollect a radio transmitter. Henry himself is unable to get it as he is confined to a wheelchair.

Traversing the deadly grit clouds, the protagonist is able to retrieve the transmitter. Back in the apartment Henry tells him that Mei's female parent is in a local hotel, held against her will, and asks him to salvage her. Fighting his fashion through gang members who have women prisoner and force them to provide sexual gratification, he finds and rescues Mei's female parent, Linda. On the mode dorsum to Henry's, she says that Henry used to oversee the dispatch and communications systems of the Haventon Fire Department, and volition probably know the locations of all the emergency camps in the city.

At Henry'south, Linda and Mei are reunited, and Linda is able to use the radio to pick upwards a broadcast from a send en route to Haventon to collect survivors. Even so, it can't dock considering of the heavy grit. Henry says they need to create a beacon to guide the boat in past using fireworks. The protagonist takes the fireworks to the roof of the tallest building in the city, where he successfully ignites them. Notwithstanding, upon returning to the apartment, he finds Henry, Linda, and Mei gone. Outside, he encounters Linda, who tells him that men came and took Mei. Henry pursued them, simply he didn't return. The protagonist finds Henry's wheelchair and learns from an injured homo that Henry was taken by the gang, who wanted to learn what he knew about the camps. Eventually, the protagonist finds Mei, and the beacon successfully guides the transport into the harbour.

Mei and Linda get aboard merely the protagonist decides to stay, withal hoping to find Julie and Mary, and perhaps Henry. Mei and Linda bid him bye and he records his last tape, vowing that he volition find his family no matter what and apologizing to Julie, promising her that he will notice a way to "make information technology up".[21] It is then revealed that the person watching the tapes is a young woman. As the protagonist vows to observe Julie and Mary, the woman begins to cry, and we see that all of the protagonist's gear is on a nearby table.

Development [edit]

Darkworks (2005-2009) [edit]

The game was get-go mentioned on September iii, 2006, in an article on how to get more women involved with playing video games in the International Herald Tribune. In the article, Ubisoft'southward Main Executive, Yves Guillemot, stated, "next year, Ubisoft volition publish a game chosen Alive that features characters who rely on their instincts and each other to suffer after an earthquake."[22] Zip more than was heard about the game until July 2008, when Gamekyo reported that Assassinator'south Creed producer and co-creator Jade Raymond was producing what was now called I Am Alive. According to the article, the game was a offset-person "survival-chance" set in a post-apocalyptic Chicago. Developed past Darkworks for PlayStation 3, Microsoft Windows, and Xbox 360, it had originally gone into production in 2005, and was at present scheduled for a second quarter 2009 release.[23] When asked about Raymond'south involvement, Ubisoft declined to comment.[24]

At E3 the following calendar week, Ubisoft formally unveiled a CGI trailer showcasing the game'due south mail-apocalyptic setting and introducing the protagonist, Adam Collins.[25] [26] Guillemot stated that the game "volition appeal to anyone that enjoys a thrilling journey. It will offer a rich palette of emotions while challenging players to make life-irresolute decisions."[25] [26] In August, Ubisoft executive director, Alain Corre told MCV that in that location were hopes the game could launch a new franchise; "we hope it can be some other strong franchise for our portfolio, alongside Prince of Persia or Rayman Rabbids. It'south a new baby for the states – and we accept large hopes."[27]

In Jan 2009, Ubisoft confirmed that Raymond was not working on the title in any capacity, with Alexis Goddard serving every bit senior producer. She explained that the game would feature violence simply as a last resort, and "we wanted the player to really experience the power of Mother Nature, to experience the danger coming from the collapsing towers and devastating rifts, feel the chaos happening all around him. There'south zip like a offset-person view to create that kind of emotion."[28] [29] The game was now slated for release in March of that year.[30] [31] However, the post-obit mean solar day, Ubisoft published a release schedule for the remainder of the fiscal twelvemonth that did not include I Am Live. They attributed its absence to the fact that it "volition require further development time and will at present bolster the line-upwardly for 2009-ten."[32] [33]

In March, Ubisoft announced that Darkworks were no longer working on the game, due to the changes in the release schedule; "in society to respect the new launch appointment for this ambitious championship, and Darkworks having other obligations, nosotros accept mutually decided to complete development of I Am Alive at Ubisoft Shanghai, every bit the ii studios have collaborated on aspects of the title over the past year. The team at Darkworks has respected its contractual obligations on the projection and will exist a office of the success of the game when it launches."[34] [35]

Ubisoft Shanghai (2009-2012) [edit]

In May 2009, Ubisoft confirmed that the game was scheduled for a January-March 2010 release.[36] However, in July, in their 2009-2010 Q1 fiscal yr report, they announced that it had been pushed back to the financial year 2010-2011, meaning an April 2010 release at the primeval.[37] [38] Little more was heard near the game until January 2010, when information technology was pushed back fifty-fifty further - to the fiscal year 2011-2012, meaning an Apr 2011 release at the earliest. In a conference call, Guillemot stated, "we accept been totally re-applied science the product, so information technology is still on the way."[39] [40] In May 2011, subsequently Ubisoft announced it had cancelled a number of planned titles as part of an internal restructuring do, Eurogamer reached out to the company and were assured that both I Am Alive and Beyond Good and Evil two were withal very much in evolution, although they too stated, "we take nil new to report on those two titles for the moment."[41]

In June, PlayStationLifeStyle noted that the game had been listed by the Australian Classification Board, rated xv+ for "stiff violence".[42] Information technology was then rated past the ESRB in September, suggesting a release was imminent. Rated as "Mature", co-ordinate to the ESRB's study, the game "is an action game in which players assume the office of a man who must discover his family in a postal service-apocalyptic globe. From a third-person perspective, players traverse through city ruins and use a machete to kill human enemies in melee-fashion gainsay." This was the first reference to the game being third-person; up to this point, it was all the same thought to be first-person.[43] [44]

A few days after, Ubisoft released a new trailer, which looked radically different from that shown at E3 2008. In this new iteration of the game, the story is set in the fictional urban center of Haventon rather than Chicago, and the main character is no longer named Adam Collins, instead, he is unnamed.[eleven] Ubisoft also revealed that the game would be digital-only, and was scheduled for release on the PlayStation Network and Xbox Live Arcade "this winter"; "Xbox Live Arcade and PlayStation Network are the perfect platforms to leverage the mature and challenging experiences of the game." They also stated that the previously announced PC version had been cancelled, although they offered no information as to why.[45] [46]

In Nov, Ubisoft began releasing gameplay clips and giving interviews to game journalists. Speaking to Eurogamer, Ubisoft Shanghai'due south director of business organisation and marketing, Aurélien Palasse, said that when Ubisoft took over the project from Darkworks, they essentially started development from scratch; "information technology arrived in Shanghai in 2010, and we decided to make it more realistic. We started from scratch, merely with the same pitch."[47] Speaking to Digital Spy, creative director Stanislas Mettra echoed these comments;

what happened is that we made two games. The first 1 was almost finished, and almost developed fully. The thing is, it was based on the pitch that was communicated, set up in Chicago, all this stuff, and the game was produced and considered somehow disappointing according to Ubisoft'due south standards. We know there were really high expectations to create a unique game experience, only the first version of the game had an interesting concept but the game systems were not entertaining enough, they didn't work enough. When nosotros hear about games similar that, often, we hear most new game creations that take a long time, which ordinarily means that at that place's not one game that's been fabricated, merely one, two, three, sometimes we get the second or third or fourth version, and that's what happened here. This is basically the 2d version, peculiarly designed for XBLA and PSN in mind [sic].[48]

Speaking of the reaction to the beginning iteration of the game, he explained, "the top direction decided to not release information technology, they even considered to cancel the whole matter, only we proposed the idea of going XBLA, propose actually something really new and different, redo the levels every bit they have to exist, and present this [sic]."[48]

Meanwhile, speaking to IncGamers about the decision to abandon the PC version of the game, Mettra explained that the master reason for doing and then was the fiscal cost of piracy; "there's so much piracy and and then few people are paying for PC games that nosotros have to precisely counterbalance it upwards confronting the toll of making information technology. Perhaps it will just have 12 guys 3 months to port the game to PC, it's non a massive cost but information technology'southward yet a price. If just fifty,000 people buy the game then it's non worth it."[49] [50] However, some of his comments received considerable backlash, especially, "nosotros've heard loud and clear that PC gamers are bitching about there being no version for them. Simply are these people just making dissonance just because there's no version or considering it's a game they actually desire to play?" The following twenty-four hour period, he sent IncGamers a follow upwards email, in which he said he had misspoken; "I don't recollect I meant to say "the game won't happen on pc [...] What I meant is that the pc version did not happen all the same. But we are still working to run into the feasibility of it, which is non necessarily simple. I gave some examples to illustrate the problematic [sic], only obviously it is not in my easily and not my part to talk about this."[51]

In Jan 2012, Ubisoft confirmed that the Xbox Live version would join Alan Wake'due south American Nightmare, Nexuiz, and Warp as part of the "Xbox Alive Arcade House Party" event, which would run from February fifteen to March 7, with a game released each week.[52] [53] The mean solar day before the game went alive on XBLA, an iOS companion app was released on the App Store, featuring maps of the game's locations, hints and tips, an Achievement checklist, information on the furnishings of each type of resources, concept art, the game's soundtrack, trailers, a brusk making-of documentary, and a photo filter.[54] Two weeks afterward the release of the Xbox version, Ubisoft announced the PlayStation version would exist made available in April.[three] [4] In Baronial, it was appear that the once-cancelled PC version would release on Steam and UPlay in September.[55] [56] This version would feature improved graphics with higher resolutions and 2 new modes of play - an "Easy" difficulty offer space retries and a "Replay" mode allowing players to replay any completed levels at any time.[55] [56]

Genre [edit]

Conceptually, from its very inception, the game was geared towards avoiding violence when possible. When speaking to the International Herald Tribune in 2006, Guillemot stated, "it reflects the visitor'south focus on an "action plus" style. It's more oriented toward drama, more life in characters, more than depth. It's yet about surviving, but yous can't resolve things by shooting only."[22] At E3 in 2008, he said that "players volition be challenged to retrieve, react and take risks that will directly affect themselves and those around them."[26] When the game was re-announced in September 2011, an Ubisoft press release stated, "I Am Alive presents a unique take on the post-apocalyptic, survival genre by creating more than complex and emotional situations for the player."[45] Speaking to GameSpot in January 2012, Aurélien Palasse said, "I Am Alive is the opposite of gaming'due south postapocalyptic power fantasy. Post-disaster [in games] is oftentimes unrealistic, and I Am Alive is realistic. I think it's dissimilar from all the other games nosotros've seen: it's more mature; everything is real." He cited films such every bit The Road and The Volume of Eli as specific inspirations.[10]

Speaking to VentureBeat at CES in January 2012, Mettra said of the game, "nosotros wanted to focus the feel on something human-centric, and that's why in that location's no zombies, no monsters. Information technology's actually about the human status."[15] He emphasised that the game is non about shooting hundreds of enemies or engaging in mindless gainsay; "when y'all're surrounded by a grouping of bad guys, information technology's always important to assess the situation and run into who's the most dangerous - if someone is carrying a weapon, some might accept a gun, some might have a machete, you need to take down the ane with the gun commencement."[15] Speaking of the importance of the stamina bar, Palasse reiterated, "you're not a superhero."[15] In a "making of" video released in Jan 2012, Mettra farther explains, "the premise of this game calls for something different and it forced us to rethink a lot of the traditional mechanics that we have in survival games."[viii]

Reception [edit]

The PlayStation 3 version of I Am Alive received "generally favorable reviews", holding an aggregate score of 75 out of 100 on Metacritic, based on xv reviews.[58] The PC and Xbox 360 versions received "mixed or average" reviews, with scores of 66 out of 100 from ten reviews, and 69 out of 100 from sixty-eight reviews.[57] [59]

Writing for Australia's PlayStation Official Magazine, Clint McCreadie scored the PlayStation three version nine out of 10, praising the cadre game mechanics and the psychological discomfit one feels when playing. He wrote, "rare is the game that packs in this much originality, pulse-racing activeness, and palpable pride at overcoming serious challenges," and he concluded by calling information technology "an original and satisfying challenge. A jiff of fresh air."[63] Destructoid 's Maurice Tan scored the Xbox 360 version viii.5 out of 10, praising the climbing, combat, tone, and management of morality. His one major criticism was that combat never gives the player a non-violent solution, arguing that "the lack of a punishment for killing [enemies] eliminates any moral compass the game carefully tries to construct." All the same, he concluded, "I Am Alive is a remarkable accomplishment. Not but does it create an atmospheric earth that feels existent plenty to place with, just information technology succeeds at delivering a unique feel geared towards an adult audience while simultaneously being a fun game to play."[13]

Game Informer 's Tim Turi scored the Xbox 360 version eight.5 out of 10, praising the combat, climbing, side missions, and tone, and calling it "1 of the most memorable survival games I've always played."[16] Eurogamer 's Tom Bramwell scored information technology eight out of x, praising the tone, gameplay, and the moral element of the side-missions. His main criticism was that the combat and intimidation systems never develop or become any more than complicated or in-depth than how they are first introduced.[sixty]

GameSpot 's Tom McShea scored the PlayStation 3 and Xbox 360 versions 8 out of 10, writing, "I Am Alive is so constructive because information technology removes many artificial barriers and forces you to make intimate and emotional decisions." He particularly praised the psychological component of the combat organisation, the atmosphere, tone, and how it draws the actor in emotionally, calling information technology "an engrossing experience that'southward difficult to forget."[9] [61] PC Gamer 'south Julian Benson scored the PC version 73%, feeling that gainsay was repetitive; "you must repeat the same encounter many times, e'er following the same routine: surprise kill, shoot, ledge boot." Even so, he praised how well realised Haventon felt and the full general tone and atmosphere. He ended, "it falls just short of being satisfying."[67]

Writing for the United states of america's Official Xbox Mag, Corey Cohen scored the Xbox 360 version 7.5 out of 10, calling it "an arresting action/take a chance, if one that doesn't quite match its creators' ambitions." He lauded how the fine art style and graphics mirrored the game's dark theme and tone, only he criticised the save and retry system, finding it "overly convoluted."[66] Writing for the Great britain's edition, Edwin Evans-Thirlwell scored the game 7 out of 10, calling it "occasionally vivid." He institute the intimidation organization to be "a clunky and repetitive business" and chosen the stamina meter "irritating". Notwithstanding, he acknowledged that at times, the game was exceptionally well put together.[65] Writing for the UK's PlayStation Official Magazine, Joel Gregory scored the PlayStation iii version 7 out of ten. He found combat to exist repetitive, but he too argued that "this is a survival game that gets mode more right than wrong." He was particularly impressed with how well crafted the game world was. He concluded, "that a game with such a troubled development has turned out so well is impressive."[64]

IGN 's Greg Miller scored the Xbox 360 version 4.5 out of ten, criticising the graphics and gameplay and calling the game "a cumbersome, frustrating mess." He argued that it fails to create any emotional stakes considering "there'due south no bear on to the deaths," and he concluded by calling information technology "a flat, frustrating game that isn't worth your time or money."[62] Two weeks later, after his review generated negative feedback, Miller had other members of staff write curt reviews. Keza MacDonald called it "thematically bright but mechanically unsatisfying". Eric Neigher criticised the "clunky gainsay, brutal, larn-by-dying scenes, and a general lack of smoothen." Steven Hopper institute it to be "an incomplete feel that doesn't quite work." Peter Eykemans called it "a good idea and a bad game," finding it buggy and poorly paced. Destin Legarie stated, "I would highly recommend that y'all pass on the entire experience."[68]

Sales [edit]

The game sold very well. For the first three weeks of its release, it was the top selling game on Xbox Live Arcade.[69] It was ultimately the eighth best-selling 2012 championship on XBLA.[70] On the PlayStation Network, it was the top selling title for April 2012.[71] In both May and June, it was the 4th top-selling championship.[72] [73] It remained in the top-x until April 2013.[74]

References [edit]

  1. ^ Sinclair, Brendan (March five, 2012). "Shippin' Out March 4-ten: Mass Upshot iii". GameSpot. Archived from the original on July 31, 2021. Retrieved July 31, 2021.
  2. ^ Dutton, Fred (Jan 23, 2012). "Xbox Alive Arcade House Party schedule confirmed". Eurogamer. Archived from the original on July 31, 2021. Retrieved July 31, 2021.
  3. ^ a b c Nichols, Scott (March 21, 2012). "I Am Live Dated for PSN in April". Digital Spy. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  4. ^ a b c Makuch, Eddie (March 21, 2012). "I Am Alive on PSN Apr 3". GameSpot. Archived from the original on August 4, 2021. Retrieved August 4, 2021.
  5. ^ Parker, Laura (September 5, 2012). "I Am Alive PC release moved frontwards". GameSpot. Archived from the original on August four, 2021. Retrieved August 4, 2021.
  6. ^ Kubba, Sinan (September 5, 2012). "I Am Alive available for PCs tomorrow". Engadget. Archived from the original on August 4, 2021. Retrieved Baronial 4, 2021.
  7. ^ a b c d eastward f McShea, Tom (October 27, 2011). "I Am Alive - What You Thought Is Probably Wrong". GameSpot. Archived from the original on July 28, 2021. Retrieved July 28, 2021.
  8. ^ a b c d eastward f "The Making of I Am Live". YouTube. February 27, 2012. Archived from the original on August i, 2021. Retrieved August ane, 2021.
  9. ^ a b c McShea, Tom (March vi, 2012). "I Am Alive Review (Xbox 360)". GameSpot. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  10. ^ a b c d Douglas, Jane (Jan 10, 2012). "I Am Alive: A "More Mature" Post-Apocalypse". GameSpot. Archived from the original on July 31, 2021. Retrieved July 31, 2021.
  11. ^ a b c Gies, Arthur (November 5, 2011). "The Edge of Civilization in I Am Alive". Engadget. Archived from the original on July 29, 2021. Retrieved July 29, 2021.
  12. ^ a b Davis, Justin (January ten, 2012). "CES: Inside I am Live 'southward Drastic Struggle". IGN. Archived from the original on July 31, 2021. Retrieved July 31, 2021.
  13. ^ a b c d Tan, Maurice (March 6, 2012). "I Am Alive Review (Xbox 360)". Destructoid. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  14. ^ a b Takahashi, Dean (January 16, 2012). "Ubisoft developers explain the experimental survival game I Am Live". VentureBeat. Archived from the original on July 26, 2021. Retrieved July 26, 2021.
  15. ^ a b c d "Ubisoft's I Am Alive takes risks with new style of game play". YouTube. January 12, 2012. Archived from the original on July 31, 2021. Retrieved July 31, 2021.
  16. ^ a b c d Turi, Tim (March half dozen, 2012). "I Am Live Review (Xbox 360)". Game Informer. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  17. ^ Ubisoft Shanghai (2012). I Am Alive. Ubisoft. Level/area: 1: Render. Survivor: Shortly after it happened, showtime matter we had to deal with were the earthquakes. They kept happening, solar day subsequently day. Well-nigh people ended up in makeshift emergency centres, like Haventon Stadium. We were protected from collapsing buildings, but there was so much dust in the air, we quickly had to discover another solution.
  18. ^ Ubisoft Shanghai (2012). I Am Live. Ubisoft. Level/expanse: three: Shelter. Survivor: Subsequently struggling with the earthquakes for several days, we were soon faced with a new threat. That thick plume of grit and burning ash simply sort of came down on usa - like a tidal wave. No one could breathe out there.
  19. ^ Ubisoft Shanghai (2012). I Am Live. Ubisoft. Level/area: ane: Return. Protagonist: I can't believe I'thousand near to arrive. It's been nearly a year now since The Event. It simply took me four hours to wing out east, just the improve role of a year to walk home.
  20. ^ Ubisoft Shanghai (2012). I Am Alive. Ubisoft. Level/area: ii: Home. Julie: Nosotros have to go now because of the earthquakes. The evacuation team is waiting for us. Nosotros'll be taken to one of the emergency shelters. It'south very difficult to go precise information about the evacuation program. I take no idea where nosotros'll be in the adjacent 60 minutes. If only y'all were hither. I would tell you that I forgive you for everything. For now, all we tin can do is pray that you are live. And if you are, I know yous'll come back here.
  21. ^ Ubisoft Shanghai (2012). I Am Alive. Ubisoft. Level/area: 21: The Pier. Protagonist: Julie, it's all going to be okay. If you are still hither, I'll discover you, I promise. I'm going to find a way to make it up to you.
  22. ^ a b Carvajal, Doreen (September three, 2006). "The Feminine Side of Video Gaming". International Herald Tribune. Archived from the original on July 24, 2008. Retrieved July 26, 2021.
  23. ^ Morcos, Antoine (July 10, 2008). "Jade Raymond working on I Am Live". Gamekyo (in French). Retrieved July 26, 2021.
  24. ^ Pearson, Dan (July 10, 2008). "Rumours Swirl Around New Ubisoft Project". Eurogamer. Archived from the original on July 26, 2021. Retrieved July 26, 2021.
  25. ^ a b Ahern, Nate (July xvi, 2008). "E3 2008: Ubisoft Shakes Upward E3 with I Am Alive". IGN. Archived from the original on July 26, 2021. Retrieved July 26, 2021.
  26. ^ a b c Gibson, Ellie (July 16, 2008). "Ubisoft unveils I Am Alive: New IP coming to consoles next year". Eurogamer. Archived from the original on July 26, 2021. Retrieved July 26, 2021.
  27. ^ Wallace, Chris (August 18, 2008). "Corre de force". MCV. Archived from the original on July 27, 2021. Retrieved July 27, 2021.
  28. ^ Nelson, Randy (January half-dozen, 2009). "I Am Alive: I am first-person, I am non a Jade Raymond game". Engadget. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  29. ^ Bramwell, Tom (January vii, 2009). "Jade Raymond not doing I Am Alive". Eurogamer. Archived from the original on July 26, 2021. Retrieved July 26, 2021.
  30. ^ Purchese, Robert (January 21, 2009). "I Am Alive due by finish of March". Eurogamer. Archived from the original on July 27, 2021. Retrieved July 27, 2021.
  31. ^ Miller, Ross (January 21, 2009). "I Am Alive to prove itself in March". Engadget. Archived from the original on July 27, 2021. Retrieved July 27, 2021.
  32. ^ Geddes, Ryan (January 22, 2009). "New Ghost Recon, Assassinator's Creed 2 Coming". IGN. Archived from the original on July 27, 2021. Retrieved July 27, 2021.
  33. ^ Bramwell, Tom (Jan 22, 2009). "I Am Alive delayed for "more piece of work"". Eurogamer. Archived from the original on July 27, 2021. Retrieved July 27, 2021.
  34. ^ Martin, Matt (March 6, 2009). "Ubisoft pulls I Am Live from Darkworks". gamesindustry.biz. Archived from the original on July 24, 2021. Retrieved July 24, 2021.
  35. ^ Magrino, Tom (March 6, 2009). "I Am Alive Moves to Ubi Shanghai". GameSpot. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  36. ^ Geddes, Ryan (May 27, 2009). "Ubisoft Planning Big Holiday Push". IGN. Archived from the original on July 27, 2021. Retrieved July 27, 2021.
  37. ^ Geddes, Ryan (July 27, 2009). "Ubisoft Reports Get-go-Quarter Financial Year 2009-x Sales". IGN. Archived from the original on July 27, 2021. Retrieved July 27, 2021.
  38. ^ Sinclair, Brendan (July 27, 2009). "Splinter Cell, Ruby-red Steel 2, new Ghost Recon delayed". GameSpot. Archived from the original on July 27, 2021. Retrieved July 27, 2021.
  39. ^ Reilly, Jim (Jan 13, 2010). "I Am Live Delayed Until 2011". IGN. Archived from the original on July 28, 2021. Retrieved July 28, 2021.
  40. ^ Purchese, Robert (January 14, 2010). "I Am Alive, Conviction, R.U.S.E delayed". Eurogamer. Archived from the original on July 28, 2021. Retrieved July 28, 2021.
  41. ^ Yin-Poole, Wesley (May xiii, 2011). "Ubisoft: I Am Alive and BG&E2 safe". Eurogamer. Archived from the original on July 28, 2021. Retrieved July 28, 2021.
  42. ^ Moss, Sebastian (June 28, 2011). "I Am Alive Lives, Gets Rated By Australian Nomenclature Board". PlayStationLifeStyle. Archived from the original on July 28, 2021. Retrieved July 28, 2021.
  43. ^ Yin-Poole, Wesley (September 26, 2011). "I Am Alive gameplay details revealed: ESRB rating talks "sexual mistreatment"". Eurogamer. Archived from the original on July 28, 2021. Retrieved July 28, 2021.
  44. ^ Sliwinski, Alexander (September 26, 2011). "I Am Live rated by ESRB". Engadget. Archived from the original on July 28, 2021. Retrieved July 28, 2021.
  45. ^ a b Yin-Poole, Wesley (September 29, 2011). "I Am Alive re-announced by Ubisoft". Eurogamer. Archived from the original on July 28, 2021. Retrieved July 28, 2021.
  46. ^ Gilbert, Ben (September 29, 2011). "I Am Live confirmed for XBLA and PSN, coming 'this winter'". Engadget. Archived from the original on July 28, 2021. Retrieved July 28, 2021.
  47. ^ Robinson, Martin (Nov 22, 2011). "Ubi Shanghai started from scratch with I Am Live". Eurogamer. Archived from the original on July 29, 2021. Retrieved July 29, 2021.
  48. ^ a b Reynolds, Matthew (November 24, 2011). "I Am Alive Interview: Ubisoft on reviving its survival adventure". Digital Spy. Archived from the original on July 26, 2021. Retrieved July 26, 2021.
  49. ^ Robinson, John (November 23, 2011). "Despite the 'bitching', piracy means I Am Alive is not probable on PC". IncGamers. Archived from the original on May viii, 2012. Retrieved July 28, 2021.
  50. ^ Expert, Owen (November 23, 2011). "I Am Alive 's Creator Does Just Near Everything He Can to Piss Off PC Gamers in Explaining Why They Don't Go a Version of the Game". Kotaku. Archived from the original on July 24, 2021. Retrieved July 24, 2021.
  51. ^ Robinson, John (Nov 24, 2011). "I Am Live dev would like to clarify PC stance". IncGamers. Archived from the original on June 3, 2012. Retrieved July 29, 2021.
  52. ^ Purchese, Robert (Jan ix, 2012). "Xbox Alive Arcade House Party 2012 line-up". Eurogamer. Archived from the original on July 31, 2021. Retrieved July 31, 2021.
  53. ^ Sinclair, Brendan (Jan 10, 2012). "Alan Wake, I Am Alive headline XBL Business firm Political party". GameSpot. Archived from the original on July 31, 2021. Retrieved July 31, 2021.
  54. ^ Phillips, Tom (March 6, 2012). "I Am Live companion app hits iTunes store". Eurogamer. Archived from the original on Baronial 1, 2021. Retrieved August one, 2021.
  55. ^ a b Karmali, Luke (August 23, 2012). "I Am Alive Coming to PC in September". IGN. Archived from the original on Baronial four, 2021. Retrieved August 4, 2021.
  56. ^ a b Makuch, Eddie (August 23, 2012). "I Am Alive on PC September 13". GameSpot. Archived from the original on Baronial 4, 2021. Retrieved August 4, 2021.
  57. ^ a b "I Am Alive (PC)". Metacritic. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  58. ^ a b "I Am Alive (PlayStation iii)". Metacritic. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  59. ^ a b "I Am Alive (Xbox 360)". Metacritic. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  60. ^ a b Bramwell, Tom (March 6, 2012). "I Am Live Review (Xbox 360)". Eurogamer. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  61. ^ a b McShea, Tom (April 6, 2012). "I Am Live Review (PlayStation three)". GameSpot. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  62. ^ a b Miller, Greg (March 6, 2012). "I Am Live Review (Xbox 360)". IGN. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  63. ^ a b McCreadie, Clint (Apr 2012). "I Am Alive Review (PlayStation iii)". PlayStation Official Magazine – Australia. No. 67. p. 71. Retrieved July 21, 2021.
  64. ^ a b Gregory, Joel (April three, 2012). "I Am Live Review (PlayStation 3)". PlayStation Official Magazine – UK. Archived from the original on July 21, 2021. Retrieved July 21, 2021.
  65. ^ a b Evans-Thirlwell, Edwin (March 6, 2012). "I Am Alive Review (Xbox 360)". Official Xbox Magazine (Britain). Archived from the original on May 30, 2012. Retrieved July 21, 2021.
  66. ^ a b Cohen, Corey (March 6, 2012). "I Am Alive Review (Xbox 360)". Official Xbox Magazine. Archived from the original on April 28, 2014. Retrieved July 21, 2021.
  67. ^ a b Benson, Julian (October 20, 2012). "I Am Alive Review (PC)". PC Gamer (US). Archived from the original on April 28, 2014. Retrieved July 21, 2021.
  68. ^ Miller, Greg (March 19, 2012). "I Am Alive 2nd Opinions". IGN. Archived from the original on July 31, 2021. Retrieved July 31, 2021.
  69. ^ Dutton, Fred (March 29, 2012). "I Am Alive hogs Xbox Live Arcade top spot". Eurogamer. Archived from the original on Baronial 4, 2021. Retrieved August 4, 2021.
  70. ^ Rubens, Alex (Jan 24, 2013). "Black Ops Two Was 2012's Most Played Game on Xbox Live". IGN. Archived from the original on August 4, 2021. Retrieved Baronial four, 2021.
  71. ^ Hinkle, David (May sixteen, 2012). "I Am Alive tops April 2012 PSN downloads; Escape Program however atop PS Vita list". Engadget. Archived from the original on August four, 2021. Retrieved August 4, 2021.
  72. ^ Moriarty, Colin (June 13, 2012). "May's Best-Selling PlayStation Network Games". IGN. Archived from the original on Baronial 4, 2021. Retrieved August iv, 2021.
  73. ^ Moriarty, Colin (July 11, 2012). "June's Best-Selling PlayStation Network Games". IGN. Archived from the original on August 4, 2021. Retrieved August four, 2021.
  74. ^ Moriarty, Colin (April nine, 2013). "March, 2013's Best-Selling PSN Games". IGN. Archived from the original on August 4, 2021. Retrieved Baronial 4, 2021.

kitchenbectin.blogspot.com

Source: https://en.wikipedia.org/wiki/I_Am_Alive

0 Response to "I Am Alive"

إرسال تعليق

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel