Ever since I Am Alive was first
announced at E3 2008, I was intrigued. I found the concept of it fascinating,
the idea that you must survive the aftermath of an earthquake in Chicago until
the military arrives, all while making hard decisions along the way. So engaged
was I that even when I had become aware of its troubling development history,
including shifting the developer from Darkworks to Ubisoft Shanghai, I stuck
alongside it and even pre-ordered a copy the day the option was open. It took a
long time for them to put it out, but I’m glad that they stuck with their
vision and released a game that, despite the troubled development cycle,
managed to pull it off wonderfully and even go to depths I never knew it could.
The story of I Am Alive follows Adam
Collins, a 27-year-old office worker who happens to be in Chicago when a 10.9
magnitude earthquake strikes. After three days, Adam manages to dig himself out
of a large pile of rubble, only to find the city in complete ruins. The first
thing that concerns him is finding his ex-girlfriend, Alice, who he still has
feelings for; this is because he wants to make sure that she’s safe. As he
begins his journey, he finds out that there’s a base camp somewhere in the city
and if he can get there within a week, the military will come and rescue
whoever is there. With this new knowledge, he finds himself having to make some
difficult choices, banding with fellow survivors along the way as he tries his
hardest to survive the powerful aftershocks and overcome his greatest obstacle:
the city itself.
Chicago before the quake. |
To be quite honest, I wasn’t sure at
first what to think about the story, considering that there’s a very novel
concept for a game but people have been burned before when it comes to other
media with the same premise. However, I was surprised by just how well the
developers pulled it off. While some time is spent establishing just how much
of an impact the earthquake had on Chicago and its surrounding areas, as well
as hints of how it affected the economy, they went for an interesting twist and
decided to spend a majority of the game showing us how the quake affected
people on a smaller scale. By gradually dripping out information through each
character Adam comes across, the player is able to, by the game’s end, weave
this incredible tapestry of personal suffering and just how far people would
really be willing to go to survive or protect what they cherish most. The major
revelations that come up about each character can be very shocking and enlightening
and by the end we are forced to ask ourselves if we’d react any differently
were we in the same situation as them.
Adam gets pretty roughed up during his journey. |
What helps this is that each of the
survivors is rather unique in that while their descriptions make you anticipate
one thing, their personalities are actually more three-dimensional and go deeper
than appearances. For instance, soon after the game begins, you find a survivor
who is heading for a refugee camp, which is where you meet other survivors like
Peter, a disabled ex-fire captain responsible for setting it up. Peter at first
seems ineffectual to the player, but he quickly demonstrates that he doesn’t
let his disability get in the way of helping the others out, especially when he
consoles the survivor you met regarding his losses. When you find out about the
military arriving in about a week, Peter asks you to go out and see if anyone
else is alive so that they can all be treated and rescued at once, which sets
up part of the basic structure of the game.
One of the first, and major, survivors
you come across is Riley, a female doctor determined to save as many people as
she possibly can. When you find her she’s in the middle of a supply run in a
hospital and is surprised to see Adam. She has a warming personality, though
she is initially a little hostile toward Adam before he explains his
intentions. After they gather up supplies, she leads Adam outside the hospital to
another important character, Virgil, an African-American former soldier trying
to protect a group of survivors. Like Riley he is at first unsure about helping
him, but only because their supplies are limited and they have a large group
already. When Adam mentions the refugee camp, Virgil gives the matter a lot of
thought before deciding to go to the camp as well. I liked that there was some
back and forth between each of the characters, as well as the survivors, and
that they carefully discussed the matter by taking several factors, including
the environment and the possibility of aftershocks, into account. It showed
that, even in the darkest of times, people can still work together and reason
out a solution which works for everyone, an element which is expanded upon at
the refugee camp itself. Rather than go with the grim future a lot of disaster
media tends to go with, they instead show the camp gradually forming a
close-knit community who is more than willing to help each other survive such
an awful tragedy and see a better tomorrow.
Riley as she appears in the game. |
Of course that doesn’t mean there aren’t
people in the game who will try to stand in your way. As you go back and forth
between the camp and other settlements, there are groups who either can’t be
reasoned with or wish to see others, including Adam, dead. This is where the
combat takes over and it works surprisingly well. It’s simple, but effective,
with Adam being able to switch between different weapon types on the fly. The
blunt objects available to him are mostly ones he finds in the environment and
ranged weapons are hard to come by, along with limited ammo. There are also
some throwable weapons, also in short supply, including the almighty gas
grenades. The smoothness of the combat is excellent, but I also like that this
is really more of a last resort type of thing, since some encounters can be
diplomatically talked out of and the survivors can join your party back to the
camp. Other ways of dealing with survivors, especially hostile ones, would be
to use the environment to your advantage, with one trap mirrored from the first
E3 trailer where you can sacrifice a precious water bottle to force a group
through glass and let you be on your way. Water is a little like gold, which
can influence how encounters play out, but at one point in the game you find a
cache of it and must decide what to do with it, which is one of the most important
decisions to make in the game. I won’t spoil what can happen, but it’s
interesting to play the game multiple times just to see how much different it
can turn out.
Water is also a pretty effective healing item. |
Overall, I liked that the gameplay,
rather than be a complete dystopian lone wolf scenario, instead focuses more on
gathering up enough people and supplies for the expanding refugee camp. I
suppose I could liken it to the earlier Metal Gear Solid: Peace Walker, but on
a smaller scale (there aren’t an infinite number of survivors you know). Adam
is still heavily focused on finding Alice, which he does eventually accomplish,
but he also realizes the value of teamwork and how that can be effective in
accomplishing your goals.
As far as the graphics go, I found them
to be very good. The game is rendered in a way that it seems to have its own
style, but in a way that takes full advantage of the systems it’s released for.
Chicago is heavily detailed and the city is lovingly reconstructed with some
minor artistic license here and there in order to make certain sections work
well for the game. There is no loading times anywhere, as the game seamlessly
transitions from cutscenes to the game world and everything is loaded at once.
I also liked the voice acting and music, both of which are really top notch
quality. Emotionally driven performances combined with a very moving orchestral
score always make for a good combination. I especially love a recurring piece
that serves as an effective leitmotif and highlights a lot of the more
memorable moments.
The Northstate Bridge is home to one particularly climactic moment. |
I Am Alive is a fantastic game. Its
premise is pretty unique and pulled off exceptionally well. The characters are all
three-dimensional and the main themes not only get us to think about what we
would do in the same situation, but also how we can be better prepared for it. Where
Darkworks began, Ubisoft Shanghai finished and the end result is a game I’d
recommend anyone to try out.
Unfortunately, this game doesn’t exist,
though I wish it did. Happy April Fool’s Day!
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