Sunday 8 January 2012

I Am Alive

I remember first coming across this game around 2 years ago, a trailer showing the aftermath of an earthquake I believe it was. It stood out, and I made a conscious note to keep an eye out. Originally by Darkworks (GRAW), news on this game was sparse until last year when development moved to Ubisoft Shanghai, who seem to have pretty much started from scratch on most of the game but the concept.
Set in the not too far future after a major calamity, the game sees you play as one of the remaining survivors. So a set up we see more frequently in movies. The backdrops I have seen in screenshots and videos/trailers looks amazing. A devastated new york'ish looking city (Original plan was for the game to be set in Chicago, now a fictional city  the lighting has been done well making outdoor settings seem vast and welcomley mysterious, as your explore for essentials such as water, fuel, cigarettes etc. Whereas the darker and indoor settings have a tense serious feel. I can easily see me playing through these parts cautiously and slowly as if constantly on your final life.
I have seen game play that makes you think assassins creed; climbing around the tall remains of the crumbled city, every now and then another part would break keeping you on your toes. Here is where we see the stamina feature. You wont be able to just launch yourself at a structure with a climbable surface and figure your way up as you go, as you would with creed (probably). Even as you hang there looking around, your stamina will still slowly deplete, and then at a faster rate when climbing, you can sacrifice a larger amount of stamina to throw the player for increased reach, or to get across a gap. This I imagine would have player planning out the routes, so we know this is not supposed to be a constantly fast paced game. The rest of the game play seen makes me think of Elder Scrolls or Fallout. I am not the biggest fan of either franchise, as I feel the game play is simply too slow paced and rigid. There is something added to this that I have not seen done in such depth before. Approaching other survivors in the game you have the option of using different tactics to pass them, if needed. you can use stealth to kill from the shadows with a bow, or sneak up for a one hit machete kill, you can bluff and surrender, and wait until the perfect time to strike your enemies if more than one corners you, you can even brandish you gun to intimidate them, but if your ammo is less than theirs they might not hesitate to take you out! Keeping you on your toes. This could be the twist RPGs have been needing to break up the game play, yes RPGs have done this, but none to this extent.
developers explain they don't want this title to feel RPGish, having your scroll through endless menus and memorising endless quick keys/shortcuts, but still have the depth.
The biggest concern is its reported to be an XBL and PSN title, NO HARD COPYS!?
What I remember most about the screen shots and videos I have seen is the emotion. You almost feel the desperation of the player. If this is also felt whilst playing the game we could be in for a winner. Might be the moody colours used, or the lighting styles. or the feasible setting for the game, but from the looks of things this is one of those titles that will have you immersed in its world.
Will definitely be looking out for this.

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