
A 1950s housewife living with her husband in a utopian experimental community begins to worry that his glamorous company could be hiding disturbing secrets.

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One’s a cop, one’s a mech pilot for Wanzers (a major tank force in this game), and the last is a revolutionary. You’ll assume the role of three different protagonists that are all facing the same odds in the least remarkable ways. A Thorough DisappointmentĪs if the gameplay weren’t disappointing enough, the story, action, and setting are incredibly underwhelming. You’ll be finding yourself in the midst of an unnecessary battle no matter your skill.

On top of that, the controls for combat and maneuvering are messy, imprecise, and downright maddening for a game focused on stealth. Left Alive falls apart because the enemies are so unpredictable – you’ll never know if you’re hidden enough because, in some instances, you can slink past unnoticed only a few feet away, whereas in others you can be tens of feet out and be noticed instantly. It feels like the overall idea is close to being well made. It obviously tried to utilize ideas from the Metal Gear series, and perhaps a bit of Alpha Protocol, in that you could sort of try to approach an objective with different angles, but the AI and enemies make this task nearly impossible. Stealth was also a blemish on this game that left me frustrated rather than intrigued. Left Alive has inexplicable enemy spawns throughout each level that are sporadic – you’ll be swarmed by enemies throughout the entire mission, then somehow they all disappear when you reach an objective. They were functional and lore friendly while also providing players with a chance to catch their breath. Think about how well the safe rooms were implemented in the Left 4 Dead series. Normally, games with endless enemy spawns are easy to swallow – sure it can get a bit annoying, but there are designated rest areas that let you regroup with in-game reasoning. One of the aspects that held Left Alive back the most was its core mechanics.
