To convey its bleak post-apocalyptic atmosphere, developers utilized a distinctive visual style:
Rather than traditional action combat, I Am Alive utilized a psychological conflict model: i-am-alive-highly-compressed-for-low-news-hakux-just-game-on
: Because ammunition is extremely scarce, players often have to point an empty gun at enemies to intimidate them. To convey its bleak post-apocalyptic atmosphere
Originally announced in 2008 as a major retail title by Darkworks, the game "went dark" for years before being moved in-house to Ubisoft Shanghai. i-am-alive-highly-compressed-for-low-news-hakux-just-game-on