

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. LEFT ALIVE is a new survival action shooter set in 2127 during the devastating invasion of Novo Slava, where a story of human survival is told from the perspective of three different protagonists.One of the aspects that held Left Alive back the most was its core mechanics.

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