Darkworks (2005–2009) The game was first mentioned on September 3, 2006, in an article on how to get more women involved with playing video games in the
International Herald Tribune. In the article,
Ubisoft's Chief Executive,
Yves Guillemot, stated, "next year, Ubisoft will publish a game called
Alive that features characters who rely on their instincts and each other to endure after an earthquake." Nothing more was heard about the game until July 2008, when
Gamekyo reported that ''
Assassin's Creed producer and co-creator Jade Raymond was producing what was now called I Am Alive''. According to the article, the game was a
first-person "
survival-
adventure" set in a
post-apocalyptic Chicago. Developed by Darkworks for
PlayStation 3,
Microsoft Windows, and
Xbox 360, it had originally gone into production in 2005 and was now scheduled for a second quarter 2009 release. When asked about Raymond's involvement, Ubisoft declined to comment. At
E3 the following week, Ubisoft formally unveiled a
CGI trailer showcasing the game's post-apocalyptic setting and introducing the protagonist, Adam Collins. Guillemot stated that the game "will appeal to anyone that enjoys a thrilling journey. It will offer a rich palette of emotions while challenging players to make life-changing decisions." In January 2009, Ubisoft confirmed that Raymond was
not working on the title in any capacity, with Alexis Goddard serving as senior producer. She explained that the game would feature violence only as a last resort, and "we wanted the player to really feel the power of
Mother Nature, to feel the danger coming from the collapsing towers and devastating rifts, feel the chaos happening all around him. There's nothing like a first-person view to create that kind of emotion." The game was now slated for release in March of that year. However, the following day, Ubisoft published a release schedule for the remainder of the
fiscal year that did not include
I Am Alive. They attributed its absence to the fact that it "will require further development time and will now bolster the line-up for 2009-10." In March, Ubisoft announced that Darkworks were no longer working on the game, due to the changes in the release schedule; "in order to respect the new launch date for this ambitious title, and Darkworks having other obligations, we have mutually decided to complete development of
I Am Alive at
Ubisoft Shanghai, as the two studios have collaborated on aspects of the title over the past year. The team at Darkworks has respected its contractual obligations on the project and will be a part of the success of the game when it launches."
Ubisoft Shanghai (2009–2012) In May 2009, Ubisoft confirmed that the game was scheduled for a January-March 2010 release. However, in July, in their 2009-2010 Q1 fiscal year report, they announced that it had been pushed back to the fiscal year 2010-2011, meaning an April 2010 release at the earliest. Little more was heard about the game until January 2010, when it was pushed back even further - to the fiscal year 2011-2012, meaning an April 2011 release at the earliest. In a conference call, Guillemot stated, "we have been totally re-engineering the product, so it is still on the way." In May 2011, after Ubisoft announced it had cancelled a number of planned titles as part of an internal restructuring exercise,
Eurogamer reached out to the company and were assured that both
I Am Alive and
Beyond Good and Evil 2 were still very much in development, although they also stated, "we have nothing new to report on those two titles for the moment." In June,
PlayStationLifeStyle noted that the game had been listed by the
Australian Classification Board, rated 15+ for "strong violence". It was then rated by the
ESRB in September, suggesting a release was imminent. Rated as "Mature", according to the ESRB's report, the game "is an action game in which players assume the role of a man who must find his family in a post-apocalyptic world. From a third-person perspective, players traverse through city ruins and use a machete to kill human enemies in melee-style combat." This was the first reference to the game being third-person; up to this point, it was still thought to be first-person. A few days later, Ubisoft released a new trailer, which looked radically different from that shown at E3 2008. In this new iteration of the game, the story is set in the fictional city of Haventon rather than Chicago, and the main character is no longer named Adam Collins, instead, he is unnamed. In November, Ubisoft began releasing gameplay clips and giving interviews to game journalists. Speaking to
Eurogamer, Ubisoft Shanghai's director of business and marketing, Aurélien Palasse, said that when Ubisoft took over the project from Darkworks, they essentially started development from scratch; "it arrived in Shanghai in 2010, and we decided to make it more realistic. We started from scratch, but with the same pitch." Speaking to
Digital Spy, creative director Stanislas Mettra echoed these comments; Speaking of the reaction to the first iteration of the game, he explained, "the top management decided to not release it, they even considered to cancel the whole thing, but we proposed the idea of going XBLA, propose really something really new and different, redo the levels as they have to be, and present this." However, some of his comments received considerable backlash, especially, "we've heard loud and clear that PC gamers are bitching about there being no version for them. But are these people just making noise just because there's no version or because it's a game they actually want to play?" The following day, he sent
IncGamers a follow-up email, in which he said he had misspoken; "I don't think I meant to say "the game won't happen on pc [...] What I meant is that the pc version did not happen yet. But we are still working to see the feasibility of it, which is not necessarily simple. I gave some examples to illustrate the problematic , but obviously it is not in my hands and not my part to talk about this." In January 2012, Ubisoft confirmed that the Xbox Live version would join ''
Alan Wake's American Nightmare, Nexuiz, and Warp'' as part of the "Xbox Live Arcade House Party" event, which would run from February 15 to March 7, with a game released each week. The day before the game went live on XBLA, an
iOS companion app was released on the
App Store, featuring maps of the game's locations, hints and tips, an Achievement checklist, information on the effects of each type of resource,
concept art, the game's soundtrack, trailers, a short making-of documentary, and a photo filter. Two weeks after the release of the Xbox version, Ubisoft announced the PlayStation version would be made available in April. This version would feature improved graphics with higher resolutions and two new modes of play - an "Easy" difficulty offering infinite retries and a "Replay" mode allowing players to replay any completed levels at any time.
Genre Conceptually, from its very inception, the game was geared towards avoiding violence when possible. When speaking to the
International Herald Tribune in 2006, Guillemot stated, "it reflects the company's focus on an "action plus" style. It's more oriented toward drama,
more life in characters, more depth. It's still about surviving, but you can't resolve things by shooting only." At E3 in 2008, he said that "players will be challenged to think, react and take risks that will directly affect themselves and those around them." When the game was re-announced in September 2011, an Ubisoft press release stated, "
I Am Alive presents a unique take on the post-apocalyptic, survival genre by creating more complex and emotional situations for the player." Speaking to
GameSpot in January 2012, Aurélien Palasse said, "
I Am Alive is the opposite of gaming's postapocalyptic power fantasy. Post-disaster [in games] is often unrealistic, and
I Am Alive is realistic. I think it's different from all the other games we've seen: it's more mature; everything is real." He cited films such as
The Road and
The Book of Eli as specific inspirations. Speaking to
VentureBeat at
CES in January 2012, Mettra said of the game, "we wanted to focus the experience on something human-centric, and that's why there's no zombies, no monsters. It's really about the human condition." He emphasised that the game is not about shooting hundreds of enemies or engaging in mindless combat; "when you're surrounded by a group of bad guys, it's always important to assess the situation and see who's the most dangerous - if someone is carrying a weapon, some might have a gun, some might have a machete, you need to take down the one with the gun first." Speaking of the importance of the stamina bar, Palasse reiterated, "you're not a superhero." In a "making of" video released in January 2012, Mettra further explains, "the premise of this game calls for something different and it forced us to rethink a lot of the traditional mechanics that we have in survival games." ==Reception==