In fact, from the chronological point of view, Left Alive takes place between Front Mission 5 and Front Mission Evolve, during the invasion of Novo Slava, region dummy located in Russia, completely devastated by the war. With enemy soldiers at every street corner, each character can be found to fend for itself. If, in practice, it is always possible to take his weapon and go in the cas to make his way by force, this method has little chance of working. The opposition is usually well-equipped and just collect a handful of shots to pass the weapon to the left. Worse : a simple injury may be fatal in the medium term if it does not have a bandage to stop the bleeding in the shortest possible time : a good preparation is, therefore, in all cases, paramount. Fortunately, the open structure of environments allows you to try different approaches, including weaving in and out of the sewers or streets deserted. It is often the opportunity to find weapons and ammunition as well as equipment to get a cure, or developing traps. The latter, which may take the form of mining to delay or position detector, can be extremely useful to cover its rear or open a track in an area that is well kept.
…textures, 3D models and even animations seem to have one or two generations behind, which is far from highlight the work of prestigious designers associated with this production. Especially, the handling is particularly rigid, which makes the progression more difficult
Unfortunately, Left Alive is not really at the height of the hopes of the fans of Front Mission during these long years. It is sufficient, on the one hand, to take a look at the implementation to realize that the game Square-Enix has not been eligible means worthy of its ambitions. As well, the textures, 3D models and even animations seem to have one or two generations behind, which is far from highlight the work of prestigious designers associated with this production. Especially, the handling is particularly rigid, which makes the progress more difficult than it should be, given that the game is already supposed to impose a challenge, full-bodied base. Finally, Left Alive suffers from choices simply incomprehensible that result in a total lack of balance. There is, for example, no context action that allows to eliminate immediately a soldier caught in the back : we can always try a blow of the iron bar or taser, but the effectiveness of any of these methods usually ends up very badly for the player, the enemy here tickled not time never to retaliate or to give the warning. In the same vein, as the game discourages typically the strong, the key areas are often infested with guards, which leaves little or no room for error. It is difficult, in these conditions, to enjoy a powerful story that, from time to time, let the player take a few crucial decisions regarding the procedure of the main characters, even if this leads to a single end. But he still must have patience to achieve it.