Compare Left Alive prices across 50+ stores and find the best deal. Developed by Square Enix. Published by Square Enix. Released on 3/5/2019. Available on PC. Genres: Action.

Square Enix handed Yoji Shinkawa's striking art direction to a team that forgot to build the game around it. Front Mission fans and stealth-action diehards are going to feel this one.

My first hour with Left Alive felt like watching a promising film get cut by the wrong editor. The pedigree on paper is genuinely impressive: a Front Mission spin-off set in the war-torn city of Novo Slava in 2127, character designs by Yoji Shinkawa of Metal Gear Solid fame, three playable protagonists each navigating the same occupation from different angles, dialogue choices, crafting, Wanzer mech segments, and a new-game-plus that unlocks skills and alternate endings. On paper that is a compelling package. In practice, almost none of those systems work together well enough to justify the suffering it takes to reach them. The core loop is survival stealth: stay hidden, scavenge materials, craft traps and gadgets on the fly, and avoid the heavily armed soldiers who outnumber and outgun you at every turn. The problem is that the stealth is fundamentally broken. There is no stealth kill or takedown of any kind, which is a staggering omission for a game that insists you avoid direct combat. Enemy detection is wildly inconsistent: guards can clock you through cover from across a courtyard, then completely forget you exist twenty seconds after you duck behind a wall, ignoring the bodies of their dead colleagues at their feet. A companion AI repeats the same "Caution: the enemy is approaching" warning so relentlessly, regardless of context, that it becomes one of the most grating sounds in recent gaming memory. When you do get spotted and forced into a gunfight, enemies sponge bullets like they are wearing full plate armor, headshots included, while a painful damage-stagger animation on your character makes returning fire feel like wrestling in concrete boots. The save system compounds every one of these problems. Manual saves are locked to sparse stations scattered through each level, and the auto-save is too infrequent to cushion the blow when the broken AI or an unavoidable encounter resets twenty minutes of careful navigation. Fourteen chapters means a lot of repetition. The crafting system, meanwhile, is a large and genuinely interesting idea - you can assemble a range of traps, gadgets, and improvised weapons from scavenged parts - but the enemy density and the inconsistent AI mean the payoff rarely justifies the resource investment. The Wanzer mech segments are the one mechanical bright spot: brief, cathartic bursts of firepower that hint at what the game could have been if that energy had been channeled into the on-foot sections. The story deserves a mention because it is the one area where some players find genuine value. The geopolitical setup is interesting, the three-protagonist structure creates real narrative variety, and Shinkawa's visual identity gives the world a distinct look. A small but vocal subset of players treat Left Alive as a cult curio, a broken but bizarrely fascinating B-movie experience where the rough edges become part of the charm. That framing is fair - but it requires a very specific tolerance for frustration. For anyone who expects stealth mechanics on par with Splinter Cell, Metal Gear, or even a mid-tier modern imitator, Left Alive does not get close. With a 32% positive rating on Steam and critical scores clustered in the low single digits out of ten, the consensus is not a matter of interpretation. If you have a genuine affinity for the Front Mission universe or a completionist interest in Square Enix's catalog, there is a thin layer of story worth excavating here. For everyone else, the execution is too flawed to recommend at any price where you would feel the loss if you quit early. Alex, Scout Team

Left Alive
Action

Left Alive

Mar 5, 2019Square Enix
GamerScout Says

Square Enix handed Yoji Shinkawa's striking art direction to a team that forgot to build the game around it. Front Mission fans and stealth-action diehards are going to feel this one.

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About Left Alive

My first hour with Left Alive felt like watching a promising film get cut by the wrong editor. The pedigree on paper is genuinely impressive: a Front Mission spin-off set in the war-torn city of Novo Slava in 2127, character designs by Yoji Shinkawa of Metal Gear Solid fame, three playable protagonists each navigating the same occupation from different angles, dialogue choices, crafting, Wanzer mech segments, and a new-game-plus that unlocks skills and alternate endings. On paper that is a compelling package. In practice, almost none of those systems work together well enough to justify the suffering it takes to reach them. The core loop is survival stealth: stay hidden, scavenge materials, craft traps and gadgets on the fly, and avoid the heavily armed soldiers who outnumber and outgun you at every turn. The problem is that the stealth is fundamentally broken. There is no stealth kill or takedown of any kind, which is a staggering omission for a game that insists you avoid direct combat. Enemy detection is wildly inconsistent: guards can clock you through cover from across a courtyard, then completely forget you exist twenty seconds after you duck behind a wall, ignoring the bodies of their dead colleagues at their feet. A companion AI repeats the same "Caution: the enemy is approaching" warning so relentlessly, regardless of context, that it becomes one of the most grating sounds in recent gaming memory. When you do get spotted and forced into a gunfight, enemies sponge bullets like they are wearing full plate armor, headshots included, while a painful damage-stagger animation on your character makes returning fire feel like wrestling in concrete boots. The save system compounds every one of these problems. Manual saves are locked to sparse stations scattered through each level, and the auto-save is too infrequent to cushion the blow when the broken AI or an unavoidable encounter resets twenty minutes of careful navigation. Fourteen chapters means a lot of repetition. The crafting system, meanwhile, is a large and genuinely interesting idea - you can assemble a range of traps, gadgets, and improvised weapons from scavenged parts - but the enemy density and the inconsistent AI mean the payoff rarely justifies the resource investment. The Wanzer mech segments are the one mechanical bright spot: brief, cathartic bursts of firepower that hint at what the game could have been if that energy had been channeled into the on-foot sections. The story deserves a mention because it is the one area where some players find genuine value. The geopolitical setup is interesting, the three-protagonist structure creates real narrative variety, and Shinkawa's visual identity gives the world a distinct look. A small but vocal subset of players treat Left Alive as a cult curio, a broken but bizarrely fascinating B-movie experience where the rough edges become part of the charm. That framing is fair - but it requires a very specific tolerance for frustration. For anyone who expects stealth mechanics on par with Splinter Cell, Metal Gear, or even a mid-tier modern imitator, Left Alive does not get close. With a 32% positive rating on Steam and critical scores clustered in the low single digits out of ten, the consensus is not a matter of interpretation. If you have a genuine affinity for the Front Mission universe or a completionist interest in Square Enix's catalog, there is a thin layer of story worth excavating here. For everyone else, the execution is too flawed to recommend at any price where you would feel the loss if you quit early. Alex, Scout Team

Tags

steamFront Mission UniverseBroken StealthSurvival CraftingWanzer MechsDialogue ChoicesMulti-ProtagonistNew Game PlusCult Curiosity

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Reviews & Ratings

Steam
32%(914)

Game Info

Developer
Square Enix
Publisher
Square Enix
Release Date
Mar 5, 2019

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