Game review
LEFT ALIVE
3 / 10
- Developer
- Square Enix
- Publisher
- Square Enix
- Released
- 5 March 2019
- Platforms
- Windows
- Genre
- Action
- Monetisation
- Paid, no in-app purchases found
- Players
- false
The short version
LEFT ALIVE puts three playable characters through a mech-and-stealth survival scenario in the Front Mission universe, deliberately starving players of ammunition to force evasion over combat. That premise might have worked; what actually shipped was undermined by severe, widely-documented performance problems, a clunky save system, and support that stopped after a single patch. A small minority genuinely enjoys its jank and its better-than-expected story, but the dominant, well-earned consensus is that this is a broken game Square Enix released at full price and then walked away from.
Biggest strengths
- A reasonably engaging story for the genre, with multiple reviewers independently crediting the narrative and character writing as better than everything surrounding it
- Three distinct playable characters and a New Game+ mode that carries forward unlockable skills and equipment bonuses for repeat playthroughs
- Cutscene dialogue choices add a layer of player agency to the story presentation that a straightforward action game wouldn't normally include
Biggest weaknesses
- Severe, widely and independently documented performance problems, including one detailed account reporting literal single-digit frame rates on medium settings from a GTX 1080 Ti and Core i7 system
- Frequent crashes reported across many reviews, with at least one player unable to complete even an initial session due to instability
- Denuvo DRM is specifically named by multiple reviewers as a contributing factor to the game's poor performance
Who it's for: Only Front Mission die-hards specifically curious about the story, and players who enjoy deliberately jank, so-bad-it's-almost-good experiences, ideally at a steep discount.
Our recommendation: Skip it — the asking price has never matched what shipped, and nothing about the game's history suggests that will change.
3 / 10
What it is
LEFT ALIVE is Square Enix's attempt at a survival-action spinoff set in the Front Mission universe, sending three playable characters through a war-torn city where mechs called Wanzers loom over ground-level combat that's deliberately starved of resources. The pitch — force players to avoid and outmaneuver enemies rather than shoot through them, in the vein of a stealth-survival hybrid — is a legitimate design direction that other games have executed well. It released on 5 March 2019 at a striking NZD 99.95 asking price, and its 328-review English corpus sits at a genuinely, honestly Mostly Negative 31.1% (102 to 226) — this isn't a divisive cult game with a vocal detractor minority, it's a game whose own reviewer base agrees, in large majority, that something went wrong.
Performance problems severe enough to define the reputation
The dominant, most consistently repeated complaint concerns raw technical performance, and the specifics are striking. One detailed reviewer, running a GTX 1080 Ti paired with an Intel Core i7, reports getting "10 fps. Not 100, one zero. 10" on default medium settings, dropping only to "20" on the lowest settings available — numbers that would be unacceptable on genuinely modest hardware, let alone the capable system this reviewer describes. Multiple other reviewers independently report frequent crashes, with one stating plainly they "couldn't even play the game due to the constant crashes." Several reviewers specifically name Denuvo DRM as a contributing factor to the performance cost, a complaint that recurs across more than one detailed technical breakdown of the game's problems.
A genre-identity complaint compounding the technical failures
Beyond raw performance, reviewers consistently push back on how the game frames its own core mechanics. "As the game starts, you find out very quickly that it's not a shooter," writes one detailed review, describing a design built around giving players "as little ammo as possible so you have to avoid enemies, not shoot them." That's not inherently a flaw — survival-stealth hybrids are a legitimate, established genre — but reviewers consistently find the execution wanting relative to established benchmarks: "for a game about mostly taking the stealthy approach it does a pretty terrible job of it," writes one, directly citing "Splinter Cell, MGS" as games that solved this same design problem far more successfully years earlier.
Abandoned after a single patch
Steam's own documented history confirms the pattern several reviewers describe from experience: a single post-launch patch, version 1.03, arrived on 17 April 2019, roughly six weeks after release, and nothing has followed since — over six years of silence on a game whose launch-week technical problems were severe enough to warrant real fixes. One reviewer summarizes the arc plainly: "Released, had one update that didn't fix anything then was abandoned." That account is corroborated directly by the game's own news feed, which even carries syndicated press coverage under headlines like "Left Alive is out now but may be best left alone" and "a maddeningly messy mech/stealth hybrid" — an unusual thing to find preserved in a publisher's own official announcement history, and a sign of just how immediate and how public the critical consensus against this game was at launch.
A small, genuine minority who found something here anyway
It would be inaccurate to describe every account of LEFT ALIVE as purely negative. One reviewer reports playing through the story four times and earning every achievement across more than 50 hours, while still declining to recommend the game to others — a fascinating, honest data point about personal investment outlasting an accurate assessment of overall quality. Another reviewer, after conceding "yes, it is not good" and "the very definition of jank," reports genuinely warming to the story once they stopped expecting a Metal Gear Solid experience and adjusted to the game on its own terms, specifically praising a memorable antagonist's extended tangent about American baseball as an unexpected highlight.
What the achievement data confirms about attrition
The completion curve across LEFT ALIVE's 49 achievements gives a hard number behind the reviewer testimony about players giving up early. Achievements tied to the first chapter and early milestones sit in a 48-54% range, but that number nearly halves by the second chapter's completion achievement, down to 24.5%. Full-completion achievements, including the Platinum-equivalent, sit at just 1.4%. That's a genuinely steep early drop-off, well beyond what a normal difficulty curve alone would produce, and it lines up precisely with the performance and crash complaints documented above: a game reporting literal single-digit frame rates and frequent crashes on capable hardware would plausibly cause a large share of players to abandon it within the first couple of chapters, independent of the story or mechanical criticisms layered on top.
The save-system complaint in detail
One specific, detailed review worth engaging with directly lists several concrete, fixable design choices as evidence the game's problems went beyond simple technical limitations: Denuvo DRM, poor performance, a requirement to "quit to the main menu to load a save," and limited save slots overall. That reviewer frames these specifically as "garbage on purpose since most of its problems can be fixed quite easily," arguing the pattern of choices reads less like an under-resourced small team running out of time and more like decisions nobody involved seriously reconsidered before shipping. Whether or not that characterization is fair to the actual development circumstances behind the game, the underlying facts checked in that review — the save system inconvenience specifically — are corroborated independently by other reviewers describing the same friction, and it's a legitimate, avoidable usability problem distinct from the game's more fundamental performance and design issues.
Verdict
LEFT ALIVE is a rare case in this lane where the dominant, harsh critical consensus is simply accurate rather than a matter of unmet hype or unfair comparison: severe, well-documented performance failures, a single ineffective patch, and six-plus years of subsequent silence add up to a genuinely broken product sold at a genuinely premium price. A small minority finds real value in its story and jank-driven charm, and that's worth respecting as an honest, individual reaction — but it shouldn't be mistaken for a recommendation to a general audience.
Pros and cons
Pros
- A reasonably engaging story for the genre, with multiple reviewers independently crediting the narrative and character writing as better than everything surrounding it
- Three distinct playable characters and a New Game+ mode that carries forward unlockable skills and equipment bonuses for repeat playthroughs
- Cutscene dialogue choices add a layer of player agency to the story presentation that a straightforward action game wouldn't normally include
- A small but genuine audience finds real, ironic enjoyment in the game's jankiness once expectations are recalibrated away from a polished Metal Gear-style experience
Cons
- Severe, widely and independently documented performance problems, including one detailed account reporting literal single-digit frame rates on medium settings from a GTX 1080 Ti and Core i7 system
- Frequent crashes reported across many reviews, with at least one player unable to complete even an initial session due to instability
- Denuvo DRM is specifically named by multiple reviewers as a contributing factor to the game's poor performance
- A punishing, deliberately scarce ammunition system marketed as "survival action" that many reviewers found simply frustrating rather than tense, especially given weak stealth mechanics that compare poorly to genre benchmarks like Metal Gear Solid or Splinter Cell
- Officially abandoned after a single patch (version 1.03, six weeks post-launch) with no further updates in over six years, confirmed via the game's own documented news history
- Clunky save-and-load systems requiring a full return to the main menu just to load a save, with limited save slots compounding the frustration