I can't say whether I do or do not like the game for I have not played it, but I found this review on metacritic:
"Oh good, a post-apocalyptic adventure-shooter with an amoral, raspy-throated protagonist. We’ve never seen this idea before – this should be great. The game starts by putting the camera way, way too close to the hero’s back. This is the player’s first cue to press reset and go play something fun instead. Not giving up, huh? Then buckle-up partner, because it only gets worse. After becoming acquainted with the hero’s back, the player will head out to their first destination: the hero’s apartment. But before the player can get there, he must cross a river. “But I don’t want to play a ladder simulator for ten minutes,” I can hear you whining. Too bad, because that’s what the beginning of the game is. As everyone knows, ladders are great game design. Ladders are like puzzles except without the puzzle part. Perfect – the game thinks you’re a moron. I know the game thinks you’re a moron because the jump button only works when you’re standing next to a cliff you’re supposed to jump across. Good call, Ubisoft. You wouldn’t want me jumping on flat ground. I might hurt myself before I got to those thrilling ladders. But the fun doesn’t stop at ladders and not jumping – that’s only a small part of the game. Think: what was the most beloved feature of Diablo 2? Exactly: the stamina bar. I Am Alive’s core gameplay mechanic is a stamina bar! Yay! I can’t wait to not run after I not jump! Now before we go further, I should give credit where credit is due. I Am Alive probably has the most beautiful graphics of any Playstation 2 or regular Xbox game I have ever seen. I mean, you walk up to a car and it’s like, yeah, I can totally tell they were going for a car there. That’s definitely a car. As far as innovation goes, the developers introduced something you may not have seen before. They’re called “retries” and the game does its best to explain the concept through pop-up tutorials and the like, but it can take a while to get used to. Essentially how it works is that when you die, you get a limited number of times to “retry.” I’ll stop for a second and let that sink in. Do you get it? It’s pretty complicated, so I’ll be patient if you don’t understand right away. Oh, you do get it? Are you saying that it’s exactly like extra lives, possibly one of the oldest concepts in gaming? Hmm, yeah I guess I see the similarity, but this is different. These are retries. Once the player emerges from the ladder simulator, the game actually starts to get interesting. After all, post-apocalyptic worlds are awesome, despite how awful this game is. I really can’t think of a way to be sarcastic about that. But let me explain how I play post-apocalyptic games: I play to win, baby. Hide your kids, hide your wife. Because I’m going to steal everything and stab you. So when I run up to a dying person and press the knife button, I expect the hero to stab. Surprise! The knife button and the “give medicine button” are the same button! You didn’t really think the game was going to let you stab anyone you want, did you? I mean, you’re not even allowed to jump when you want to. Don’t worry though, there’s a supernatural-looking light beacon up ahead that completely breaks with the atmosphere of the game and will show you how to get to some sub-par voice acting that will break your suspension of disbelief for the third time in eight minutes. This game is terrible and it’s easy to see why it was pawned off onto console marketplaces rather than being released as a full title. “I Am Alive” should have been called “I Am Climbing Ladders and Not Jumping: The Illusion of Choice Amidst a Shameless Attempt to Cash In on a Popular Genre.”"
... That review is awesome.