Written as of 0.7 hrs played - on Level 4 of 8
You're seperated from your fleet and are thrust into a cosmic dogfight. After having exhausted your ship's resources - the stream of hostiles only growing - you suddenly teleport to and take over another ship. Your ship fades, lifeless; you
r ship stays in the fight. You continue thusly, confounded; a new ship approaches. With half the Ammo reserves still remaining, you eject yourself towards and into that different ship; your previous host resumes assaulting you - what was its ally (but your enemy) not a second prior. How are you able to do this? What led to this state of conflict? Where are you
? Slowly, revelations occur in the form of fragmented and disjointed memories - your thoughts are hard to discern from the cacophony that is apparent hive-mind...
Each Level is made up of seperate stages. It seems each subsequent Level has one more wave to it. Each Level ends with a unique boss fight. Between the stages and Levels, one or two slides of text. I won't spoil any more than I already have - the story is mainly bound to the intermissions between Levels; those between stages/waves serve as (")exposition(") behind the power you wield.
Of course, the main draw of the game is your power to hijack any celestial vehicle. I am very surprised at the story that is incorporated; I honestly expected none, just a basic "You are a being of pure psychic energy with the uncanny power to take over and control anything you see in order to survive. RT to shoot, LS to move, A to teleport."
(With such basic controls, I doubt playing with a KB+M would hamper in any way, contrary to the disclaimer upon starting the game)
Of course, people will play this FOR that interesting mechanic.
Enemy Mind maintains a good pace at introducing new ships; each is unique, whether in movement, firing rate/projectile motion, and/or capabilities (won't spoil). A sidescroller, except for a few rare instances, you are perpetually facing/shooting right. Certain ships are able to aim their fire at angles; (almost) all are able to turn around and shoot at you if you failed to destroy them while they were in range, as it were.
The shmup is borderline bullethell at times but there is almost always an easily identifiable path, however narrow - beware that precise movements ARE necessary and that certain ships - if even a minute (most would think negligible) amount of the ship is in the line of fire, you will take the hit (perhaps why "This game was designed with a controller in mind" is on the Start Screen).
There are Extras; unsure if they unlock gradually or after milestones, but at this point, I've two minigames: "Flappity Mind" and "Rock Simulator." Rock Simulator is interesting but a bit grating; I've never played Flappy Bird so I'm inclined to call Flappity Mind unfair/1+1twitchy76me. "Enemy Mind features an adaptive story system as innovative as its gameplay. Are you ready to unlock the secrets of Enemy Mind?"
If ever there was a game that NEEDED to have Achievements implemented, it is apparently Enemy Mind; a way to know how much of the story one has unlocked. I just now read that quote in the Store Description - I initially read the exerpt at the top of the Store Page months ago and instantly wishlisted. Recently bought it and found more depth than expected. From the wording and tone, it leads me to believe that, perhaps if one plays as a pacifist it drastically changes (what of) the story (you get).
I was going to recommend this game. I now have to implore every reader to buy Enemy Mind. Please do.
It might not necessarily satiate those who seek gratuitously challenging shmups; the game is far too distinctive in every facet for it to be buried.