The video games you played as a kid, mashed together and remade into a tactical role-playing game.
User reviews: Very Positive (50 reviews)
Release Date: 17 Mar, 2015
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CDN$ 16.99
 

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"Small squad tactical combat sim, combining Minecraft-style art and voxel maps with gameplay from Xcom and Jagged Alliance! Watch my video for gameplay"
Read the full review here.

Recent updates View all (1)

12 April

Steam trading cards, extra music tracks, performance improvements, and fixes.

Hello everyone! This is just a brief announcement to sum up the changes that I've made this past month. I've been pretty heavily focused on fixes, performance, and stability, but there's also some new music and some new ambient sounds, along with Steam cards and badges.



Version 1.03
4/9/2015


Add Steam trading cards.

Add lots of optimizations to visibility algorithms.

Handle non-ASCII characters in the user's documents directory.

Fix: characters take fall damage when they pick up a floating special block.

Fix: fix bug where characters could be launched into the sky and then get stuck there.

Fix: ambient sounds transition correctly.

Fix: when a character is melee attacked and pushed off a cliff, they would snap back onto the cliff.

The region of morale damage around an attack is now spherical rather than a cube.

Slightly reduce the variability in the amount of morale damage.




Version 1.02
4/1/2015


Add three new music tracks for towns and new ambient background sounds.

Fix several crashes caused by the system trying to access visibility data that is actually out-of-bounds.

Fix crash when saving/loading a game in which a ragdoll was being carried as a held object.

Fix: the camera quickly zooms back and forth when you see a new recruit.

Fix a freeze that could occur if the player commands a character who is currently held by another character to look in a different direction.

Reduce the bounds required for pathfinding while carrying a ragdoll.

Drop is always a valid action if a character is holding something above their head.

Add a failsafe to handle a bug where for some users the 'continue' button did not respond to mouseclicks.

Fix crash in item description when looking up stat requirements without a character currently selected.

Fix potential crashes when updating the visibility of smoke and fire.

Fix crash that could occur when a projectile is destroyed in two separate ways on the same frame.

Fix crash that could occur when selecting 'yes' on the use reserved time prompt, when called from the inventory.

Fix crash that could occur when characters, especially enemies, tried to pick up certain objects.

Fix: teleporters could teleport characters under water.

Fix: if an enemy sees a squadmate right after they teleport, the camera would zoom back to their previous location.

Fix: several squad members disappear when using local saves.

Fix: on Mac, key names in the keybinding menu were just empty.

Fix: sprint cannot be rebound.

Add additional checks to ensure that it is impossible to be in a cleared zone without it registering on the map.

Fix: players can get stuck in a zone if they would normally transition due to death but exited the game before it triggered.

Every time the player enters a peaceful zone, mark everything visible.

Fix freeze that could occasionally occur when initial party members enter the player's house.




Version 1.01
3/23/2015


Adjust builds of starting recruits so that most of them begin with at least one point in Mind, and thus are a little less panicky.

Add keyboard commands to raise / lower the target box and to look in a given direction. Previously, these were only available via mousewheel, so people with trackpads couldn't play.

Fix freeze in throw code that could occur at very sharp angles.

Fix crash in ragdoll creation where it was possible a dead character was added to the ragdoll creation list twice.

Fix crash on exiting a zone when composites of blocks, such as fallen trees, are on fire.

Berserked characters only pick up objects to throw if they aren't carrying weapons.

Fix bug in Lythronax and Dedalus that was causing them to repeatedly show up as recruits even if already in your party or dead.

Fix bug where you could, under rare conditions, pick up a block that had since been destroyed and then crash.

Fix bug where you can eject broken 'ammo' items from magic weapons that don't have ammo.

Experimental: enable an option to save games in the game directory itself rather than Documents. This requires developer_settings.xml in root Enemy with content:

<developer_settings>
<local_saves>true</local_saves>
</developer_settings>
Fix crash on Mac/Linux when highlighting ragdolled characters near cliffs and hills.

3 comments Read more

About This Game

The video games you played as a kid, mashed together and remade into a tactical role-playing game.

  • Explore an open world where characters, items, and environments are an eclectic mashup of classic games.
  • Detailed turn-based combat system inspired by the 1994 classic, X-Com.
  • Realistic physics simulation and large, open environments allow for a rich variety of tactical options.
  • Permanent death ensures that combat is always tense.

Every time you start a new game, the game procedurally generates a new world, using decades-old video games as its building blocks. The result is a collision of genres, where haunted swamps, tropical war zones, and peaceful mushroom villages all stand side-by-side. You'll build up your own custom squad of retro game characters, with a mix of skills ranging from mental health and reaction time, to the use of blasters and the ability to jump five times your own height.

Enemy is built on a turn-based combat system closely inspired by the original X-Com and Jagged Alliance. You'll devise strategies based around the unique set of abilities you've chosen for your team, and then execute them step-by-step, all while responding to counter-moves made by the enemy. It models the stress of battle on your heroes, who can flee or go berserk if things start to go too wrong. Additionally, everything in the game is destructible. If you damage the supports of a building in the middle of a fight, the whole structure can come crashing down on you. Inadvertently starting a small fire in the wrong place can lead to being caught in the middle of a massive inferno. Combat is dynamic, and easily spirals out of control.

Cover art by Joshua Hutchinson.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP SP3, Vista, 7, or 8
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: DirectX 9.0c compatible 3D graphics card
    • DirectX: Version 9.0c
    • Hard Drive: 2 GB available space
    Minimum:
    • OS: OS X Mountain Lion, Mavericks, or Yosemite
    • Processor: 1.4 GHz
    • Memory: 1 GB RAM
    • Graphics: OpenGl 2.0 compatible 3D graphics card
    • Hard Drive: 2 GB available space
    Minimum:
    • Processor: 1.4 GHz
    • Memory: 1 GB RAM
    • Graphics: OpenGl 2.0 compatible 3D graphics card
    • Hard Drive: 2 GB available space
Helpful customer reviews
30 of 33 people (91%) found this review helpful
2 people found this review funny
9.2 hrs on record
Posted: 17 March
The combination of X-Com-like tactics, fully destructible terrain, and a mash-up of various video gaming tropes makes for a magical recipe. Perhaps the star is the voxel-based environment, which starts out looking so glossy and cheery and then, in the chaos of battle, gets smashed to pieces in a manner reminiscent of maybe "Scorched Earth" more than anything else. Like in X-Com, the randomly-generated characters tend to work their way into your heart as you level them up, customising them for a particular combat role, and then - just as they're reaching their full potential - they tend to die tragically. I haven't gotten far enough to know if the endgame is good, but I feel I've definitely gotten my money's worth from the beginning and midgame.
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12 of 15 people (80%) found this review helpful
5.9 hrs on record
Posted: 26 March
========================================

Vince Rowe Reviews

========================================



Enemy is a tactical Turn-Based Strategy with destructable terrain and perma death - and a good one at that.

Pros:
+ Easy to learn combat
+ Responsive and satisfying combat
+ Very good stealth system
+ Fully destructable terrain
+ Proceduarlly generated terrain
+ Many different combat styles
+ Meaningful skills and progression
+ Large choice of skills
+ Extremely difficult
+ Extremely high replay value
+ Achievements

Cons:
- No tutorial with a harsh learning curve
- Graphics are a little off-putting
- UI takes time to get used to
- Music is stale and boring
- Audio can be inconsistent at times
- FPS issues every so often due to CPU overload

Overall, I really enjoyed playing this game. Be warned though, this game has almost no tutorial and has one of the harshest curves in a game I've ever seen.


My personal experience:

I've had a great amount of fun playing this game, but 'Dayum!!!' is it frustrating, this game is hard, and I mean extremely hard. I barely get past the first few levels because of how hard this game is (Have you got the idea that it's hard yet? :3)
Now generally, I'm not the biggest fan of Turn-Based Strategy games, I much prefer Real-Time Strategies, but Enemy has a very unique concept to which makes it stand out above the rest. The developers say their influence stems from X-Com and it really does show, it feels a lot like X-Com does; just in a different setting but it's the destruction in this game that really makes it stand out, everything can be destroyed and even used to kill the enemies. You can topple a house and kill them with the rubble - it's awesome.

The combat can go very in-depth, and I really enjoy experimenting with the different classes that you can build.

Regardless of the game taking place in a voxel based world there is no building at all, only destruction. That being said however, it is fun to take apart a wall to create yourself an entrance giving you free reign to loot the entire house for chainsaw fuel and molotovs! - which to me is useless because at this point I've just started the game with neither a chainsaw nor the levels to throw bombs...

I know for a fact there are 4 bosses you have to kill, what these 4 bosses are and how to fight them on the other hand - I have no idea! I find killing some lousy knight in the middle of a forest difficult, let alone some cyclops thing in a castle full of guards...

The graphics would be fine had it not been for the horrible black border around everything, it makes it just look tacky and ugly. If there was an option to remove it then the graphics would be... Well adequate, nothing special, just adequate.

Overall, I really enjoyed playing this game. Be warned though, this game has almost no tutorial and has one of the harshest curves in a game I've ever seen.



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Was this review helpful? Yes No Funny
9 of 10 people (90%) found this review helpful
4 people found this review funny
1.9 hrs on record
Posted: 5 April
Set self on fire repeatedly? Check.
Get chainsawed in the bum by a vampire thrall I didn't see? Check.
Roll a new squad and knock down and burn everything? Obviously.

Difficult, but not impossible. This game will make you savor every victory and fear every encounter.

Check your 6.

8/10
Was this review helpful? Yes No Funny
12 of 16 people (75%) found this review helpful
1 person found this review funny
4.8 hrs on record
Posted: 21 March
took pillars of a house, killed 3 people with the crashing house. 10/10
but seriously it's awesome.
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8 of 9 people (89%) found this review helpful
89.0 hrs on record
Posted: 23 March
Enemy is a beautiful $30.00 game masquarading as a $15.00 still slightly buggy one. I suspect the lack of more formal reviews from websites at this time is due to a couple of factors including the odd pricing making it difficult to evaluate the dollar to entertainment ratio and the need for a little bit more spit polish. Given that the game is a week old and the creator's obvious passion for it, I'm not worried about the later.

I'm assuming if you're reading about Enemy you're already familiar with squad based tactics and roguelikes. (If you're not, I'd check out other reviews) For purposes of figuring out where this reviewer's familiarity with the genres, I can ironman the new XCOM on normal difficulty with pretty much no squad deaths (but will still get squished on ironman hard mode), and have pounded through T.O.M.E. on the default difficulty but get murdered on higher difficulties. Which is to say I consider myself a somewhat competent and disciplined player in the genres, but not an exceptional one by any means.

The unique aspects of the game include the destructable environment, the 80's video game idiom, and a good level of squad customization. And of course, the combining of the squad turn based tactics and elements of the roguelike genre such as permadeath, no ability to reload saves, and procedural generation so that each game is unique.

The deliciousness of the voxel-based fully destructable world cannot be underestimated. Watching a a walking bomb blow up a house, grenading a section of the castle ceiling on someone, or debris smack your players around are all deeply satisfying. The individual biomes so far have reasonable variety, though the Action and Adventure biomes could use a bit more distinction in terms of the enemies they have there.

The unit customization is fun to mess with, and allows for a good variety of squaddies. You can have troops that react quickly to incoming enemies, ones that can see far and keep calm in difficult situations, ones that can move farther and jump higher when they need to, and ones that just don't die as quickly.

On the weapons of choice, in addition to ranged and melee you have bombs (throwing grenades for the most part, though you have land mines, tear gas, time bombs and staves) and Throwing. Throwing is a bit of an odd duck in some aspects-it's definitely the skill I'm most likely to injure my squad mates with, but picking up chunks of castle and chucking them provides for deeply satisfying moments. It also requires a bit more set up as you're constantly scavenging for the best things to throw at people and/or relying on other units for damage as much as you can.

The really neat thing is that, say, unlike X-COM, you have near complete customization when it comes to character growth. While the supporting troops you get are from a set of random archetypes, over time you will be able to mold them into the troops you want.

There's also fun to be had dressing them up in mix and match outfits from the different genres. My bandana wearing sports bra and camo pants princess does in fact, bring all the boys to the yard. By throwing them.

In terms of unique game mechanics for squad based tactics, the two major additions are mental damage and reaction fire. Mental damage is taken when your troops are hit or nearly hit, set on fire, or other various phenonama occurs. When it hits zero, your character will either go beserk, attacking the nearest enemy, or panic. I haven't seen this occur much in my own troops (I make the Mind stat a priority) but deliberately initiating it in the enemy is good fun. Firing shots with little to no chance of success becomes a valid tactic, and I've panicked more than one enemy by throwing bridge sections at it.

A high reaction stat allows you to interrupt movement and actions by enemies. And if you have low reaction they will at times interrupt your actions. Multiple interrupts a turn can happen, especially if you're moving your chaacters cautiously. Doing so and leaving extra time units with them will add a great deal of longevity to them. It's not just reaction fire too-being able to step a few steps back or forward can be more than enough to turn a sudden enemy into a managable experience. While I haven't fully considered the ramifactions of this system, I do find it to be a quite enjoyable addition to the game.


I have seen small complaints about the game on the forums including the need for more healing, no suppression fire, to be able to sell items, and the notion of a 'cover bonus'. I think that the developer has put in more thought than is often appreciated (and for the record, suppression fire and cover bonuses do exist in the game, just not perhaps in a form people realize at first blush).

Other complaints I think are reflective of the lack of a tutorial. It took me an embarassingly long time to realize that once I cleared a region, I could move back to it from any other cleared region, or that I can unload weapons with ammunition by simply right-clicking it. The game mechanics are not that readily apparent to the player, especially one unfamiliar with squad based tactics norms, and I think, rightly or wrongly, that the developer is relying on player familiarity with the genre to a certain extent until a proper tutorial system is set up. Given that many people may be drawn to it for the nostalgia factor, I suspect that the relatively unforgiving mechanics are a bit of a rude awakening.

And finally, the game does have a few bugs, which I find much more forgiveable in this day and age when even Triple A game studios suffer the same problems. The only real bug I dealt with was the inability to use the mouse in the beginning-I don't mean to excuse the severity of a game stopping bug such as this, but by exiting out and continuing the save game it went away, never to return for that save file.

This game does beg for a few adjustments. The biggest one that comes to mind (after having a more comprehensive tutorial, explaining more game mechanics to the player, and some bug squashing) is the need for an easy mode and a hard mode. I think the easy mode can be done with little effort-probably the best thing for players unfamiliar with the genre is to treat healing as a right, rather than a privilege to some extent, and to dial back the grenade and melee damage a tad.

Hard mode, to me at least, would involve making the enemies keep a bit closer together, making noise more of a factor. Beating the game took me about 10 hours of experimentation, and one very cautious run. I had one squaddie death-stood too close to a brick wall at a bad time-, but once you get in full swing, there's not quite enough there to disrupt your progress.

I'd also work on having a reason to go through the maps a bit more quickly, perhaps by having enemies deliberately group together after coming across a dead friend or hearing noise. I think with these additions and a few others, a satisfactorily hard mode could be accomplished without the need to tweak that much in the way of stats or exp rates.

When I said that this is a 30 dollar game at heart, it is because I think it has excellent replayability potential and good bones. I do think it's a significant enough contribution to the genre that I'd like to see the developer able to focus on it for at least the next couple of years to come, his interest willing. With more enemies and a bit of more variety (I believe DLC should come in handy there) , difficulty modes and some touch up, I can see this as a game I come back to again and again.
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9 of 11 people (82%) found this review helpful
3.6 hrs on record
Posted: 18 March
You lead a rag tag squad of video-game archetypes through a randomized kingdom to free it from some oppressive Boss Monsters. The setting and the characters are generic, but that fits the premise of the game perfectly.

Combat is turn based and feels like a weird, but tight mix of old X-Com, Final Fantasy Tactics and a little bit of Jagged Alliance (You hear footsteps to the east, during night ops) and just as unforgiving and deadly as your old x-com or early jagged alliance title. You'll lose squad mates (permadeath) and the surviving members might lose their cool when seeing their buddies stabbed, shot or burned to death, running amok or just panicking and run in circles. AoE weaponry and skills are as deadly and devestating as you know them from the early x-com titles, with incendiary weapons setting whole houses ablaze or collapsing trees in a forrest.

Characters can level up, if they survive, and you get a set of skills that focus on combat related tasks. Like base-requisits to use certain weapon types, health, mental health or your ability to jump over obstacles (or on roofs if you feel ninja).

If you're into loot collecting, there are tons of houses with chests and of course dead bodies, to replenish ammo, health-packs, bombs, weaponry and armor or just give you some plain cash money

The game can be very punishing and it's certainly not for people who get frustrated when a well placed fire bomb murders half your squad and sends the rest into panic, but for those who love that kind of gameplay it's a must buy.

You'll have to put up with some weird, old-school-like graphics, but I think they fit the setting perfectly.

10/10, would buy again.
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10 of 13 people (77%) found this review helpful
1 person found this review funny
4.6 hrs on record
Posted: 18 March
It's like XCOM and Legos had a baby.

Watch the game in action with my video review!

Pros:
_Very, very good environment: Everything in this game interact with each other in ways that will constantly surprise you. Explosions leaves actual craters on the ground that your characters can take cover in. Trees and foliage can be set on fire that will spread. Damaged houses and building will collapsed upon themselves. You can cut down a tree, and have it fall on a building to break through the wall, which your characters can go through. This game has a truly dynamic environment that some AAA games has trouble figuring out.
_Tight gameplay: Enemy's combat is as dynamic as its environment. Characters has a set amount of action points that they can use to move, attack, look through their inventory and so on. You can accidentally hit your allies if you have them within the line of fire. You can use the environment as cover, or turn it against your foes. Lots of different natural event that can happen with the combat here.
_Highly customizable characters: You get to choose their stats, gears and fighting style. Do you want a fast moving ninja wielding a chainsaw? Or a sneaky sniper with a bow? How about a guy with a pistol in one hand and a sword in the other? You can have all of the above.
_Randomized world: It's different every time!

Cons:
_Graphics can be a bit offputting: Not the most flattering looking game, but that can be overlooked since the gameplay is so deep.
_Bareboned music.
_Uneven sounds: Some sounds are a little too loud while some are barely heard.
_UI can take a minute to get used to: Although minimalistic and concise, you'll have to look around a bit before figuring out what means what.
_Doesn't tell you jack: The game tutorial is non-existent, although the joy of discovery is in full effect here.

Is this game worth the price tag? Ab-so-lute-ly. This might be one of my favorite game of this year, and to think I didn't even want to try it when I was looking at the screen shots.
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7 of 8 people (88%) found this review helpful
17.9 hrs on record
Posted: 22 March
Turn-based tactical fighting (old school X-COM/Jagged Alliance style) meets 80ies/90ies video game culture in a voxel engine.

What sounds like a strange mix, amounted to a phantastic end result. While the game is rather challenging (mainly due to the rougelike element in it), it is equally satisfying to beat the enemies with the weapons at your disposal, which also includes the terrain. There are basically four classes of attack: melee, ranged, explosives and "throwing" (which refers to throwing any object you can find, which includes parts of walls and the enemies themselves). Additionally, you can jump on enemies to damage them, a throwback to the old Mario-esque plattformers.

Your band of brave men and women are set on a quest to beat the four bosses of the four biomes. While travelling, you can also hire new personnel that you meet in new sectors (up to six people in total), or gear up in villages with the money you have found on your way there. One biome plays different than the other, and mastering one biome does not make you an expert in another one.

The bosses all have unqiue abilities and part of the fun is, to find the best way to beat them (so I won't spoil anything here).

Personally, a big recommendation from my end, if you are an expert in the genres of tactical battles and rogue-likes. If you're looking for a cute, casual experience then you're gonna have a bad time.
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8 of 10 people (80%) found this review helpful
1 person found this review funny
11.2 hrs on record
Posted: 12 April
I came into an area and ran into a young Princess, she wanted to help my quest so I let her tag along.
But then we wandered into a particularly dangerous area where two mobsters ran up and started firing their revolvers at her.

She panicked and threw a boulder at them, killing both.

I give it 10/10 boulders
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6 of 7 people (86%) found this review helpful
1 person found this review funny
4.0 hrs on record
Posted: 1 April
Awesome; procedurally generated worlds and towns, as well as a plethora of enemys (pun intended), weapons and heroes. A lot of fun, overall.
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6 of 7 people (86%) found this review helpful
3 people found this review funny
15.8 hrs on record
Posted: 21 March
Watched an enemy chuck a fire bomb, only to hit a tree infront of him, bounce off and explode in his friend's face, killing his friend then him as the fire spread...I laughed,
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7 of 9 people (78%) found this review helpful
5.3 hrs on record
Posted: 17 March
I've played several hours of Enemy during beta and on steam. Lost several games, but everytime I've learned new tactics and strategies and gotten further the next play through. There is alot of depth here, and trying new skills along with using the environment to your advantage feels like the core of the game. Lots of fun. If you like turn based tactics then this is a 'must have.'
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6 of 8 people (75%) found this review helpful
11.2 hrs on record
Posted: 18 March
Ignore the graphics. Just pretend they don't exist. Pretend the entire game is wireframes and untextured areas.

Because this game is an absolute gem, and their graphical design choices are likely to bury it in "kids game" obscurity.

So, down to the gameplay. This is a squad tactics game, very heavily into squad tactics. It's very important to have your squad approach every situation carefully or you can swiftly find your entire group dead.

The tactics come down to how to kill enemies that are wandering around the map in such a way that they don't cause the terrain to murder your whole team. You can hide behind a tree and snipe from there, but you're likely to have the tree shot. One shot might be ok, but more than that and the whole tree will come down. Or you can use the same physics to your advantage. Blow a hole in the side a building the enemy are in to surprise them from behind. Or just collapse the roof on them. Or push a tree over onto your enemies.

The weapons all feel unique and impactful, and there are many different build paths that you can pursue in terms of skills. Having a balanced team is important, because many weapon have different advantages or disadvantages.
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3 of 3 people (100%) found this review helpful
9.4 hrs on record
Posted: 28 March
This game is absolutely awesome. In despite of some minor bugs and flaws the gameplay is very adictive. The game looks cute at first sight, but everything changes when the first enemies show up. Thanks to the marvelous soundtrack by Samuel Juel Kovacs the atmosphere in the game is tense and dark.

Though I think of Enemy as a minimalistic game, it's very well thought out. The physics are super cool and functional as well. It's challenging and thanks to the randomly generated world, it keeps you trying over and over again.

Special thanks to the very helpful developer Tom Johnson who actively scans the forums for reactions and reports. Way to go Tom!
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4 of 5 people (80%) found this review helpful
16.6 hrs on record
Posted: 24 March
If you loved the very first X-com games, then you'll feel right at home with this tital. It includes a lot of the old X-com machanics like reaction shots (but more like reaction turns in this game) and time units. Combining this with FULLY distructible enviroments makes for a fun game. But you should consider the following before buying;

Pros:
Destructible enviroment
Tons of replayability
Diverse areas with thier own different machanics
Tons of enemy viriaty
4 different character classes that each play very differently
Tons of little references to different games
Unforgiving and difficult (this is a pro and con, depending on you)
"Customizable" character (have fun with your one "costomized" character)
Tons of items and loot


Cons:
Small bugs (not that common).
Customization is so small I had to put " " on customistation.
You can only customise ONE of your starting 3 characters.
Your one customized character can die as easy as anyother character (not nessisarly a flaw).
Unforgiving and difficult (this is a pro and con, depending on you)
Random frame drops around boss areas and when you destroy buildings. So in other words the game isn't optimized that well.


This game is one of my favorites. I personally think you should buy this game, BUT THIS GAME IS NOT FOR EVERYONE. The X-com type of gameplay has a learning curve, and not everyone would like it. I recomend this to any stragy game fan.
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24 of 44 people (55%) found this review helpful
1 person found this review funny
14.7 hrs on record
Posted: 18 March
My feelings are mixed on this game. However, if I were asked by someone drawn to this game by the X-COM comparison in the description whether it was a good buy or not, I would tell them to pass. Why?

Combat in Enemy feels like a conglomoration of stripped down mechanics from XCOM. There is no surpression mechanic, but there is 'Morale'. For some reason important, information such as telling the player exactly what they are improving when they level a character is also absent. For example: A player wants to increase the ranged skill of a character. Telling the player that every point they put into said skill increases their chance to hit by a "moderate" amount is totally worthless. What is "moderate"? 10%? 50%? It's like this for every skill and every weapon.

It is impossible to telll how skills and weapons synergize with one another and how much damage you're going to be putting out at your level. The same goes for armor. There is an entire shop dedicated to armor and there are is only two types of armor that seems to actually offer protection despite dozens of options to choose from.

Combat itself is extremely bland. There doesn't seem to be any sort of critical hit chance, nor are there any abilities that are unique to any class or character. The Platformer class plays identically to the Action class if you put points into the correct skill. Not to mention that there really isn't a whole lot to do in combat itself. You either can attack or you move, like checkers. There is no flanking mechanic, no 'real' cover mechanic, no surpression, no interesting abilities that allow you to control enemies, no nothing.

There is a poorly implemented version of 'overwatch', however it's pretty much worthless.

This is all really dissapointing because at it's core ENEMY has some really cool ideas. It's totally bizzarre to me why the devs didn't design some sort of cover mechanic in a game with voxel based destruction. It's totally bizzare to me how they have something like fire propagation but don't have something equally cool for the other elements.

I get that this is sort of supposed to be a Tactical Turn Based Roguelike and it's supposed to be touch. However, Roguelikes are also supposed to offer opportunity, choice and encourage experimentation. There should be at least 3 or 4 ways around every enemy in a roguelike, the cost and avaliability of those choices combined with limited resources make roguelikes fun to play. You may lose horribly, but at least you learned something.

Not so with Enemy. It all boils down to playing the Line of Sight game from a FPS mentality rather than a TBS one and hoping something doesn't pop out of the fog of war and kill you instantly.

So to wrap this review up: If playing roguelikes and games with a cut down version of the XCOM's combat than Enemy is sure to meet you about 1/3rd of the way there.
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2 of 2 people (100%) found this review helpful
15.2 hrs on record
Posted: 29 March
Quite a unique experience, and a very entreratining $17 (CAD) title. Hoping to see a little more variety in landscape generation, and a tutorial to explain all the camera controls better beforehand.

Even though I hate turn-based strategy games (because I generally suck at them), I love this one, and it is definately worth the money.

10/10
I would buy again for a friend (if there was multiplayer, that is)
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2 of 2 people (100%) found this review helpful
25.3 hrs on record
Posted: 14 April
Loads of fun, highly addictive!! This is a great game for fans of turn-based games and games with an old school feel and aesthetic. It's definitely challenging, but not to the point that I don't want to keep playing after I die and lose all of my progress. If anything, I just want to get back in there and try again. There are still a few bugs to be ironed out, but they don't stop the game from being playable, and furthermore, the dev is on it - I mentioned a bug in the discussions and to my pleasant surprise the developer responded very politely to let me know that he is working on the issue, so I have lots of confidence in the game and its future. I'm a musician and I thought the music was well handled and suitable for the type of game. If you're looking for cutting edge graphics and gameplay, this probably isn't the game for you. For fans of classics and those who appreciate simple, yet engaging and challenging gameplay in a retro environment, this game will be a real treat. It would be nice to see some more variety between classes when starting a new game, and story could be developed a bit, but this may be in the works, I can't say. Regardless, the game is still worth the price at $15. I have a feeling I'll be at this one for awhile.
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3 of 4 people (75%) found this review helpful
18.8 hrs on record
Posted: 24 March
I love this game. I did a quick video review on my Youtube channel here: https://www.youtube.com/watch?v=E3O4-fEqvfg
But the short version is: It is great! It is the kind of difficult game that gives you that "one more go" mentality that keeps you glued to your computer. I would definitely recommend this game.
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3 of 4 people (75%) found this review helpful
44.1 hrs on record
Posted: 18 March
Pre-Release Review
The first steps in this game can be hard and frustrating. Like losing your main character within the first 10 minutes - without a chance of reviving him. Dead means dead. OK, since the invention of "quicksave and reload" this shouldn't be an issue anymore, right? Well... except that there is no such thing implemented in Enemy. Yes, Enemy can be veeery tough sometimes :) But as soon as you accept heavy losses as a fundamental part of the game concept, you will experience an extremly well designed game! Instead of forcing you to save and reload a boring thousand times, Enemy provides new recruits to fill your losses. Which is much more fun, by the way.

There are more things, that really, really impressed me:

+ The balance is extrodinary. Almost every game has either a tough start (with an easy endgame) or a tough endgame (with easy beginnings). Not Enemy! Enemy is challenging at the start and keeps that level till the very end! Everytime I thought I reached a "cake run phase" with a dominant tactic, Enemy threw a new kind of Enemy at me, forcing me to adapt. Digging a hole in the roof of a castle to kill those down below from high position seems like a clever idea... until you encounter a Grenadier, who blasts away the whole ceiling! Priceless!

+ The physics! I never get tired to see the chain reactions, when buildings collapse or trees come down. Other games feel so static, Enemy is pure dynamic.

+ The variety! At first I was very sceptic about the mixture of styles, genres, weapon types. Light sabers and wooden swords? Plasma rifles and Bows? Vampires and Robots? Does that fit together?? Yes, it does! It's funny, it's varied and it's more vivid than a "Bow +5" or something.

+ Character developement! There are no useless skills. Every additional point makes you stronger. Every class has its purpose.

BASELINE:
This game had me hooked like nothing in a long time!
5/5 stars, both thumbs up!
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