Posts Tagged ‘Enemy’

X-COM Meets Wreck-It Ralph: Enemy

I haven’t played the recently released Enemy [official site] for anywhere near long enough to do a judgement but I’ve spent enough time with the game to burn down a gangster’s house and make a tree fall onto a skellington. I burned the house down in the first ten minutes after installing.

Successfully Kickstarted last year, Enemy is a one-dev project with (original) X-COM style turn-based tactical combat. The game world is a procedurally generated mash-up of traditional gaming genres, which means your party might have a bomb-lobbing platformer hero and a monster-hunting Castlevania-type fighting side by side. Environments and enemies are similarly drawn from gaming history and all of the combat takes place in destructible, physics-driven voxel environments.

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BLOXCOM: Enemy Adds Random Gen, Physics To Strategy

I’m not the biggest fan of the blocktacular voxel art style that’s all the rage these days, largely due to a) simplicity and b) the looming influence of games like Minecraft, but Enemy‘s got me reconsidering my stance. It’s hardly the most attractive game on the block, but it adds complete environmental destrucitibility and random generation to a classic-X-Com-inspired turn-based combat system. ¬†Oh, the possibilities for those willing to think outside the box. But, you know, still inside a series of bigger boxes, because if you’re hoping to find any other shape in this game you will be sorely disappointed.

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