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Welcome to Enemy, the least googleable game in recent memory.
The description on the game's official website (enemygame.net) is good enough, so I'll just quote it here:

Enemy is the video games you played as a kid, mashed together and remade into a tactical role-playing game. You'll build up a squad of classic game heroes and send them out into a procedurally generated
world where tropical war zones and peaceful mushroom villages stand side-by-side. The game is built on a turn-based combat system closely inspired by the original X-Com and Jagged Alliance. Literally
everything in the environment is dynamic: roofs collapse, trees topple, and fire spreads out of control, to create gameplay that is thoughtful, yet frantic.

History
Enemy began as a hobby project while I was working at a now-defunct game studio. When lack of funding forced my department to be closed, I took the game to Kickstarter, where it was successfully funded on
March 8, 2013. I think I have a uniquely close relationship with supporters and fans of the game, and personally reply to every comment and message on Kickstarter.




Here we go. This is Enemy's lavish title screen. Let's start a new game.


I'll name our main character Biff, because names don't matter.


Neither do looks apparently, so I'll leave it as it is. You can only select between a few skintones and haircolors, everything else remains the same. We will get some clothes though. Also, I'll be playing on hard which means fewer medkits, less morale and permadeath.

You can choose between four backgrounds for your character:








As far as I can tell, this only determines what kind of area you start in and which clothes you are wearing. It might affect the ending or endgame (If there even is a specific one) but I haven't gotten that far yet, so we'll see. We'll start with a platformer background, because I haven't tried that before and it's unusual to see in a tactical RPG. I think Platformer and Action are a bit tougher to start out with compared to Horror and Adventure. We might see why in a bit...

But First, the intro:








Here's four bosses. Go kill them.
If you couldn't already tell from the title screen, this game doesn't waste any time. It's all about gameplay.


So let's create our character.
You get five points to distribute between 8 stats.
The four on the right determine which weapons you can use:

Melee
How much damage you deal with swords and clubs but also shotguns and flamethrowers. Also needed if you want to use shields.

Ranged
For pistols, rifles, wands and most things that shoot in some way.

Bomb
How good you are at throwing bombs, grenades (also flash and teargas grenades), molotovs, pitchforks (they shoot fireballs and more) and rocket launchers

Throwing
Not for throwing actual weapons. Lets you pick up and throw just about anything: rocks, walls, boulders, tree trunks etc. Can be quite powerful.


On the right we have the following stats:

Health
Number of hitpoints.

Endurance
Endurance is used when running or attacking with certain melee weapons. It's important for melee fighters or to compensate for encumbering armor.

Mind
Now it's getting interesting. You take mental damage whenever you are attacked or something dangerous happens close to you. You take lots of mental damage when a squadmate dies. When a character's mind/morale reaches zero, they go into panic mode mode which means they'll run around screaming, using up all their time units in the process. Or, if you're lucky, they'll go bezerk...

Reaction
The higher your reaction (and unused time from your previous turn), the greater the chance of getting interrupts during enemy turns. If you get an interrupt, you get a small amount of time to do whatever you want (attack, flee...) during an enemies turn. This is particularly useful for ranged characters to get in extra shots or kill attacking enemies.

You can freely distribute your skill points, regardless of your background, but I'll make it setting-appropriate, so the platformer protagonist will focus on... throwing. Jumping used to be it's own stat, but got merged with endurance, which is an improvement I think (I didn't back the game and couldn't play the earlier versions). Jumping can still be quite useful though and can be performed by any character. I pour four points into throwing, because I want to be able to occasionally hit something. I put one point into health, because health is important. Really, all the stats are important, but for the beginning, I'll focus on not dying.

With that out of the way, let's start the game already.