Enemy front pc gameplay
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And yes, Enemy Front, it was kind of cool the first time I broke down a door in slow motion and shot everybody in the room, but it was old-hat before you jumped on the idea, and your repetitive use of it has only forced it to grow more stale than ever before. Unless you're the kind of person that happily gurgles “boom!” and claps their hands together every time something explodes on-screen, that doesn't sound particularly satisfying. What exactly is the appeal in shooting a tank with a Panzerfaust, anyway? You hold right-click, take aim at a massive unmoving target that seems strangely disinterested in dispatching you, and then left-click. The game tries desperately to keep things varied with the odd turret section or sniper battle, but it doesn't work because we've all seen it done a thousand times over the last six or seven years. You shoot the Nazis, they shoot back, you win because you can tank bullets and your targets move between cover like a retiree fetching the newspaper from the mailbox in the morning. No matter how good the stealth is, sooner or later Enemy Front degrades - or simply flips over - to its action, and while this part is mechanically competent, it's severely lacking in imagination. “Oh wow, I've gained such an uplifting sense of achievement from locating four out of four shiny bobbins in this level.” Do you want to know why I didn't attribute that quote to somebody? Because nobody in the history of humanity has actually said it. Not that there would be any reason to stray off the beaten path anyway: health regenerates and ammo is common - absurdly common, almost as if there's a war going on or something - so you won't gain any gameplay advantages from it, and the only other things you could possibly find are completely arbitrary collectibles, without so much as a newspaper clipping or handwritten note to liven things up. This fact, as well as your possession of a map, a minimap, and explicit directions on where to go, is apparently lost on the HUD, which insists on keeping the objective marker around like a smelly friend you don't really want to talk to any more. You do get multiple paths, thankfully, but they provide that very particular system of choice where there's only one right answer: once you've eliminated all the options that are being watched by snipers, require you to dash across open ground, or contain two Nazis resolutely staring over one another's shoulders in one of the most infuriating examples of self-preservation ever developed, there's really only a single viable route left.
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It's hardly surprising that all the generic explosion-packed action sections are set in over-decorated corridors, that's par for the course, but even when the stealthy bits begin and it's time for the environment to expand, it doesn't seem to loosen more than one or two notches on its belt. I can't say I'm all that keen on the level design, either.