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Review: I of the Enemy: Ril'Cerat
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Let's take a look.
I of the Enemy's installation and
gameplay is pretty straightforward. You'll need only the most
basic of machines to run it, as it is Win95, 98, Me, 2000,
and XP compatible. You'll need 128 MB of RAM, at least 25
MB of free drive space (depending on the type of installation
you choose), a 4x DVD/CD ROM drive or faster, and DirectX
8 or higher. The full install, including the separately-downloaded-and-installed
tutorials, ran me 136 megabytes, which is tiny in this day
and age. After you install it on your PC, you can run through
several well-crafted training sessions. They are not interactive,
but they do show the game-engine in action and the voiceovers
show you how to control your on-board units. You'll need these,
because I of the Enemy: Ril'Cerat has no manual! Fortunately,
the game interface is easy to understand and even the lowest
neophyte will be able to pick it up in short order.
Each mission begins with a voiceover
briefing from the Lokob high command that is at least partially
in primitive CGI, with the presentation being akin to a teleconference
with the other Alliance military leaders. Here is where I
of the Enemy presents its tactical situation and tells the
game back-story. It's well done, especially for a hip-pocket
independent studio like Enemy Technology. After the briefing,
you are given the opportunity to transport your most experienced
units into the current scenario. A click on the go-button,
and you're in game, looking at your mission objectives.
The presentation is top-down. You
enter each mission with a jump-gate, and sapper units to construct
new jump-gates and serve as antiaircraft guns. Protect your
sappers, because they are all-important. You also have a number
of supply points that build over time, as long as your jump-in
gates are functional. You need supply points for your sappers
to build new gates, and for your artillery units to have bullets
to fire, and to land new units on-planet. Protect them. This
is your landing-zone in each mission. The game itself is real-time,
not turn-based, and things happen fast so you'll need to be
on your toes.
You have two types of Rag'ha infantry
units, a Lokob cannon that is a sort of walking tank, your
sapper, a mortar unit that can fire basically all over the
map, the Y'dray fighter, and transport vehicles that function
much like large helicopters. The units are individual, not
a stand-in for large groups of units; this is a tactical-combat
game. They each have their own personal names so you'll get
to know them, and as they gain experience in combat their
capabilities improve. Mortars can throw more bombs; fighters
become more powerful, cannon increase their rate of fire,
infantry become harder to kill and get stronger weapons. The
most important units on the map are irreplaceable: they are
your field commanders, Colonel Verkkal and Captain Aedeck.
If you get either one of them killed, you lose the scenario.
They are both multidimensional, being able to shoot at fighters
and ground equipment, and they have very powerful weapons.
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