Overview
Enigma presents an intriguing hybrid of strategy, puzzle, and reflex-based gameplay that ultimately struggles to find its footing. Early player experiences reveal a game with ambitious design intentions but significant execution flaws, particularly concerning its 3D presentation and camera system. While the free-to-play model lowers the barrier to entry, the core experience feels hampered by technical decisions that frequently obstruct the gameplay rather than enhancing it. This is a title that shows glimmers of potential but currently delivers more frustration than satisfaction.
Identity Crisis in Gameplay Design
Enigma attempts to blend multiple genres into a cohesive experience, combining strategic thinking, puzzle-solving mechanics, and action-oriented reflexes. This fusion creates moments of unique challenge where players must simultaneously plan moves, solve spatial problems, and react quickly to threats. The core concept of merging these disparate elements shows genuine creativity, suggesting a game that could offer something fresh in the arcade-inspired space. However, this ambitious design never fully coheres into a satisfying whole. The different gameplay elements feel like separate systems awkwardly bolted together rather than complementary mechanics working in harmony. This lack of synergy leaves the experience feeling disjointed, with players constantly shifting mental gears between different playstyles without ever settling into a rewarding rhythm.
Visual Presentation as Obstruction
The decision to implement a 3D graphical style proves to be Enigma's most significant drawback. While three-dimensional environments typically enhance immersion in many genres, here they actively work against the gameplay fundamentals. The camera defaults to an uncomfortably close position that severely limits situational awareness - a critical flaw when enemies appear with little warning. This perspective problem transforms what should be tense, skill-based encounters into exercises in frustration as players find themselves attacked by threats just outside their field of view. Though camera adjustments are possible, the need to constantly manage this technical aspect detracts from focusing on the actual gameplay.
The 3D just proves to be a bit of a nuisance. The graphics are a drawback because they get in the way of play.
Gohst
This visual approach also fails to justify itself through aesthetic appeal or functional clarity. Environments lack distinctive character or visual cues that would aid navigation and threat assessment. Instead of serving the gameplay, the graphics become obstacles that players must constantly work around, undermining the core experience rather than enhancing it. The disconnect between presentation and function creates a persistent sense that the game is fighting against the player rather than facilitating their enjoyment.
Verdict
"Ambitious genre blend hampered by obstructive presentation"