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Games published by Enemy Technology LLC

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I of the Enemy

Windows 2004
Released for Windows in 2004, I of the Enemy is a science-fiction real-time strategy game built around the fortunes of Ril'Cerat, a commander caught in a widening interstellar conflict. Its story unfolds through a series of military operations, placing the player in command of alien forces across hostile worlds. Rather than following a single uninterrupted battle, the campaign shifts between engagements with distinct objectives, from holding ground to striking enemy positions. Briefings and mission events give each operation its place in the larger war. Orders are issued in real time, so scouting, positioning and timing matter as much as the size of a force. Infantry and mechanized units bring different capabilities to the field, and a commander must decide how to use them against changing threats. Terrain affects movement and the choice of firing positions, while visibility and the enemy’s response make careless advances costly. Units can be selected and directed across the battlefield, allowing the player to divide forces, reinforce a threatened area or concentrate an attack. Success depends on adapting a plan as the engagement develops. The campaign’s emphasis is on tactical command: missions ask the player to work with the forces available and make effective use of their strengths. A strong defensive position can slow an advance, but holding it may leave other routes exposed; a rapid assault can seize an objective, yet risk the units needed for the next stage. The pace leaves room to study the field and issue orders, but combat remains active, with opposing forces moving and firing while decisions are made. Each mission presents a fresh arrangement of objectives and battlefield pressures. The game uses an elevated, angled view of three-dimensional terrain, keeping units and surrounding ground visible as the action spreads across the map. Alien structures and military machines give the environments a distinctly futuristic character, while the interface provides access to unit selection, orders and battlefield information. The presentation favors clarity in the midst of combat: formations can be followed across the terrain, and changes in the battle remain apparent without losing sight of the overall position. Sound supports the action with the reports of weapons, impacts and the mechanical noise of units in motion, set against a dramatic science-fiction score. Mission dialogue and briefings establish the conflict and give context to the commander’s decisions. Together, these elements make I of the Enemy a focused account of battlefield leadership, where careful deployment and quick responses determine whether an operation succeeds or the enemy takes control.
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