Ancient Enemy mixes Solitaire gameplay with turn-based battles to forge something unique and wonderful. It has a few rough edges, but still provides comforting nostalgia in a pressing time for many.
Ancient Enemy isn't bad, and is one of the better ways you can reinvent Solitaire-esque games. But it is still a Solitaire-esque game, and that makes it hard to recommend to anyone who isn't a fan of the genre.
A seemingly casual experience that sucks you in once you start, Ancient Enemy is the perfect game for players who don’t have a lot of time on their hands but still want a solid gaming session. If card-based RPGs are your thing, you’re definitely going to want to add this to your library; if you’ve ever wondered about the genre, this is the perfect title to wet your beak.
Ancient Enemy is a chilled out take on Solitaire underneath a RPG card battler. It’s not the longest of games, the narrative is a little rote and if you really dig into the mechanics early on, you can find combinations of attacks and special abilities that make the game a touch too early. That being said, it looks fantastic, sets a brooding tone through its music and writing and, as card battlers go, is really quite enjoyable to play.
Compared to their previous titles, this feels like a couple of steps in the wrong direction. The gameplay is still fun and sometimes it gets quite exciting but it has become too simple. Although the setting is intriguing, the story doesn’t really do anything with it and that feels like a real wasted potential.
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You play as The Mage, a guy with magical powers who awakens to a world he and others failed to save. The only other living beings left hanging around are monsters, most of which are mute, so the dialogue that plays between levels consists of him talking to himself. Ancient Enemy‘s story is basically just a march back to the mysterious force that destroyed and corrupted the world. Needless to say, it’s an incredibly lonely and grim journey, and while some of the things The Mage has to say border on profundity, the near-absence of other characters robs the story of the development needed to anchor and back up those statements.