Almost as impressive as the variety of action Enemy Front delivers are the areas you’ll explore. The bombed-out horrors of Warsaw are strikingly juxtaposed with the bright French countryside and the bitter cold of snowy Norway. Even the loading screens contain gorgeous, original 3D visuals that depict moments in time from the viewpoint of very different character-- army officers, terrorized civilians, and nonchalant soldiers doing their duty.
Enemy Front also doesn't hold back on controversial subjects. At various points, you’ll come across depictions of atrocities being committed against civilians and partisans--and if you don’t act quickly, you’ll be confronted with the nasty results. Choosing to rescue a person who's about to be executed may be a heroic act, but it also means getting discovered and attacked by the enemy. Later on, you’ll have a harrowing walk through a barely-functioning Warsaw hospital that's under constant bombardment. In its crumbling halls, dying people beg for assistance--you can choose to help them or not. There are few easy choices.
That said, I can't help but wonder if Enemy Front was too ambitious a project, as there are a host of problems that really detract from the experience. Transitions in and out of cutscenes are very rough, and the sound mix makes it difficult to hear what characters are saying over the orchestral score. You meet a host of characters as the story unfolds, but the brevity of the conversations doesn't explain your transformation from a notebook-carrying reporter to a gun-toting one-man army; why exactly are you willing to risk your life for these people you barely know? What's more, bizarre moments are frequent. Watching a fellow soldier fire an invisible rifle through a window is a bit strange, as is seeing an unmanned rifle flop around on the floor, repeatedly shooting at the walls as though it has some sort of grudge against concrete structures.
Then there's the AI characters and enemies, whose behaviors are often erratic. Enemy soldiers rush right at with the intent to kill, then stand there for a moment or two before opening fire. At one point, one of the enemies I was fighting decided to sit down in front of me as we were descending a staircase; apparently he wanted a break? Unfortunately, there was no way to get around him, so I had to travel all the way back and around the level to come out the other side to reach my next objective, which was only a few feet away from where he remained seated.