
It was time that I finally got to play the X-com-like Every Day We Fight, and I’m not disappointed. To be completely honest, I didn’t expect much going on. However, soon after trying the shooting mechanics, and getting to experience the story setting, I’m hooked. Except for one thing. A thing the game hangs heavy on, both gameplay-wise, and narratively. And that is: time-shenanigans. I have always struggled with time-travel plots, since for the most part the story ends up in an unsolvable mess of paradoxes. It’s way too early to say for Every Day We Fight, but it’s in here!
First-person shooting
The big difference here from other tactical turn-based games, and X-com-likes, is the first person shooting mechanic. It felt fresh, like finally playing something new to the genre. Now, to be fair, Phoenix Point already uses this system, but it feels much more engaging in Every Day We Fight. Especially with the added avoidance aspect: reflex abilities. On every turn, you can either spend your “reflex” on overwatch (if you have action-points), or save it for when the enemy attack. That means that you are allowed to take a reflex action when coming under fire, like moving into cover to avoid a grenade blast. I greatly enjoyed this mechanic since it makes the combat truly dynamic. The enemy uses the same system, for which you can exploit, of course.
I had a lot of fun setting up ambushes, and blasting aliens from a first-person view. It also seems the weapons are superbly balanced, as the bolt-action rifle felt a lot different to the shotgun, even when shooting from the character’s eyes.
I should also add that bullets are an actual entity in the game, using simulated projectile mechanics. So, hiding behind objects does actually protect you, and the alien enemy. Thanks to the first-person view when firing guns, I could sneak in a few shots on exposed limbs. Make sure to pull in those kneecaps! As said, it is a very entertaining system to tinker with.
While being an X-com-like, you won’t be hiring more agents. You are stuck with the three you got, as I understand it. It does feel a tad restricting. However, they are allowed to go down in a fight, as long as one of your guys survives the battle. What makes up for the limited scope here is the focus on the narrative, and I found the writing pleasant. Good humor, spliced with actual wonder of the world the group are stuck in. I especially vibed with Leo, he is my type of guy, tin foil hat and all.
Then we have the time-shenanigans. I’m not sure what to make of it yet, but it’s incorporated heavily into the story. When you die, you restart at base, and certain things reset. The characters also acknowledge that they did in fact die. So, that’s that, so far. We will see how it pans out in the full release. I enjoyed my time with the demo, with Every Day We Fight something to genuinely look forward to. It will be released in 4 weeks, according to Steam.
Thanks for reading.
/Thomas





