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The Divide: Enemies Within (PS1/PC, 1996)

The Divide: Enemies Within (PS1/PC, 1996)

Subgenre: 3D TPS (limited camera control)/Metroid-like


Perspective: TP view

  • Partially non-linear gameplay (you'll unlock the sub areas in a set order though)

  • 3D area and world maps (need to find it early on; pan and rotate, zoom, detailed topography, shows doors and items but doesn't show which doors lead to save rooms)

  • A few teleporters (one per area except for the forest canyon floor/second one, need to have found more than one transporter room to be able to teleport)

  • Only two ability upgrades that let you reach new areas besides regaining the jump early on (mines, double jump)

  • Strafing (no circle strafing though)

  • Frequent save points

  • One alternate ending

  • Start off damaged and without basic abilities after the intro level and cutscene

  • The world feels a bit more like a large maze platformer level than a real place compared to SM or Flashback for example

  • No truly hidden items? (they're all shown on the map if you reach the room they're in so the challenge comes more from navigating the 3D spaces, only in a few cases do you need to blow up a wall to get to a room with an item)


Gameplay - Mini-Review


Influenced by: Metroid series, possibly Alpha Waves/Continuum,  Simulcra, Jumping Flash, Hunter, Vortex


Influenced: Possibly Metroid Prime, Mega Man Legends, Mystical Ninja, SW: Dark Forces II

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