Thereās a mug I own, which I use for coffee nearly every day.
Itās not an exceptional mugāat least it didnāt start that way. It was just a cheap mug from IKEA, cream-coloured. Out of habit, I drank from it without giving it much thought. One day, I dropped itābutterfingers. I was in the kitchen and lost focus. It hit the floor. The handle came off, and the rim chipped. I sanded the edges to make it easier to carry. I didnāt throw it out. I glued the chip back in place. It still worked, but it didnāt feel right without that piece. The handle? I didnāt need it, so I sanded that down too. The mug works fine.
My kid once marked it up with a felt pen. I tried to clean it, but the ink stuck. Now itās part of the mugās look. There are coffee and tea stainsālittle bits of history in the glaze. My wife calls it my cult mugānot out of reverence, but because I never replace it. Itās simply here for good.
And that mug? Itās not so different from cult media.
You know the typeāthe stuff that never went mainstream, at least not right away. It stuck around because people kept coming back to it.
Movies have this kind of staying power. Metropolis came out nearly 100 years ago. It wasnāt a hit in North America. No Oscars. But it inspired everythingāeven Star Wars. Or take Citizen Kane, Little Shop of Horrors, Chopping Mall, King of New York, Donnie Darko. None of them exploded, but they never left. Some cult movies break out. Mad Max started small. Now itās a giant.
The same thing happens in music. The Velvet Underground flopped commercially, but everyone who heard them started a band. Joy Division too. Even the Unknown Pleasures cover became iconic. Hip-hop has MF DOOMāone of the most unforgettable personas in a genre full of them. Country music has Townes Van Zandt. His music is incredible, and his life was insaneābut real.
Video games have cult classics too. Spacewar! from 1962 was barely played, but it inspired Atari. Akalabeth started RPGs as we know them, created by Richard GarriottāLord Britishāwho went on to make Ultima. Then thereās Catacomb 3-D, Little Samson, EarthBound, Jumping Flash, Killer7. Overlooked then, beloved now.
And then thereās Enclave.
It came out in 2002 and was mostly ignored. It was meant to show off Xbox visuals, which were better than what the GameCube or PS2 could manage. But it didnāt hit. Not a failure, not a successājust there. On PC, though? It was a different story.
It stuck. It showed up on Steam, often 90% offāsometimes less than a dollar. Budget gamers bought it and kept it alive. Not unlike my mug.
That long tail led to more ports: Enclave: Shadows of Twilight on Wii (Europe-only), then Mac and Linux, where it actually made a splash since games there are scarce. Later, it arrived on PS4 and Switch, advertised as an HD remaster. But honestly, the original PC version still looks better.
So why did it stick?
First, the graphics hold up. It runs at 1080p or 4K out of the box. No mods needed. But if you want them, thereās ReShade, SweetFX, and modded levelsāit shines.
Second, the soundtrack is full of long tracksāsome orchestral, some metal. People were trading it before it was ever sold. One track, For the Queen, is nine minutes long. Itās a monster.
The campaign helps too. You start as the good guys. Beat it, and then you play as the bad ones. Itās not a gimmick; both sides are fully fleshed out. The light side opens with a prison breakāwalls collapsing, total chaos. Itās electric. It makes you feel like a badass.
The lore isnāt elaborate. Celenheim was split by magic. A chasmāthe Enclaveāwas created by a wizard named Zale. Light on one side, dark on the other. The chasmās closing. War is returning. Itās simple but effective.
Thereās jank, for sure. Physics glitch. AI acts dumb. Orcs fall into pits for no reason. The combat is fineāhack and slash. Arrows and axes float weirdly. Enemies donāt show health barsājust numbers when you hit. Itās hard to tell whatās working.
You unlock characters: Warrior, Huntress, Halfling, Wizard. Honestly, Warrior and Wizard are the best. Melee and rangedāthatās all you need. The dark side has equivalents.
As an action RPG, you collect money to spend on gear, armor, potions. Itās linear and level-based. No open world, not many NPCs. Just stages. Finish one, go to the next. You can replay levels to grind, but thatās it.
And yetāEnclave has a legacy.
Starbreeze made it. Yes, the same studio that went on to make The Darkness, one of the best FPS games of its generation. It was re-released in 2018. A pure cult hit.
Then they made Brothers: A Tale of Two Sonsāa milestone indie, emotional and beloved.
Then Dead by Daylight. Then Payday 3. Not cult hitsāblockbusters. And it all started here.
When I found Enclave in the early 2010s, reviews were mixed. Xbox Metacritic? Mediocre. But nowāin the 2020sāSteam is positive. GOG fans are ecstatic.
That almost never happens. Old games usually rot. But not this one. It keeps growing. Maybe itās the bargain sales. Maybe the rereleases. Maybe the jank is part of the charm.
But people keep buying it. And they wouldnāt if they didnāt love it.
For meāand I think for a lot of peopleāEnclave hit something emotional. Not because the story was brilliant or the gameplay flawless, but because it made you feel like part of something bigger. The music was epic and eclectic. The world was broken but vivid. It wasnāt about grinding through levelsāyou were surviving inside this half-forgotten fantasy, stumbling through jank and glitches, trying to make it workāsomehow, if you made it work, it was glorious.
That struggle, that imperfection, made it feel more human. Itās the kind of game you find when youāre looking for something else entirely, and it stays with you longer than it has any right to.
Enclave is the definition of a cult game.
Just like my mug. It didnāt start out special. But over timeāwith wear and careāit became irreplaceable.
Flawed? Absolutely.
Forgettable? Never.
Might be the best review of a game I have ever read. Looks like I have a new game to buy.