Sometimes a great idea needs time to mature. Just because a smart concept isn’t executed all that well, it doesn’t mean there isn’t an excellent game coming a sequel or two down the line. What’s incredible about Unsighted is that first-time indie dev Studio Pixel Punk has created the refined experience of a longstanding franchise in a single hit. It feels like the fan-favourite entry in a series running since 1995, but is also fresh and slick, free from overgrown lore or old-fashioned legacy mechanics. With its 16-bit looks, it’s the game you wanted to play as a kid, and it’s ready to bear the weight of that expectation.
Studio Pixel Punk has ticked some helpful boxes when in comes to describing Unsighted: it’s a roguelite Metroidvania; it’s in a top-down, pixel-art world; it has RPG character progression. The scenario is sci-fi and the story follows post-apocalyptic robots suffering at the hands of humanity. With so many good old boxes ticked, a been-there-done-that response would be understandable, but the core ideas are delivered excellently across the board, and the result is something that feels new.
Unsighted doesn’t need a stand-out gimmick to earn your attention, but it has one of those too: every robot in its world has a limited time left before it expires. Every character you meet has a vital timer on display — a life lived so far, and a tragic or bittersweet finale ticking closer every hour. This time can be extended by giving a robot meteor dust, a rare collectible. There isn’t enough to save everyone, so you will have to make hard decisions each time you play. The story becomes yours, and the side quests and items you reveal will be different depending on which robots survive and which don’t — which ones go “unsighted” too soon.
One last little twist to this setup is that the ticking clock applies to you as well. Alma, your protagonist is a robot with only a couple of hundred hours to live. You could always keep some of the meteor dust for yourself, to improve your odds of saving the day, but only at the expense of some other good robot. Your remaining balance of in-game time is displayed onscreen each time you die and whenever you pause.
The quest is very video game-ish, with a set number of items in handily distinctive destinations that you must retrieve on your adventure. That clarity of structure gives meaning to the pause-screen time bomb, as you have a feel for how far through you must be, and how much time you have spent dying on the same boss only to be reset to the last safe space to try again.
If when you hear “roguelite” you hear “repetition”, and when you hear “Metroidvania” you hear “backtracking: more repetition”, we can happily offer you some reassurance: Unsighted strikes an expert balance with both formats. The roguelite repetition is generous with its character progression on each run, letting each failure feel productive, and each extended blocker primes you to pass the next one more readily. It squares the circle as 16-bit 'badge-of-honour'-style difficulty meets modern expectations of player-friendliness.
In terms of traversing the map, the top-down world allows for more wide-ranging exploration than side-on platforms, and objectives naturally lead you round loops that return to key areas, rather than down corridors you have to retread. These are long-standing ideas, so games really ought to be getting them right by now. Not many pitch them this well.
The concepts are all in place and the presentation is good, but the feel of the gameplay is sublime. The controls are busy – using just about every button on the controller – but they are spread out well and don’t ask for finger gymnastics when action picks up. Everything is sharp and responsive, moving smooth and fast, both handheld and docked, and your character flashes around with some weight and rhythm. Combat feels like a deliberate dance, never tempting you to mash buttons, but not demanding memorised combos and finishers either. Satisfying sounds and HD Rumble make every action connect perfectly, and the atmospheric music sets everything just right.
One title that really springs to mind playing Unsighted is Square’s 1993 SNES classic Secret of Mana. It’s partly because of the chosen-one JRPG story trope and partly because of the beautiful top-down pixel graphics, which occasionally mix side-on elements into the scenery for dramatic vistas. But the most wonderful connection is the option to add another controller and roam the world with a companion. In terms of difficulty, Unsighted is generous here: you just have an extra ally with access to the same item set. Combat is easier and some puzzles are softened. But this approach means you can dip in and out, simply toggling multiplayer in the menu as and when it suits.
Conclusion
Unsighted combines some very familiar ideas: it’s a top-down, roguelite, sci-fi Metroidvania with a strong 16-bit aesthetic. Its time-is-ticking, post-apocalyptic scenario is brought to life by the enchanting palettes of its pixel art, making a world you want to explore, full of characters you want to know. Far from punishing, it leans more on the 'lite' than the 'rogue', letting fun prevail – as it will, thanks to the addictive rhythm of the controls, backed by punchy sounds. The cooperative multiplayer is icing on top of an already well-iced cake. Combining flavours of Super Nintendo classics with modern playability, Unsighted is the game 1995 desperately wanted to make but just didn’t know how.
Comments 56
this sounds a lot more interesting than it looked at first glance (although the pixel art is rather nice too, looking back at it)
Got this at the same time D2R, and thanks to D2R, I’ve only spent about 20 mins with this title. I can say it was a very good 20 mins though!
Ugh, my backlog…
Hmm, this one came out of nowhere, at least I hadn't heard about it until now. Looks cool, the visuals are very Hyper Light Drifter, and that's not a bad thing at all.
Can you really call a top-down game a Metroidvania? I think this kind of game is really just a Zelda-like or Action-RPG.
Be a lot cooler if you wouldn't call everything a Metroidvania.
Every time I see a game that works and/or looks like Secret of Evermore being compared to Secret of Mana I gnash my teeth. Has NOBODY played that gem of a game? (incidentally, a game that Jeremy Soule wrote music for that doesn't recycle the same theme for everything like his work on Elder Scrolls does).
This is similar to the odd blind adoration American gamers have for Duck Tales despite the existence of the vastly superior Duck Tales 2.
Looks great - gonna pick up deaths door and possibly this one too
I have entirely too many games to play through, but I'll put this in the wish list. It reminds me of Hyper Light Drifter, which is a good thing.
@Fazermint That’s how the devs describe the game? I think they’d know
I have never yet enjoyed a roguelike but the disclaimer in this review has me tempted to try it. Just nervous because so many people told me that Dead Cells/Enter the Gungeon/Rogue Legacy were refreshing entries in the genre that even non-fans could enjoy. But that didn't prove true for me 🤷♂️
@Noelemahc part of that has to be that ducktales 2 is pretty rare if i remember correctly
@sketchturner who would say Rogue Legacy is a "refreshing entry" nowadays?? it's one of the most traditional roguelikes i can think of (of the three, I think dead cells probably has the most well-rounded learning curve)
@Noelemahc You're...upset that a sequel with a minimal production run that came out at the tail end of a console's lifespan isn't as popular as one of the most beloved NES games of all time..?
Removed - unconstructive
@sketchturner
I hear you. I did enjoy Hades quite a bit, because it does progression very well. You feel like it's a single, ongoing adventure, even after your 50th run. Great storytelling. But the rinse-repeat loop the genre's known for doesn't go away no matter how you present it.
meh. actually looks pretty bland and paint-by-numbers.
@somebread Back when Rogue Legacy released on PS4 there were plenty of people saying that each run feels fresh because of randomized abilities. And they said you make significant progress so you always feel like you're moving forward.
In general, I feel like roguelike games are intentionally wasting my time. It feels like they designed a 1-2 hour game and artificially stretched it into 20+ hours.
@sketchturner assuming someone is ungodly good at them, rogue legacy and gungeon both probably COULD be 1-2 hour games (the latter for one character, mind you)
it mostly just depends on what they're going for with the gameplay loop, dead cells is kind of a middle ground of the two where there's loads and loads of unlockables but also reason to do multiple playthroughs in the form of the harder difficulties unlocking new routes. i can definitely see that feeling with rogue legacy, though, even though i love that game
The demo's well worth a shot, I immediately put the game on my wishlist after playing it.
@Rich_Uncle_Skeleton yes? We live in an era where anyone can learn that there was a Duck Tales 2, buy Capcom's Disney Afternoon Collection (or pirate it, or the ROM, I don't judge) and play it and embrace its goodness.
For whatever reason, Chip'n'Dale 2 which came out AFTER Duck Tales 2 is a lot more widely known. How does that work, exactly?
Reviews on other sites seem to downplay bland game play in favor of the story's themes/politics, which I will not discuss here as this is an easily searchable topic. It seems that advocacy reviewing elsewhere (not here) has been giving the game legs. Good or bad? Not my call...
@Atticus-XI Eh? The game has a 9 here, 82 on metacritic, and generally 8s on every other site I’m seeing - don’t think politics has anything to do with it
Looks murky and frankly, a bit ugly.
@chipia The more marketing buzz-words you use in your game, the more likely people will notice it.
@Meteoroid I mean, a 10 point scale leaves pretty huge gaps between each score, wouldn’t you say? A 7 is ‘probably don’t buy’, and an 8 is ‘buy’ for me. There’s pretty big differences between each one
@Noelemahc I'm American and had Mana and Evermore. I preferred Evermore, and actually finished that one with help from a game counselor phone call, if I recall. Sadly I traded them both in toward Duke Nukem 64. Wish I had mowed some lawns instead of trading in all-time classics, looking back.
I loved Ducktales, but had no idea there was a sequel back then, so never played it.
I've been playing this for a while and it really is great. I'm surprised the reviewer didn't make any comparisons to classic Zelda games, which is what this game feels more like to me. There are dungeons with special items needed to complete them, the view is top-down; heck, there's even a spin attack and a hookshot item. Zelda was the first thing I thought about when playing this, not 'Metroidvania'.
Also, for anyone on the fence, you can actually set the game to Explorer mode and turn off the timers if you want to just play the game as a more classic adventure game experience, but that does remove much of the challenge and uniqueness of the gameplay. Still, that feature alone made the game worthwhile for me, especially since the game is designed to be replayed and speed-run.
The 'rogue-like' feature of the game is minor--you lose half your money when you die, but you can retrieve it. That can actually be offset by the way you set up your character's build...you can make it so that you don't lose your money (or go for broke and massively increase how much money you make in exchange for the risk of losing it all when you die with no chance to get it back). Other than that, death just returns you to the last save point with your progress intact.
Love this game, hopefully we see a physical release in the near future.
“Studio Pixel Punk has ticked some helpful boxes when in comes to describing Unsighted: it’s a roguelite Metroidvania; it’s in a top-down, pixel-art world;Thanks for the offer but we'll pass on the samples. it has RPG character progression.“
Did anyone proof read this review before hitting publish?
I finished the demo and was quite impressed by it. I definitely will purchase it once it goes on sale, if it isn’t already on sale.
I’m glad Nintendo Life is giving it some attention because it looks like it flew under everyone’s radar.
@Noelemahc I think you might be underestimating the cultural penetration that the original Ducktales game had (to the point that the "Moon" theme was even paid homage to in the recent cartoon)...Even though the sequel has been available via remasters and ROMs, it's hard to compete with the exposure and nostalgia power of the first one.
(Personally, I think the first one is also a better game, but maybe I haven't played Ducktales 2 enough...)
In the Switch gen I've found I really love a good roguelite game. Titles like Enter the Gungeon, Rogue Legacy, Hades, Everspace, Spelunky, Crypt of the Necrodancer, Road Redemption, Dead Cells, Children of Morta, and Death Road to Canada, among others all have hooked me for many hours. I just find the concept of a "making a run" so appealing, maybe because that is how I grew up playing arcade games - trying to stretch out that quarter for as long as I could.
So if Unsighted feels like another one of these evolved arcade-style games with progression, I will keep it in mind! There is just too little time, too many games for me lately.
Nice! I forgot about this one, I liked the demo though, I'll get it eventually for sure.
Another thing I wanted to add: folks mentioned that the game has similarities to Hyper Light Drifter. There's actually a chip (the primary means of customizing your build) that reloads gun ammo with melee attacks called the Drifter Chip, which I thought was a nice little addition.
This game sounds really interesting, but the review leaves me with an unanswered question: just what were those samples you passed on?
I beat the main game the other day and this game is VERY GOOD. I enjoyed the action a lot and the exploration was engaging. My one nitpick is some of the music (highway theme) would annoy me.
The hidden final boss stuff is pretty difficult. Might go back to it after playing Sekiro.
@chipia Personally, I think a Metroidvania is narrowly defined as a Castlevania game that features the item-based exploration commonly associated with the Metroid series. If such a thing existed, a Metroid game with the uncomplicated stage-based action platforming of earlier Castlevanias could theoretically qualify as well.
And yes, if it's top down, it has more in common with Zelda than either franchise in the popular portmanteau.
"It's got brown people in it!
+2 points to score!"
Really?
@Dualmask THIS is the kind of information I wanted to see from the game XD. Thanks man.
By the way, I thought the same, this is a classic Zelda-like game, which is pretty much a metroidvania with a top down camera lol
I'm keeping all the meteor dust for myself so I can live longer, screw the other robots. 🤖
So this game better than Disgea 6?
@Rich_Uncle_Skeleton fair fair. Perhaps my opinion is coloured by the fact that I find the Moon theme grating on the ears.
Either way, this article is not about Duck Tales.
Do you have an opinion on Secret of Evermore?
@dluxxx
They're not comparable.
I do recommend both however.
Well I bought it and I like the combat system and the upgrade system. I might end up seeing this story of lesbian anime robots to the end.
If it keeps being this good I'll buy a physical copy aswell.
@Noelemahc Haha, I'm afraid I didn't play enough of either "Secret" game to have much of an opinion, but the dog from Evermore definitely got it major points in my book...
@Noelemahc I think Duck Tales is superior to Duck Tales 2
@Rosona I'm just saying that this game got a better score than Disgaea 6 and KOTOR which is ludicrous.
I feel like we are at a point, where it is mandatory to provide some insights into the performance of a Switch port/title. Does this game hold at least 30 FPS?
@Madskillz19 The Devs had actually been complaining on Twitter that nobody was streaming or reviewing it, a while back. They were hinting that it was for discriminatory reasons, though.
@larryisaman lol looks like someone proofread it with an itchy pasting finger. (At least, I don’t think that was on my clipboard!)
I’ll see if we can have that tidied up… Thanks for pointing out!
@lokozar it’s smooth throughout. Looks like it shouldn’t tax the system and seems not to. Good port.
@larryisaman I'm going to blame my laptop and its habit of randomly switching active windows for that. Zapped.
@DeclanS98 That's not a good assumption to make. Calling games like this a metroidvania just shows ignorance of gaming history and genre distinctions.
@Robokku
Thank you!
@durrdevil
Sure, why not?
This game is not a roguelike, i don't like that genere and almost i miss this one.
Please modify the review, has nothing of roguelike not even a little.
@kryz and somehow after two years you're the first comment to point that out! I was shocked to see it described as a roguelite as well, there's nothing about the game that could fit into that category. Losing your money when dying makes it closer to being a souls-like than anything
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