Unsighted may be an indie, but it announces itself as a complete package, bold in its vision and execution. It wears the skin of a 16-bit-era platformer but is sophisticated in the diversity of locations, mood, and action to keep it on full throttle for the entire campaign.
And it is a brutal experience, where the clock is always counting down (it’s fun to discover the rare “easter egg” location where this isn’t the case). When time does run out, your cyborg character becomes “unsighted;” basically a mindless hostile machine and it’s game over. You can’t save all your friends either, which makes it a game of choice – and your choices matter (I shoulda hung onto the robot fairy!).
It has amazing dungeons that continually surprise and take pay homage to the Legend of Zelda. I’d consider it a “metroidvania” experience that gently guides you so the clock doesn’t run out. I love the map with its three tiers, interconnected but distinct areas, and little secrets sprinkled throughout. The bosses are ‘boss’ too.
Your choices have consequences to the story. Your path won’t be easy. This is easily one of the most memorable games I’ve played in my years of gaming. It spoke to me as a sci-fi (speculative fiction) geek and was satisfying in so many aspects – story, game mechanics, characters, puzzles, dungeons, and a cool twist on saving the world (or your part of it anyway).
It was a game with weight and intrigue and I had loads of fun with it. Kudos to Pixel Punk Studios for nailing it. Now, about that broken time piece in the crypt…
And it is a brutal experience, where the clock is always counting down (it’s fun to discover the rare “easter egg” location where this isn’t the case). When time does run out, your cyborg character becomes “unsighted;” basically a mindless hostile machine and it’s game over. You can’t save all your friends either, which makes it a game of choice – and your choices matter (I shoulda hung onto the robot fairy!).
It has amazing dungeons that continually surprise and take pay homage to the Legend of Zelda. I’d consider it a “metroidvania” experience that gently guides you so the clock doesn’t run out. I love the map with its three tiers, interconnected but distinct areas, and little secrets sprinkled throughout. The bosses are ‘boss’ too.
Your choices have consequences to the story. Your path won’t be easy. This is easily one of the most memorable games I’ve played in my years of gaming. It spoke to me as a sci-fi (speculative fiction) geek and was satisfying in so many aspects – story, game mechanics, characters, puzzles, dungeons, and a cool twist on saving the world (or your part of it anyway).
It was a game with weight and intrigue and I had loads of fun with it. Kudos to Pixel Punk Studios for nailing it. Now, about that broken time piece in the crypt…
An isometric metroidvania with lots of different paths, challenging and fun mechanics, multiple endings, build variety, and a cute robot as the main character? Hell yeah!
Oh, something I forgot to add: there's no achievement related to saving everyone, nor killing them. There's enough Dust to max everyone's affection, and in the endgame you can make them using money, so don't stress about it too much.
Oh, something I forgot to add: there's no achievement related to saving everyone, nor killing them. There's enough Dust to max everyone's affection, and in the endgame you can make them using money, so don't stress about it too much.
«Constantly dying and enjoy it»
«Beaten more than once»