Wednesday, December 8th, 2021

UNSIGHTED Review (Switch eShop) | Nintendo Life

It can take some time for a great idea to mature. Just because a smart concept isn’t running well doesn’t mean that there isn’t a good game with one or two sequels. The great thing about Unsighted is that the first indie developer, Studio Pixel Punk, has created a sophisticated franchise experience for many years in a single hit. It feels like a fan favorite entry in the series that has been around since 1995, but it’s also fresh and smooth, without the overgrown traditions and old-fashioned legacy mechanics. With its 16-bit look, it’s the game you wanted to play as a kid and it’s ready to bear the weight of its expectations.

Studio Pixel Punk has checked some useful boxes for the Unsighted description. This is a rogue Metroidvania. It’s in the world of top-down pixel art; thanks for the offer, but I’ll give you a sample. There is a progression of RPG characters. The scenario is science fiction, and the story follows an end-of-life robot suffering from human hands. A lot of good old boxes are checked, so Was-done-it The response is understandable, but the core ideas are totally brilliantly presented and the results feel new.

Unsighted doesn’t need a prominent gimmick to get attention, but there is one. All robots in the world have a limited amount of time left to expire. Every character you meet will see an important timer. Life so far is alive, with tragic or bittersweet finales approaching every hour. This time can be extended by dusting the robot’s meteor, a rare collectible. It’s not enough to save everyone, so you have to make difficult decisions every time you play. The story becomes yours, and the side quests and items you reveal depend on which robots survive and which don’t — which robots are quickly “overlooked”.

The last little trick in this setting is that the clock that ticks the clock also applies to you. Alma, your protagonist is a robot that only lives for hundreds of hours. You can always keep some of the meteorite dust for yourself and improve your chances of saving the day, but only at the expense of some other good robots. The balance of the remaining in-game time is displayed on the screen each time you die and each time you pause.

The quest is very video game-like and has a number of items set to convenient and distinctive destinations that you must get in your adventure. The clarity of its structure gives meaning to the time bomb on the pause screen. Because you feel how far you have to go and how much time you have spent dying with the same boss just to be reset to the last safe space you try. .. Also.

If you hear “repetition” when you hear “rogue lite” and “backtracking: more repeat” when you hear “Metroidvania”, we can gladly provide you with some relief. .. Rogue Light iterations are generous with the character’s progress in each run, making each failure feel productive, and each extended blocker prepares to pass the next failure more easily. The 16-bit “badge of honor” style difficulty squares the circle to meet modern expectations for player ease of use.

In terms of traversing the map, the top-down world allows for a wider range of exploration than the side-on-platform, with the goal of a natural round loop back to important areas rather than the lower corridors that need to be retreaded. Lead to. These are long-standing ideas, so the game really needs to get them right now. Not many people sell so well.

The concept is all in place and the presentation is excellent, but the gameplay feel is sublime. The controls are busy and use almost all the buttons on the controller, but they are well distributed and do not require finger exercises when the action is initiated. Everything is sharp and responsive, moving smoothly and fast in both handheld and docking, and the character flashes with some weight and rhythm. Combat feels like a deliberate dance and doesn’t tempt you to mash the buttons, but it doesn’t require any memorized combos or finishers. Satisfactory sound and HD rumble connect all actions perfectly, and atmospheric music sets everything right.

One of the titles that really comes to mind to play Unsighted is Square’s 1993 SNES Classic Secret of Mana. This is due to the one JRPG story metaphor of choice and the beautiful top-down pixel graphics that sometimes mix side-on elements into the landscape for dramatic landscapes. But the best connection is the option to add another controller and roam the world with your peers. When it comes to difficulty, Unsighted is generous here: you only have additional allies with access to the same item set. Combat will be easier and some puzzles will be softened. However, this approach means that you can dip in and dip out by simply switching between menu multiplayer as needed.


Unsighted is a combination of some very familiar ideas. It’s top-down, rogue light, sci-fi metroidvania and features a powerful 16-bit aesthetic. The ticking, apocalyptic scenario is realized by its fascinating palette of pixel art, filling the world you want to explore with the characters you want to know. Instead of punishing it, it leans more on “light” than on “rogue”, and the addictive control rhythm backed by punchy sounds adds to the fun. Collaborative multiplayer is icing on top of already well-iced cakes. Combining the classic flavors of the Super Nintendo with modern playability, Unsighted was a game I desperately wanted to make in 1995, but I didn’t know how to do it.