Unit 13 Review
Save for the fiddly segments found in Uncharted: Golden Abyss, Vita owners aching to exercise their trigger finger have been out of luck. Mercifully, solace has been supply-dropped into stores with the release of Unit 13. Using experience gleaned through the coding of seven titles in the SOCOM series, developer Zipper Interactive has created a game that shrewdly acclimates to a portable playing experience, instead of attempting to shoehorn a console title onto OLED screens.
Knowing commute-time commandos are on a tight schedule, Unit 13 forgoes an overarching plotline. Instead, players are tasked with the competition of thirty-six core missions as well as a handful of supplemental ops. While the lack of a storyline might seem like a detriment, Zipper knows that its audience would rather be sniping enemies and disarming mines that watching geopolitical tensions play out amid melodramatic sequences. As such, players first choose an assignment and one of six upgradeable characters. Following a transitory twenty second load time, they are primed to kidney-stab the nearest unsuspecting guard.
A variety of icons on the operation grid reveal the type of missions available to gamers. Covert is a characteristic stealth-based undertaking, tasking players with staying out of sight from both surveillance cameras and roaming guards. Once the gamer is spotted, they have a few seconds to kill an enemy before the adversary sounds the alarm and the mission is abruptly terminated. Eliminating the methodical pace of most assignments, Deadline ops dare completion before a dwindling timer expires. Elite missions inspire tense situations by the elimination of checkpoints and a reduction in a player’s health regeneration ability. Direct Action missions represent Unit 13’s jumble of chores, mixing enemy extermination with duties such as intel collecting and sporadic acts of sabotage. Cunningly, each assignment has options for ranked missions where opponent numbers and locations are preset, and dynamic variations which randomize elements- adding a remarkable amount of replay value.
Players can take on each of the title’s missions either individually, or with an online cooperative partner. Even with near-constant communication via the Vita’s built-in mic, tango-terminating jaunts were consistently lag-free, and proved to be the method of choice during some of Unit 13’s more challenging maneuvers. Beyond the title’s four main type of assignments, players are also offered a Daily Challenge, where gamers have a single opportunity to vie for leaderboard status with a trial which changes every twenty-four hours. Additionally, progress unlocks nine different High Profile Targets, which function as arduous boss stages. Gamers who beat these superlative tests can even share their success with other players, unlocking missions prematurely for their PSN friends.
Obviously, an abundance of content means little if a game’s core mechanics are deficient. Pleasing, Unit 13 regularly delivers, offering a generous arsenal of responsive weaponry which demonstrates both dominance and dissimilarity. Recalling Zipper’s other shooters, death arrives quickly and unexpectedly in the title, forcing players to monitor their ever-present, on-screen map which divulges enemy positions. Beyond touch control to change stances or bring up a rifle’s ACOG sights, Unit 13 also grants gamers a cover system, permitting blindfiring as well as traditional pop-and drop techniques. Regrettably, the title’s protagonists periodically forget their training and refuse to hug corners with complicated architecture, which can be lethal transgression in the game’s advanced levels.
Not as damaging, yet still aggravating, is the game’s uneven artificial intelligence. Intermittently, a foe will fail to notice the gunning of his adjacent ally, while other times distant opponents react to the downing of a concealed enemy. Similarly, the game’s scoring system is a bit inconsistent. While the title’s point system ideally elevates sophisticated kills, certain methods of execution have a clear-cut advantage over other approaches. Inexplicably, sniping from medium and long ranges dispenses the same number of points, stifling opportunities for high risk/high reward opportunities.
Although Unit 13’s environmental assets are limited to a handful nondescript wherehouses, command centers, jails and restaurants, the game does its best to keep the visuals varied. Locations are typically large, load once, and use different section of each map to offset tedium. Woefully, the title offers no gamma correction options, obliging gamers to play in darkened venues. Even a bit of sunlight tends to wash out the game’s visuals, prohibiting players from seeing crucial details.
If you can look past several pardonable quibbles, Unit 13 is a remarkable enjoyable and unexpectedly robust title built to placate shooter enthusiasts. From the appeal of augmenting characters, unlocking new stages, and securing bragging rights on a robust collection of leaderboards, the game is capable of captivating gamers for a few weeks. Considering Resistance: Burning Skies is a still few months away, those seeking engaging ballistic battles are encouraged to enlist with Unit 13 at their earliest convenience.
Looking at bandanna-wearing camo-suit soldier makes me want MGS collection for Vita so bad!
Dude, load Peace Walker onto your Vita. It will change your life!…until you get to the part where you have to fight the Hind. Because “fuck that boss.”
newb 😉
Oh, and fulton system and fulton mines, dude.
You are going no kill, right?
Yea, no kill all the way. I just hate that boss. I had to go back grind R&D before I could beat it. Ugh.
What did you end up using?
Remember when people were crying out for Vita reviews here?
Well, there you go!
Serious, this sounds better than I would have thought.
Except for the second screen this looks like a nice iPhone game.
Pass.
Statements like this make me wonder if you’ve even played a Vita.
Without a control stick, iphone shooters are really tough to control. NOVA 2 is probably the best of the bunch and I accidentally shoot off a few rounds all the time.
But back to the graphics of both platforms. Vita smokes any phone. It’s designed for playing games and nothing else. Smartphones are do-it all devices. I see a big difference between NOVA 2 and Unit 13. You don’t?
The graphics look ok, but something about those screens scream “PS2/2006” all over again.
Even though I’m sick of just seeing Vita reviews, I admit it was a good review.
Maybe you can review Kid Icarus. Just saying.
So it is better or the same as the demo?
I liked it maybe not enough to spend $40 but it was fun.
Please read this:
http://www.accelerated-ideas.com/news/is-the-new-ipad-better-for-games-than-the-ps-vita-side-by-side-comparison.aspx
Read. Speculation and specs. So what?
I’m curious. How many enemies are there in the game?
It’s simple. No story, no buy. Who’d spend $40 on this?
Let me guess, you’re under 24 and rarely played games like Pac-Man, Space Invaders, and Super Mario Bros. All of those classic really didn’t have a story. Yet they are still fun.
They need to make CoD for Vita (if they aren’t already). It would be huge. I bet if they did that already it would be sold out everywhere.
Man those graphics. It’s like seeing Precious naked.
The daily challenges sound kind of cool. Are they new locations? Do you have to be online to play them?
The demo was really good. I must have played it 3 or 4 times. My only worry that the full game has enough variety and you’re not shooting people the same way on each level. Sounds like it does mix it up which is cool.
Anyone hating on this should probably play it. It’s not the greatest shooter ever, but it is a lot of FUN. Tons of missions, no lag, and a lot of challenge because you die easy.
What drives me crazy about the game is that you don’t have a grenade indicator when you’re scoped. Since grenades are one shots and they can kill you from far, there’s a ton on insta-deaths in this.
Maybe Zipper can patch it though.
Have any problems with the third stage? I had invisible enemies kill me twice now.
Is that the one where it ends with an explosion after you hop across a wall? I didn’t have any problems with it.
Some of the daily challenges are just the other levels with little additions like mines. That’s a little disappointing.
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