Unit 13
PS Vita
Publisher: Sony Computer Entertainment
Developer: Zipper
Interactive
Release Date: 6
March 2012
The
Vita has two analog sticks. This fixes one of the major complaints
about third-person shooters on the PSP: that the controls were wonky
or ineffective. Despite the PSP's limitations, Zipper Interactive
saw great success with their SOCOM
series. Visions of a proper military shooter were realized with the
announcement of Unit
13.
Here was Zipper with the chance to show off how good a portable
shooter could be. And they succeeded. Mostly.
Soldiers VS Terrorists |
There isn't much to the story of Unit 13. This is a band of UN sponsored operatives that do the world's dirty work, but are deniable. They are the team sent in to do what diplomacy and conventional armies cannot. Most missions are prefaced by your handler talking about the terrorist group and how you must do X, Y and Z to stop them. The story is flimsy at best, and laughable at worst. The enemy is some sort of al-Qaeda analog, and they are out to do unspecified bad things to the West. Your job is to shoot a bunch masked/turbaned terrorists and save the day. Your multinational squad will do what is necessary to protect freedom and all that.
The story is given very little reason to be; other than vaguely
shuffling you off to the next mission. The missions fall into four
varieties: Direct Action, Covert, Deadline, and Elite. Direct Action
is the basic type: you are given a series of objectives to complete
and then an evacuation zone to reach afterward. This mission type is
your stock-standard military shooter mission. They are fun,
engaging, and, best of all, enjoyable. Elite missions are Direct
Action missions, but with the twist that you do not regenerate
health. The only health pickups come after completing objectives,
and there are no checkpoints. Failure at the end means doing the
whole mission over again. Thankfully, these are the only missions
without checkpoints. Covert missions are based on stealth, so being
seen ends the mission immediately. Finally, the least fun of the
mission types, Deadline missions are Direct Actions with a strict
time limit. I get the realism part of these. If a double agent is
being tortured, a swift rescue is better than a stealthy one, but the
time limits can be brutal. The time also doesn't stop when you
complete the mission, only when you reach the evacuation zone, so it
can be frustrating to be set back to a checkpoint mere yards from
ending the mission. The Deadline missions are best done in co-op,
where you can revive each other, or split up and maximize time in
completing objectives. In a bright spot, after beating a mission,
you unlock a “dynamic” version of it. This will mix up and
randomize the objectives so you can replay the mission multiple times
and it will be different every time. Another brilliant addition is
the “Daily Challenge” mission. This mission is a random
objective mission that players can play and compete on a global
leader board for the best score. The fact that this mission updates
every 24 hours ensures that fans of the game will always have a
reason to pop the game in and play for a bit.
Stealth works, but it's better to run-and-gun |
Outside
of the 36 standard missions, there are High Value Target missions
that are like boss levels. These unlock with stars earned on the
regular missions, and act like long, difficult Direct Action
missions. There are no checkpoints during these, and enemies are
numerous, but you do have your regenerating health. Once you fight
through a majority of the map, you'll find your target hiding toward
the end. Kill them, snag a Silver trophy and move into the room
beyond them to end the mission. These are surprisingly fun,
especially when you can have a running firefight through most of the
level. Though you can die easily, these missions really feel intense
and frantic. My favorite one saw me fighting in a town square to
start, which then lead to an alleyway battle that transitioned into a
slow and deadly fight amongst market stalls before I stormed a large
residence and found my target in the basement surrounded by four
shotgun wielding bodyguards. I got him from around the corner and
eliminated his guards shortly after with a grenade before walking out
of the building like the badass I felt like. While these missions
can get tedious (no checkpoints means redoing all the fights every
time you die), they are where the game shines brightest.
Co-Op adds life to the game for sure |
The missions are in easy to play chunks, too. Even the missions
marked as “Long” will only take about 10 minutes. Some of the
“Short” missions were under a minute in length. Zipper really
embraced the portability draw of the game by having the story being
superfluous and the missions being short and sweet. This is a strong
point of game: it's playable in small doses so that it doesn't get
stale in short bursts. While the dynamic missions and Daily
Challenge will offer loads of replay value, it doesn't do much to
make the game that much better. The High Value Target missions are
about 15 minutes each, and much longer since you will likely die a
few times. Nothing ever seems to drag on too long in this game, and
that's a good thing.
The game plays very well. Getting into and out of cover is generally
solid, with the few times it doesn't work being more a position fluke
than an issue with the game. Aiming is swift and feels spot on. A
simple press on the front screen will bring up the scope; pressing
the icon again will bring you back to shooting from the hip. I found
this system really great and only troublesome when I blundered into a
patrol and wanted to “spray and pray” but was aiming down the
sight instead. Some of the best controls come from the “interaction”
moments like completing objectives, hacking doors or disarming
explosives. The button for these appears at the center of the touch
screen, but also along the side. This feels very natural and is a
logical expansion from the buttons. It never feels silly to tap the
screen. Zipper did a wonderful job on making the controls feel solid
and accessible. Enemies have multiple hit zones, and head shots are
fatal on every enemy, even the “boss” characters. While you are
out shooting, health regenerates swiftly if you avoid damage (unless
you are doing an Elite mission), but your characters are weak. Even
the hearty “tanks” can only take a few rounds in quick succession
before dying. Each of the guns have their own feel, and I loved that
each weapon feels powerful. Players will probably find their
preferred operatives and use them, regardless of the mission
suggestions.
Pick your favorite operative and as they level, they get better equipment |
The crux of the game is the scoring system. This lends to an
“arcade” feel to the action. Stringing together a series of
kills of varied methods leads to a larger score bonus and a higher
ranking on the leader boards. This felt at odds with how I played
sometimes. When I was slow, methodical, and thorough, I was
penalized for my “time” score. When I ran in guns blazing, I
tended to score higher and I usually got the massive “Kill 'Em All”
bonus because I drew enemies to me. While you don't have to pay
attention to the score, the only way to unlock the High Value Target
missions is to score well and earn more stars. I found myself
playing the game my way just for fun, but since I could not unlock
levels without scoring better, I went back and did the tried and true
“Rambo” runs. I wish the game allowed for multiple play styles
to be rewarded. It really does favor the all out action runs, with
Covert missions being the exception.
The operatives are all varied and have different weapon loadouts.
Each has special skills, too. Some are able to see explosives on the
mini map, while others can see trip-wires or cameras. Each of the
six operatives are viable for every mission, it just depends on your
playing style. Personally, I favored the machine gunners over the
shotgun toting guys. The sniper was fun on some missions, but the
lack of a silencer on the weapon (a later attachment) meant that I
had one shot and then had to run. I did enjoy each of the
operatives, and the variety there allows for multiple styles to be
viable.
Death for that guy out in the open in 3...2...1... |
The enemy AI is a source of consternation. Getting into a firefight
is harrowing and thrilling. Enemies intelligently flank; they
provide suppressing fire as their shotgun units move up; grenades are
instant kills and are thrown sparingly in tight quarters. However,
outside of the direct fights sometimes the AI is just dumb. A guard
may find the body of his friend and go on alert, but a few seconds
later he is back on patrol as if nothing happened. This also happens
if you shoot at guards and then vacate the area silently. I loved
that the guards (usually) didn't focus in on my location, and moving
stealthily away meant that I could flank them easily. However, some
missions became walks in the park by exploiting the enemy returning
to their patrols predictably. I could hunt them down one by one
without really worrying because if I hid long enough, they would go
away.
This might end poorly for the operative. Most are not bullet sponges. |
The objectives are varied in theory, but in practice are all the
same. While visiting the hotel to bug a conference room is
technically different from grabbing the intel housed in the same
room, both involve the same action: walking up the the interactive
portion of the room and pressing a button. It's the same when you
are tasked with rescuing a hostage or killing a specific character:
you enter the room, kill all the baddies and then leave. It's not
bad, but it's dull. The game very quickly runs through most of it's
bag of tricks, so the later missions feel like more of the same. The
only differences become things like “Destroy the helicopter” or
“Destroy the arms shipment on the helipad”. You are doing the
same thing in the same place, but the narrative is different (“He
won't be flying out of here, now,” versus “Good work, those
weapons won't fall into the wrong hands now”). This is especially
noticeable when you are doing dynamic missions to level up the
operatives. Having done dynamic missions at the hotel several times
means that the even the planned (read: normal story) missions there
have a “been there, done that” feel.
The AI and objective problems would not be terrible if the locations
were varied, but those too are recycled often. There are only six or so different maps that are used for the missions. You will be
blocked off from different parts of the level, but you are still
treading the same halls and rooms. The locations of traps will be
swapped, or added, but this does nothing to make the maps feel vastly
different. Tragically, most missions will send you through the same
areas to the same rooms to do the same things. It causes the game to
lose steam too quickly, especially in longer play sessions. While
the main missions are well thought out and fun, the dynamic versions
suffer from the “randomness” of the objectives. It's the same
with the Daily Challenge. The enemies are not placed as
thoughtfully, and the objectives do not feel as well thought out, so
the missions (dynamic and Daily) feel awkward. So while there is a
lot of replay value in theory, it doesn't work out as well in
practice. Though short busts keep the game fresh, extended sessions
exacerbate the problems. I found that this carried over into later
sessions and I felt less enchanted as I played further along.
One thing that I found interesting is that the only form of competition is the leaderboard. The co-op options makes some missions better (or easier), but there is a lack of competitive multiplayer. I suppose that this is a strange lapse by Zipper. The game seems set up for competitive deathmatches, yet they are absent entirely. It's not the end of the world, but it does seem like an odd omission that could have extended the life of the game.
One thing that I found interesting is that the only form of competition is the leaderboard. The co-op options makes some missions better (or easier), but there is a lack of competitive multiplayer. I suppose that this is a strange lapse by Zipper. The game seems set up for competitive deathmatches, yet they are absent entirely. It's not the end of the world, but it does seem like an odd omission that could have extended the life of the game.
The intrepid Unit 13 gathers for a collective fist pound |
Overall, this game comes across as a lot of good ideas on paper that
in practice don't make for an enticing game. The illusion of varied
objectives, missions, and mission types quickly fade away as
environments are repeated, objectives become repetitive and the
mission types become chores (especially Deadline missions). The
scoring system and stars used to unlock the High Value Target
missions means replaying the same missions until you get it right.
And that “right” is usually a swift run-and-gun approach. The
fun and tension that comes from taking out the High Value Targets
isn't quite enough to save this game. I will say that I enjoyed
playing it for a while, but as I got further in, the repetition
became too much. When things got boring and I tired of seeing the
same locations and doing the same objectives, I wished for a stronger
narrative. I suspect that co-op will extend the life of the game
quite a bit, but once both parties tire of the same old missions,
there isn't much else on offer. Zipper built the frame of a
fantastic game, but never bothered to flesh out the insides.
Instead, we have a game that appears sound and interesting, but lacks
the soul to make it great.
Score:
6 out of 10
Bottom
Line:
This is a top-quality military shooter that is hamstrung by being
more framework than soul
Check
it out if you like:
SOCOM,
Ghost Recon,
Splinter Cell,
cover-based shooters, military shooters
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