Played on PC
Reflector Entertainment announced Unknown 9 as a media universe that would include books, comics and even movies. One of the projects was the game Awakening. It would seem that such an initiative would require a decent budget. But already from the first gameplay video it became clear that Bandai Namco limited itself to modest investments. This is clearly not a blockbuster, and the project barely reaches the so-called AA level. On the other hand, the world described was intriguing, and the gameplay features sounded interesting in words. The idea really has potential, but I admit right away that it was not realized.
⇡#Not clear, but very interesting
The authors said in an interview that they spent a long time poring over the Unknown 9 universe, describing thousands of years of history in their world. More precisely, that part of our world that is hidden from most ordinary people. However, Awakening itself makes do with general features. According to mythology, life on Earth exists in cycles. As soon as a civilization rises, for some unknown reason it collapses and is lost in history, and humanity starts from scratch.
The game takes place at the beginning of the 20th century. We get to play the role of a young girl, Haruna. She is a quaestor. This is the name given to people who are able to interact with the Fold, a shadow dimension where space and time behave completely differently. However, the most valuable thing about her is her energy. In the first half hour, the game is filled with terms, introducing you to the rules of its universe. It feels somehow hasty and artificial. It’s as if the developers want to boast: “Look how many things we came up with!” As a result, the opposite effect is observed – instead of intrigue, irritation occurs. Although the overall picture is interesting.
Unknown 9: Awakening manages to create a unique atmosphere. The emphasis on adventure in exotic locales and the time period are reminiscent of Indiana Jones, but with a greater focus on mysticism and fantasy, and with hints of steampunk. It’s a pity that the atmosphere cannot be reinforced with convincing visuals. The landscapes look digestible, but the quality of the models and effects leaves much to be desired. Why they cast Anya Chalotra for the role of Haruna is not very clear. The faces of the characters do not convey emotions at all; one can be content with simple lip synchronization with speech. And the voices sound dry, not adding life to the characters.
All the characters remain within the boring templates. A strong woman with childhood trauma, a wise mentor (two at once) and other archetypes ultimately form a motley, but completely faceless team. Most of the characters that we meet during the passage will throw out a few phrases and appear only in a couple of scenes. Recognizable types are not bad in themselves, if you use them skillfully and add some zest. Unfortunately, the writers of Awakening failed to achieve this. Only the antagonist stands out slightly against this background. His image is brighter than the others (literally), and his motivation is a little more complicated than the banal “because he’s evil.” But reading about the world in the heroine’s diary is still more interesting than following the adventures of Haruna and company.
⇡#Strength of mind versus muscles
In terms of structure, Unknown 9: Awakening is a good old-fashioned adventure with linear level design. Yes, we can say that this approach is outdated, and the game seems to be designed for the PlayStation 3 and Xbox 360 generation. But for me this is rather a plus – the dominance of open worlds is pretty tired. The plot takes us through the jungle and deserts, we visit the ruins of an ancient civilization, the luxurious castle of the villain and a crowded city in India. The path is always obvious, and in rare branches from the main corridor only collectibles and points for leveling up are hidden.
Unfortunately, the moving process itself is quite boring. Jogging is diluted with elementary platform sections. Sometimes there are obstacles that can be overcome with the press of one button. Knocking down a tree as a makeshift bridge or smashing masonry with your mind is no problem for Haruna. And very rarely do you encounter puzzles along the way. Here, of course, it will require more effort than pressing a button, but it was possible to come up with more interesting variations on the “connect the dots with lines” theme.
Sooner or later, the corridor will lead us to an arena with enemies. Luckily, the game offers a lot more variety in terms of combat. First, Haruna can deliver a powerful slap or a two-hit combo. Secondly, the questor’s abilities, which allow him to throw back or attract enemies to himself, greatly help. Telekinesis tricks allow you to conveniently close distances or send opponents into the abyss. And the interaction with the environment is at a decent level: as a rule, the arenas are filled with all sorts of exploding barrels, electrical panels and gas cylinders, just waiting for the next villainous henchman to fly into them.
Another important skill is mind control. Haruna can possess opponents, giving you the ability to wreak havoc on the battlefield. Each type of enemy has its own capabilities, which are useful to use against their own comrades. Marksmen obviously use small arms for their intended purpose, thugs powerfully hit the area, spearmen make a piercing lunge with an electrified blade, and so on.
All abilities are unlocked as you progress, but to develop them you need to spend skill points. The only way to earn them is to find them in the levels. You will not be awarded any experience for battles. Therefore, it is not necessary to participate in them. Sometimes you can bypass enemies without raising an alarm. Stealth works according to classic patterns: we hide from the eyes of enemies behind boxes and in the grass, move on our haunches, come in from the rear and stun. And even if you are in a fighting mood, it is better to get rid of a couple of soldiers unnoticed before an open fight. Haruna, although an extraordinary quaestor, can hardly withstand five opponents at the same time.
Unknown 9: Awakening offers enough tools to make the battles varied. There are also the usual strikes with dodging and blocking (and, of course, parrying). Magical abilities and an interactive environment provide room for improvisation. I’m glad that the game does not copy mechanics from popular projects, but goes its own way.
But the originality lacks polish. The animations are simple, if not wooden. The impacts are barely felt, and the reaction of the character models to the explosion makes you smile. Artificial intelligence may occasionally freeze, ceasing to provide any resistance. Lack of polish is a problem in almost every part of the game. The narrative lacks emotion and memorable characters, and the project is too sloppy and visually poor for a spectacular adventure.
* * *
It’s unclear why they announced the start of an incredible franchise if there was barely enough money for a mid-budget adventure. Judging by the lukewarm reviews and very cold reception from players, the story of Unknown 9, which includes a couple of books, a comic and a new web series, will end with Awakening – a sad irony for such a title.
Advantages:
- The intriguing universe mixes fantasy, Indian motifs and steampunk;
- A good old adventure without the intrusive open world, stamina system and hardcore parries;
- The combat system feels fresh and can be fun.
Disadvantages:
- Boring and patterned heroes;
- Linear corridors are devoid of bright episodes and offer monotonous running from arena to arena;
- Interesting mechanics, but many practical rough edges prevent them from being revealed.
Graphic arts
One of the least impressive uses of the Unreal Engine.
Sound
The music and sound are so faded that it is impossible to remember how the game even sounded, or even if it sounded.
Single player game
The linear adventure tries to walk the line between action and stealth, but doesn’t really succeed at either.
Estimated time of completion
10-12 hours – if you are interested in how this story ends.
Collective game
Not foreseen.
General impression
The scale of the idea clearly does not correspond to the real capabilities of the creators.
Rating: 5.5 / 10
More about grading system
Video: