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Review of UnMetal on Nintendo Switch

by Max Rathon Max Rathon photo Sep 2021
Cover image of UnMetal on Switch
Gamefings Score: 8.5/10
Platform: Switch Switch logo
Released: 28 Sep 2021
Genre: Action-adventure / Stealth / Comedy
Developer: Francisco Téllez de Meneses (UnEpic Games)
Publisher: Versus Evil (digital consoles; Eastasiasoft for PS Vita physical)

Introduction

UnMetal arrives on Switch wearing a fake mustache and a bandana, waving a clipboard full of genre checkboxes while telling you a story that may or may not have happened. At its core it is a compact, 2D top-down stealth-action game with a designer's obsession for mechanical clarity: detection cones, inventory limits, non-lethal systems, stateful AI search behavior, and a leveling-perk tree that actually matters. The game is also an affectionate, often absurd parody of Metal Gear and Kojima-style melodrama - which gives the whole package a running gag that doubles as a gameplay lever. If you buy UnMetal for the jokes alone you'll get a lot out of it. If you buy it because you like tight systemic stealth that punishes sloppy play and rewards planning, you'll get that too.

Gameplay

UnMetal is engineered as a screen-by-screen top-down stealth experience. Movement and sightlines are intentionally simple on the surface: guards patrol set routes, detection triggers an alarm state, and reinforcements arrive until you break line-of-sight and hide. The clarity here is a design win. Detection is binary enough to be readable, but the alarm state introduces layers - search vectors, callouts, and an integer-like ramp in enemy aggression - that force the player to consider not just where to move but when to commit. Hiding is mechanical rather than cinematic: you can carry unconscious bodies to conceal them, use cover, or leverage the environment to create distractions. The coin-toss distraction and object-hitting are small tools that scale very well when combined with the level geometry. Inventory and progression are more than window dressing. Fox carries a bounded inventory and can combine items to craft situational tools - for example, the documented plastic-barrel + wooden-pallet -> raft interaction is an explicit puzzle-logic instance where item composition is used to bridge traversal gaps. This shifts the moment-to-moment gameplay from pure sneaking to problem solving under stealth constraints. The right-side HUD provides persistent feedback on experience, health, and equipped items, which keeps the player informed without breaking immersion. Combat and weapon design skew non-lethal by default, but UnMetal intentionally mixes lethal toys into the pool (pistol, flamethrower, rocket launcher) and pairs them with a risk mechanic: if you incapacitate a human enemy with lethal force and fail to heal them before they bleed out, you receive a game over. That is a clever rule that enforces the game's moral stance mechanically and forces players to weigh ammo conservation, battlefield triage, and the availability of medkits or blood bags. Health is not a single slider: there's bleeding state that requires bandages to stop the immediate drain, medkits for gradual recovery, and blood bags for full replenishment. These layered systems create emergent triage scenarios that are tactically interesting and occasionally stressful. Enemies react to alarms and to player choices, and boss encounters sometimes lean into the unreliable narration gimmick: you elect story options that can directly alter an encounter's parameters (the tentacle example where choice changes tentacle counts or scale). That is more than a novelty; it embeds narrative uncertainty into difficulty tuning and forces players to treat the story choices as mechanical toggles with probabilistic payoff rather than pure flavor text. Level design is segmented - ten main levels with mini-genre detours - including a shoot 'em up-esque boat battle against a helicopter and a submersible sequence that channels arcade shooters. The fragmentation was flagged by some critics as making the game feel like a minigame collection, but it also keeps pacing tight across a roughly 10-hour runtime. Save design earns a wry mention: saves happen at urinals and from a consumable 'potty' item. This is a jokey UI choice with functional implications - save points are deliberate choices in a stealth game, and the potty-as-consumable creates portability but a one-time cost. Levelling uses experience points to unlock perks such as health regeneration or faster action, which lets players tune Fox to their preferred playstyle: sneaker, brawler, or item-juggler. Radios to colleagues supply hints and occasionally nudges, but the unreliable narrator theme means the hints are intentionally vague or deceptive. The net result is a game that feels designed to be readable, systemic, and cheekily adversarial.

Graphics

UnMetal presents itself with clean 2D pixel-art and readable UI affordances, optimized from the Vita build where the developer iterated on visuals before the wider ports. The top-down perspective prioritizes clarity: enemy cones, interactable objects, and environmental hazards are all visually distinct, which is crucial in a stealth game where false negatives (I thought I was hidden) are rage-inducing. The game doesn't attempt to push Switch hardware - there are no flashy shaders or dynamic lighting gimmicks - instead it focuses on stable frame honesty and readable animation frames for enemy telegraphs. That approach suits the gameplay: when detection windows are short and punishment is high, you want pixel-precise feedback rather than obfuscating post-processing. Some critics noted the presentation feels fragmented because levels episodically change genre and palette, but that's a deliberate tradeoff: visual variety supports mechanical variation and keeps the player from falling into rote behavior. On Switch the port is functionally faithful to the desktop builds; any platform-specific performance gripes reported in reviews tended to be about design pacing and difficulty spikes rather than framerate or technical instability.

Conclusion

UnMetal is a tight, mechanically literate stealth puzzle box wrapped in a parody costume. Its strengths are readability, the way its systems interact (bleeding + non-lethal ethos, item-crafting + traversal), and the risky-but-rewarding narrative-to-mechanics trick where Fox's storytelling choices can alter difficulty. Weaknesses are mostly design decisions that will grate on some players: a handful of trial-and-error sequences and maze segments that demand near-perfect runs, an occasionally opaque cover system, and a segmented level structure that may read as tonal fragmentation rather than variety. For Switch owners who like their stealth games with crisp rules, inventory puzzles, and a sense of humor that refuses to stop talking, UnMetal offers a compact and memorable experience. For players who want consistent mechanical tone and fewer 'you must fail to learn' checkpoints, there will be moments of frustration. The Metacritic consensus (around 85/100) and the game's careful mechanical craft justify an 8.5/10: smart, funny, and technically disciplined, with a couple of rough edges that are mostly personality-driven rather than engine-driven.

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