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Review of Unsighted on Nintendo Switch

by Jay Aborro Jay Aborro photo Sep 2021
Cover image of Unsighted on Switch
Gamefings Score: 8.5/10
Platform: Switch Switch logo
Released: 30 Sep 2021
Genre: Metroidvania, Adventure
Developer: Studio Pixel Punk
Publisher: Humble Games

Introduction

Studio Pixel Punk's Unsighted arrives with the solemn confidence of an indie debut that has read its classics and then quietly rewritten the margins. Picture a Metroidvania that remembers The Legend of Zelda's dungeon-minded structure and Metroid's exploratory swagger, but straps a literal clock to the chest of every character in Arcadia. You play Alma, an amnesiac automaton waking in the wreck of a lab to discover that time-measured in the scarce resource anima-is draining from the world like paint from an old arcade marquee. That conceit, a pervasive countdown for every NPC as well as the player, transforms ordinary traversal into moral calculus and simple errands into heartbreakingly timed triage. If you want your games to treat attachment like a finite resource, Unsighted delivers with a steady, sometimes cruel hand.

Gameplay

At the heart of Unsighted is a single mechanical idea so elegant it feels inevitable in hindsight: everything has a time limit. When that counter hits zero, a character becomes "unsighted" and disappears permanently. Meteor dust-found in the world and used to grant 24 in-game hours to a character-becomes the currency not of power-ups but of life. The developer's insistence that meteor dust is finite forces decisions that are more ethical than tactical: do you save an NPC who runs a shop and improves your crafting options, or do you bank that hour for yourself to push deeper into a dungeon? Those choices are the game's sharpened teeth, and they bite in a way that will leave your thumb hovering over the inventory like a guilty juror. Unsurprisingly, there is an accessibility dial. Explorer Mode disables the time limits entirely, turning Unsighted into a classic Metroidvania romp with all the exploration and none of the ethical pressure. The presence of this option feels like a 21st-century concession to player comfort, and it was implemented for a reason: during development, the team adjusted the design under the strain of a global pandemic and deliberately added ways to make the game less stressful. You can respect the integrity of the main mode and still appreciate the empathy of the design choice. The map of Arcadia is a tidy lattice of interconnected rooms and themed dungeons, five of which hold meteor shards that drive the main goal. Navigation relies on platforming, a grappling hook and a steady expansion of mobility tools. Terminals scattered around act as save points, fast travel nodes and upgrade kiosks-classic Metroidvania scaffolding that keeps the backtracking honest and the pacing measured. Currency (bolts) and crafting components populate the world and fuel an itemization loop: merchants swap bolts for parts, blueprints teach you potions and chips, and chips deliver permanent stat changes. The crafting and upgrade systems are serviceable and give players choices about builds without ever feeling like an RPG in disguise. Combat is the other major pillar. Alma wields a weapon in each hand, allowing for a blend of melee and ranged loadouts, and the combat system rewards timing. A stamina bar governs actions, and successful attacks fill a combo meter that multiplies damage; parrying is risky but deliciously rewarding, and guns carry limited ammo, which turns a switched-to-rifle into a tactical commitment rather than a spam button. Health restoration is handled with syringes that refill upon successful attacks or parries, cleverly knitting offense and survivability into the same loop. The boss encounters are satisfying puzzles of rhythm and pattern recognition-punishing but fair, and built around the game's combo and parry mechanics. There are a few rough edges. Some reviewers and players have noted occasional control quirks and a menu system that makes swapping weapons and tools more fiddly than it ought to be, especially on the Switch's more cramped interface. Platforming sometimes suffers from an optical ambiguity: walls, ledges and drops can be visually ambiguous, making precise jumps a little more trial-and-error than intended. Those gripes never overturn the experience, but they do introduce moments of friction that woke this reviewer up at two in the morning cursing tile readability like an old-school magazine grader. For completionists and cooperative types, Unsighted offers Dungeon Raid and Boss Rush modes. Dungeon Raid serves up procedurally generated pockets of combat, testing survival skills, while Boss Rush hands you all upgrades and asks how many major encounters you can string together. These modes add replay value beyond the tightly scripted weight of the main campaign and are welcome because the emotional toll of the main mode makes multiple playthroughs feel like a necessary, rather than optional, undertaking. Underlying all of this is a design philosophy that prizes meaningful decision-making. The time mechanic is not a gimmick-it's a narrative engine. It encourages attachment to the world and makes consequences visible in a way most games only talk about in press releases. That emotional currency elevates Unsighted beyond a tidy 2D action-adventure and into something more memorable.

Graphics

Visually, Unsighted is a paean to pixel art without sounding like a museum exhibit. The teams' backgrounds-Fernanda Dias and Tiani Pixel-are evident in the lovingly crafted sprites and layered backgrounds. Arcadia is a colorful patchwork of districts, each dungeon boasting its own thematic identity. The pixel work is detailed, the animation crisp, and the environmental tiles are stitched together in a way that rewards exploration: look twice and you find a hidden path or an overlooked merchant. Critics have lauded the game's environments as "gorgeous" and "meticulously interconnected," and that praise is deserved. On the Switch the palette retains its punch and the frame-rate is steady; however, the camera and art direction sometimes conspire against the platforming. As noted earlier, certain platform edges and depth cues can be hard to read-an occupational hazard for isometric-leaning pixel art-and this is compounded when the game asks you to make a crucial leap while a ticker in the corner reminds you your companion only has hours left. Still, for a debut the visual package is remarkably mature. The spritework and level design do the heavy lifting in service of the story, and the aesthetic choices-retro enough to please nostalgia, modern enough to avoid pastiche-help the game's darker themes land with surprising grace.

Conclusion

If you grew up flipping through gaming magazines in the 1990s and still remember the thrill of discovering a new dungeon, Unsighted will feel both familiar and uncomfortably grown-up. It borrows the best parts of Metroid and Zelda and then applies a moral chronometer to the whole affair. There is real emotional weight to the finite meteor dust economy, and the game forces you to reckon with that weight more than once. Combat is sharp, the world is beautiful, and the developers' decision to include an Explorer Mode is both generous and pragmatic. Platforming readability and occasional menu fiddliness hold it back from flawless execution, but these are blemishes on an otherwise compelling title. This is a game that asks to be played deliberately. Take Explorer Mode if you want exploration without the existential paperwork; lean into the time limits if you want a game that will make you feel like a small-time deity with terrible scheduling skills. Unsighted is a brave, thoughtful debut that earns its accolades and deserves a place on the Switch if you prize games that make you choose who gets to keep ticking. Consider it recommended-preferably before the clock runs out.

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