According to one of the great universal laws, the existence of which is kept hidden from many but recognized by all, the games of the past sooner or later arrive on the Nintendo Switch. There are some exceptions, it is true, but when it comes to indie, independent productions, and minor titles the application of this law is practically obvious: that happens again these days with Unit 4, a 2D platformer old-school as coloured as infamous. Someone of you will remember with a smile (the best, probably): two years ago, he arrived on next generation consoles and on the PC. Time passes but the former glory remains: the team of the Gamera interactive (remember, it’s Italian) has prepared a nice porting on Nintendo Switch. We tried it for you, and then we propose its review.
The plot and gameplayUnit 4 is the same game two years ago, if you have time for a comparative investigation you might also consider going to fish out the review of Unit 4 for the Xbox One to the care of the good old Spotti. The main novelty with which it arrives on the Nintendo Switches are purely technical, designed to take advantage of a duty (when possible) the peculiarities of the console of the hybrid to the Home of the Kyoto protocol: for example, from the point of view of the system of vibration, the HD Rumble, the redisposizione of the game commands, and so on. There is also the content Unit 4 Clash of Agents already included in the package, as previously had been logically distributed in the part after the official release. The plot of Unit 4 is about as functional as can be with the introduction of the true heart and backbone of the production, and that is the gameplay: there is a group of four heroes in the space that needs to retrieve a certain object that has been stolen by a certain evil, because, yes.
It is not important who the bad, or those who are heroes: it is important that the paladins of the good in question are exactly four, and that each of them has his weapon/ability characteristics, because this has a great impact on the functioning of the game itself. Everything you need to know about Unit 4, especially from the point of view of his curious in-game controls, you will be explained by practical, rapid and effective initial tutorial. Gamera Interactive has made probably one of tutorial the most effective of the past few years, with a difficulty level: incremental, clear, logical, and above all, that allows the player to be immediately aware of what will be waiting for you shortly; that is to say, a carnage. On the aspect of the difficulty of Unit 4 will be back a little later: going back to the heroes, each of them has a color and a particular skill.
The hero, blue is the most agile of all, and the only one to have the double-jump; the hero red is strong and slow, but it can take the loading with the shoulder to nearby enemies (as well as move crates giant); the green hero has a grappling gun, and a grappling hook always goes back to profit in the space, no?; finally, the yellow hero is the wise-sensei was able to become invisible and to extend the jump with a kind of glide in slow motion. How could recite the caption of some of the blockbuster four-money, “individually they are weak, but together were strong”. And this is perhaps the main merit of Unit 4: the level of difficulty suitable for probably the types are very different players. We are going to explain you the reasons.
The multiplayer game modes and difficultiesUnit 4 is a platform game 2D old-school, extremely brutal and punishing if played alone. The single player takes control of one of the heroes and tackle the levels (developed horizontally) starting from the beginning, facing a series of enemies, obstacles, and platforms, collecting items, and collectibles, then on opening of a road to get to the goal. There are checkpoints placed at strategic points, often really bad; there are so many coins to collect, which later will serve to enhance and customize their own base of operations (a spaceship); there are many enemies, big and small, that the slightest contact will eliminate the protagonist, forcing him to start over from the beginning (or from the last checkpoint). Now, when you are by yourself Unit 4 lets you swap your hero in an instant with one of the other three remained on the bench.
For example, after a series of jumps made with the hero blue maybe you can find yourself facing a cash impossible to move: at this point you change on the fly with the hero in red and tossed away. Imagine, however, a situation in which screen there are so many enemies, and you need to really calculate to the millimeter each and every move of the protagonist, as well as the times of exchange between a hero and the other to remain coordinated. A second more would bring down the green hero in a ravine before he had time to swap it with the one yellow able to levitate; a level design and progression trial-and-error does not simplify things.
Here, then, is that the multiplayer mode in the local becomes almost a necessity for the less good, while also getting to see the credits of the production. It is undeniable, among other things, that the four players Unit 4 give the best of themselves: every single present can hold a controller (or a Joy-With), and impersonating a specific hero, so that all together we will co-ordinate up to the end of the level. In either case, the experience is equally rewarding, and the level of challenge is interesting: there are only a few levels, the enemies and situations with an undertone of Unit 4. And if you are a lover of pixel art, probably you won’t even notice small smudges occasionally.