Unit 13 plays much like the SOCOM franchise. The camera stays directly behind the player character in third-person, or otherwise shifts to first person aim if the player selects the option to zoom in with guns that have the compatible attachments. Objectives can be completed in any order in each mission, with some missions allowing taking any approach to accomplish a goal (Direct Action) while others have certain conditions, such as requiring stealth. All missions can be played co-operatively, and each mission features an unlockable "Dynamic" Mode, which changes objectives and objective locations, enemy weapons and locations, to random values and points in the environment.


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This is it. This is THE 7/10 game.

The gunplay is SO FUCKING passable. The stealth mechanics HOLY SHIT THEY'RE fine. And that feeling of getting a headshot, DUDE it's SO GODDAMN adequate.

The game also does this thing where for 98% of the runtime, there's NO story whatsoever... BUT THEN IT ENDS ON A CLIFFHANGER. HOW YOU GONNA HAVE A CLIFFHANGER WHEN THERE'S NO CLIFF. OH NO THAT GUY MIGHT HAVE DIED? I have just one question... WHO THE FUCK IS HE

Even given that there isn't really much game to play here, I found this to be a fun and even addictive experience. I didn't realise this was more on the tactical side of shooters with a healthy dose of stealth and difficulty before I went in so I was pleasantly surprised to get my arse kicked on a few of the missions. You will see the same environments at least twice over, and then again in reverse another two times, and that's a genuine shame; Just a few more environments could've helped this feel fresh throughout.

The game handles nicely and the 'auto' aiming works just enough that you feel slick while you pull off fast headshots but not godlike as you likely won't survive a face off with 2 or more terrorists looking directly at you while you aren't in cover. Co-op is (was, given nobody is playing anymore) a welcome addition and the randomised dynamic missions are interesting enough to keep you playing just a little bit longer.

I guess the biggest plus for a title like this on handheld is that I would finish a mission and immediately want to jump into the next one and see if I could get 5 stars on it first try. I had just as good a time with a Vita exclusive like this as I did with Uncharted: Golden Abyss, which I hope is a testament to the gameplay.

I should note, I don't find it comfortable playing the Vita in any capacity without a third party case grip that emulates the feel of a traditional controller. I tried briefly to play without one and it just feels fiddly, particularly on a shooter like this.

I started this way back in 2016. It's actually a competent little handheld shooter. The gameplay is pretty fast and fluid, with aim assist allowing you to headshot like crazy.

The only issue is there isn't much game here. It's an arcade shoot 'em up, with what amounts to a level select screen with various objectives. Most missions take 3 - 5 minutes. The enemies are generic terrorists and the levels are drab and unmemorable.

I get that Playstation Studios were trying to churn out Vita exclusives in the early days. But this was not a good riff on SOCOM.

I've never gotten more than like a third of the way through cause the repetition gets to be a bit much but it's like an... ok tactical shooter. Totally fine for a launch game that's good to kill time on breaks

game does feel cheap but it's generally very challenging and makes you think about your movements for a rewarding experience rather than just go by unscathed and not plan at all.