Unepic is a Metroidvania, 2D dungeon crawler developed by Francisco Téllez de Meneses along with a modest list of collaborators. Originally released to PC in 2011 and later making its way onto Wii U, PSVITA, Mac OS, Linux, the well-received indie title now arrives PS4. Despite the name, Unepic quickly unfolds into an epic journey – twenty-five to thirty hours on a blind playthrough – packed with enjoyable geek culture references and set in a beautifully designed network of dungeons. It’s a remarkable game built upon return-to-roots mechanics and meticulous craftsmanship on the part of the developer and a worthy tribute to the joys of exploration and discovery found in the games of yore.
Dialogue is self-aware and littered with Star Wars, StarCraft, Dune, D&D references and more. The writing can get overly silly at times but decently serves to present the game’s light-hearted spirit. I would’ve prefered it if there’d been some more wholly original characters rather than some of the spoof characters: while Yoda-based “Yogurt” oracle did bring an initial chuckle, the concept of the parody wore out all too quickly. Overall, sci-fi and fantasy fans will find plenty of amusing referential humor but none that survives its first few chuckles.
Similarly, I never felt a dire need to grind for levels before tackling more difficult areas or enemies thanks to the really well-paced level design and exploration. The actual strategy required to navigate room and trap layouts is fair but can prove brutally challenging; I actually spent a good half-hour stuck on my very first trap maze. But that was part of the allure. The more difficult moments of Unepic were incredibly gratifying, delivering an exciting pay-off for preparation and practice. I wouldn’t be surprised if players attempted underpants-only speed runs, à la Dark Souls (sort of), as the game feels great in both short and long sessions.
Platforming makes up a decent portion of puzzles and is often required to avoid enemies or reach certain areas of each room. The actual execution of jumps plays differently from what I’m used to in platformers: directional commands have little influence once your character’s left the ground, whereas most platformers leaves players with fluid command of their character’s trajectory. In other words, you’ll need a running start to traverse any obstacles. It wasn’t easy to get used to and brought about my demise perhaps a couple dozen times before I finally got a handle on it. It isn’t necessarily bad; it’s just different and, in my case, a hurdle that needed surmounting.
There’s an incredible amount of meaningful exploration and content in Unepic. The map is threaded with paths that twist, turn, and finally interconnect in ingenious ways. A few dead ends in each area act are bold and deliberate, cradling either bits of story, vendor locations, quest items, or boss battles. Just like Ocarina, just like Bloodborne, I was initially overwhelmed by navigation in such an intricate dungeon map but quickly took to memorizing every crevice of every room without effort but simply playing the game. It’s that well-crafted.
From grimey dungeons to ant-infested mines to the guts of a volcano, all your typical dungeon-crawling environments are represented here. While the rife with secrets, quests, and surprises, the larger picture doesn’t have have many twists to it and is, in a way, generic; however, that isn’t to say it isn’t exciting. You’ll find your dragon boss by the lava, your worm in the mine, etc. All things we know. The journey does a great job of revitalizing what we’ve come to expect, not quite by innovation but by competence. That is to say, if developers had created a completely original story, rather than a humorous, referential one, Unepic would be just as great, if not better.
I never got around to playing any of Unepic’s previous versions so I was skeptical as to how well such a detailed inventory-oriented throwback would hold up when limited to the Dualshock 4. Luckily, thanks to some mildly intricate yet quick-to-learn hot-keys settings and great joystick adaptations, the overall experience plays great and without hassle. A somewhat cluttered HUD lays out all your custom hot-keys, quest info, and more along the bottom of the screen. While visually inelegant, it’s noticeably practical, particularly once you find yourself cycling through inventory.