Unknown 9: Awakening Review

Unknown 9: Awakening first came to my attention when I saw the trailer at Summer Games Fest while waiting for the New World: Aeternum announcement. It looked interesting, but I would come to find the buzz around the game was very negative.

Performing a stealth takedown in Unknown 9: Awakening.Because we live in the worst timeline, the overwhelming majority of this was people having meltdowns over the fact the protagonist is an Indian woman. But in amongst all the weirdos wetting their pants in terror over being reminded that brown people exist, there were some legitimate concerns about what seemed to be some fairly janky gameplay.

Overall, it seemed like the sort of ambitious yet messy double-A title that usually proves a commercial failure but which I often end up enjoying, and in the end, that’s more or less what it was.

Unknown 9: Awakening is a highly linear action game set in the early 20th century. You play as Haroona. Haroona is a quaestor, a kind of supernatural investigator who can access an alternate dimension known as the Fold. This grants her a variety of psychic and telekinetic powers that are crucial to both the story and the gameplay. Haroona finds herself caught up in a civil war between different factions of a secret society, and looming over it all is the legacy of the Unknown 9, a group of immortal once-humans who seek to halt the cycles of destruction that have dogged the human race since long before the history that we know.

Definitely there are problems with this game. My biggest disappointment with U9A was the story, despite a promising start. The voice acting is pretty solid, and I think the underlying backstory around the Unknown 9 and the cycles of history is very compelling. Fans of The Secret World will find much familiar here, though the horror and Lovecraftian elements aren’t as prominent.

Ancient statues of the Unknown 9 in Unknown 9: Awakening.However, the meat and potatoes of U9A’s plot are very tropey and predictable, and I found the ending quite eye-roll worthy. There seems to be a real trend in our media these days of trying to force big character moments without doing anything to justify them. Whatever happened to “show, don’t tell”?

There’s some other, small issues with the game as well. For one thing, I regularly encountered a bug where Haroona half-fell through the floor in cutscenes, leaving close-ups to only show the top of her head. This definitely has that janky AA feel I know and have learned to live with.

However, despite how it looked in the previews I did find the core gameplay quite a strength, and that carries the game despite its other flaws.

I was concerned going that the game was going to be very stealth-heavy, and it is, but I found it didn’t bother me. The stealth mechanics are quite forgiving, and you have a lot of fun tools to let you stay one step ahead of your foes, from on-demand invisibility to the ability to see through walls by “peeking” into the Fold.

Turning enemies against each other with the stepping mechanic in Unknown 9: Awakening.What really makes this game special, though, is the stepping mechanic. Haroona has the ability to “step into” enemies, briefly possessing them. When you step into someone, the game’s action temporarily freezes, allowing you a moment to think through your next action. You can only make one attack before stepping out of an enemy, but with careful planning, that can still be devastating.

Early on, I found myself pinned down by two ranged enemies on a ledge. One was standing next to an explosive canister, but the other was a safe distance away from it. I stepped into the farther one, made him stand next to the canister, and had him fire his gun at it. When my step ended, the resulting explosion took both enemies out in an instant.

It was incredibly satisfying, and that barely scratches the surface of what you can do by stepping into enemies, especially later in the game when you can possess multiple enemies in a single stepping sequence.

It adds a very interesting new dynamic to the game because every new enemy type you encounter is not just a new challenge to overcome, but also potentially a new weapon in your arsenal. There’s nothing quite like walking into a room full of elite late game enemies and thinking, “All right, showtime!”

The aftermath of stepping into multiple enemies in Unknown 9: Awakening.There’s lots of other cool things you can do, too, like telekinetically shoving enemies off ledges to their deaths, but in the majority of cases stepping is the best choice, in terms of both power level and fun factor.

My only major criticism on the gameplay front is that the boss fights are a total letdown. They’re simple 1v1 encounters where the stealth and stepping mechanics aren’t available, so you’re playing without most of your toolkit, and there’s nothing to do but very slowly chew your way through their massive health bars between spamming the dodge and heal buttons.

The good news is that there’s very few of these encounters in the game, but it is quite the unforced error. Why not simply include some respawning waves of mooks for you to step into? Why remove all the mechanics that make your game fun and unique during its most climactic moments?

I will also note that it is a fairly short game. It took me about thirteen hours to finish it, and I’m usually slower than most people. This didn’t bother me; I rather appreciate when games don’t overstay their welcome. But I know for some people it might make them think twice about buying.

An Indian town in Unknown 9: Awakening.Taken together, Unknown 9: Awakening is a game I would recommend, but I wouldn’t blame anyone for waiting until the next Steam sale to grab a copy. It’s got some very original and enjoyable game mechanics, but it also has some very significant stumbles.

Overall rating: 7/10 Worth the price of admission for the stepping mechanic alone.

I won’t factor it into my review, but one other thing I want to mention before I go is that the creators saw this game as helping to launch a vast multimedia franchise. Given its poor reception, that plan seems unlikely to continue, but there’s already a lot of tie-in material out there, including novels, comic books, an audio drama, and a web series.

I’m on the fence as to whether I want to check this stuff out. The premise of the setting is very good, so the potential is there, but the plot of the game itself was pretty weak, which doesn’t inspire optimism. The prospect of some actually good stories in this universe remains tempting, though.

WoW: Beyond Death

I’m currently knee deep in The War Within, but before it launched, I took a few weeks to catch up on what I’d missed in World of Warcraft by running through all the story content of Shadowlands (minus the raids, but I was able to get the jist of them from a combination of in-game resources and YouTube).

The Jailer in World of Warcraft: Shadowlands.I planned to do this entirely with my new Dark Iron Dwarf shaman, but due to some issues with Chromie Time too complex and confusing to get into here, I ended up exploring Shadowlands with a mix of her, my Tauren death knight, and my Worgen druid. Which mostly served to remind me why I don’t play druids more.

Before the Worldsoul Saga announcement, Shadowlands was almost what brought me back to the game. I thought the premise of delving into the afterlife was intriguingly different. Ultimately my distaste for the Pathfinder system and general feeling of being done with WoW kept me away, but my curiosity about it never entirely faded.

Of course, Shadowlands ultimately proved to be possibly the most hated expansion in WoW’s history, but my opinions are often outside of the mainstream, so I wanted to know if I’d agree with the hate or not.

Yes and no.

When it comes to game systems and reward structures, yes, Shadowlands deserved the hate. I dodged the worst of it by coming in after the fact and benefiting from quickly unlocked flying, a wealth of catch up mechanics, and the luxury of being able to mostly ignore its various borrowed power systems, but even so, it was a slog at times.

My Tauren death knight doing the Kyrian campaign in World of Warcraft.There’s a tonne of really cool cosmetic rewards you can get from Covenants, and the good news is you do get a lot of them for free just by doing the campaign and getting to max renown (that much at least is pretty much effortless at this point), but if you want anything more than that, it gets real bad real fast.

Everything costs anima, which is shockingly slow to acquire, and most things also cost another currency called grateful offerings, which is almost as hard to get. Thankfully I’m not a completionist and only wanted a tiny fraction of what was on offer, but even that took a few days of grinding. If I’d tried to get everything, it would have broken me.

There is a lot more I could say about all the ways Shadowlands went wrong on the gameplay front — Torghast alone deserves a mighty tongue-lashing — but it’s old news, and I don’t feel like beating a dead horse. Suffice it to say I was continually taken aback by the sheer amount of misery baked into every aspect of this expansion.

When it comes to the story, though, I’m not sure I agree with the scorn.

For one thing, it has one of the better leveling campaigns of any expansion. There’s a real sense of mystery, and it was the first time since Pandaria I felt like I was truly exploring the unknown (thankfully a vibe War Within has also delivered in spades). This is helped along by some amazing zone design; Bastion and Zereth Mortis especially are breathtakingly gorgeous.

Zereth Mortis in World of Warcraft.I’m a little lukewarm on the Jailer as a villain overall, but the concept of him using his eons of imprisonment to hijack and weaponize his own chains and binding enchantments is unbelievably badass, and the story should have put on a finer point on that.

There’s some side stories I liked, too. I love that Kael’thas finally got the redemption he has long deserved (narratively if not morally), and I love that Vol’jin finally got some respect.

Also Garrosh’s soul got erased from existence, so that’s nice.

I’m also going to drop a really hot take here: I like what they did with Sylvanas. I think the revelation of her splintered soul is a good way to square the circle of the hero she once was with the monster she became, without totally excusing the choices she made.

The criticisms of this story I’ve seen don’t hold a lot of water to me. A lot of people seem to think her turning on the Jailer came out of nowhere, but it’s pretty clear he simply lied to her about his plans, and she rebelled once she realized she’d been deceived. There’s no inconsistency there.

My Dark Iron Dwarf shaman in World of Warcraft.It’s certainly not perfect. I think her “redemption” (for lack of a better term as I don’t consider it a redemption arc in the traditional sense) was a bit rushed, but that’s hard to avoid given WoW’s game design isn’t well-suited to depicting deep character introspection. I also think they could have been clearer about what she thought the Jailer’s plan was and how it was supposed to be a positive (and what his actual plan was, for that matter). But by and large I think the story provides a satisfying resolution to her long and tortured history.

I find it a little fishy that the male villains and anti-heroes of Blizzard games always seem to be viewed with sympathy by the fanbase — even when it’s wildly undeserved, IE Arthas — but the female villains/anti-heroes mainly seem to be viewed as beyond forgiveness — even if they weren’t in control of themselves for their worst actions, IE Kerrigan.

I know it’s easy to wave off any criticism as some form of ‘ism these days, and I’m not saying this is true of everyone who’s critical of these stories or even necessarily a majority, but it does feel like there’s some degree of double standard at play here.

Ultimately, I think — and have thought for over a decade now — that Sylvanas has been so controversial for so long that people were going to be furious no matter what they did with her. This seems like as good a path as any.

There’s definitely lots of other rough edges, though I think their severity can be overstated. I don’t love the revelation that the Jailer (via the Nathrezim) was ostensibly behind almost everything that’s happened in the history of the setting, but it also doesn’t really change anything when you think about it. Even if the Nathrezim nudged events one way or the other, all the other characters’ actions were still their own. It’s more of a weird historical footnote than something that ruins all the lore to date.

I wasn’t initially happy with the retcon that Frostmourne was only stealing pieces of people’s souls instead of the whole thing, but on reflection having your soul ripped apart such that you are forever broken in this life and the next is actually even more horrifying, so I’m fine with it.

It is a very dense expansion narratively with a lot of new info being thrown at you at all times, and I think that could have made it hard to follow for a lot of people. I also think they laid the drama on too thick at times; hearing the Jailer described as a worse threat than the Burning Legion right off the bat was a definite eye-roll moment.

And the Covenant campaigns were a disappointment, being rambly and generally dull across the board. This is especially disappointing in the case of the Kyrian campaign, which had a very good premise in the conflict with the Forsworn but never really did it justice.

My Worgen druid frees the Runecarver in World of Warcraft.I think my biggest complaint is there’s no explanation of what happens to the Scourge now that there’s no Lich King. You know, the undefeatable undead army that must be kept contained for all time? I understand the pre-expansion event dealt with it a bit, but the expansion itself ignores it altogether, and I don’t think there’s any clear explanation of what the new status quo is. Bolvar’s sacrifice to keep the Scourge contained is one of my favourite moments in WoW’s story, so I’d really like some follow up here.

So I don’t think it’s one of the best expansion stories, but I also think it’s unfair to say it’s one of the worst. It feels pretty comfortably in the “okay, not great” category for me. It’s certainly far better than Dragonflight’s story, at least.