Aside from a few colorful characters, UNIST's overall story and characters are rather bland and boring. Add this on top of a very complex and convoluted plot makes for a rather boring venture. Thankfully the main focus for UNIST is it's combat, and that it certainly gives out in spades. With such a robust and familiar combat system mixed with interesting new mechanics, it rightful earned it's EVO spot.
Oh hell, it's actually good. The combat feels exceptionally snappy, and the sprite animation is above average for a 2D sprite based fighter. The characters themselves are pretty fun and I like that there are plenty of colors to unlock. I'd say that almost half the roster is tied for my favorite character.
The game has thing called "smart steer" wherein you can do a long combo simply by mashing weak attack. (A fighter that can be played as a beatemup, well I'll be damned!) The gameplay can seem a bit shallow but it's fun and makes for a unique experience. On default difficulty the AI can just be steamrolled. Turn up the difficulty however and the opponent is able to pull off seemingly neverending juggles and combos while you sit back and watch while your health bar deplete to zero. But there's a bit of strategy in trying not to get sucked into one of those and just finishing off the opponent first. A thinking man's beatemup.
乁( • ω •乁)
As with all fighters the game arbitrarily throws in a lot of fringe higher skill mechanics that are meant for god knows who. For instance there's a meter that I never use, each character has a signature attack that depletes some of it but never enough to prevent you from using said attack. Meaning that I'd actually be punished for deciding to utilize whatever is that meter's primary purpose. (I take delight in the irony.) I also have literally never used the X button in this game outside of any tutorials/challenges that required it. Don't know what it's for, don't care.
The game has thing called "smart steer" wherein you can do a long combo simply by mashing weak attack. (A fighter that can be played as a beatemup, well I'll be damned!) The gameplay can seem a bit shallow but it's fun and makes for a unique experience. On default difficulty the AI can just be steamrolled. Turn up the difficulty however and the opponent is able to pull off seemingly neverending juggles and combos while you sit back and watch while your health bar deplete to zero. But there's a bit of strategy in trying not to get sucked into one of those and just finishing off the opponent first. A thinking man's beatemup.
乁( • ω •乁)
As with all fighters the game arbitrarily throws in a lot of fringe higher skill mechanics that are meant for god knows who. For instance there's a meter that I never use, each character has a signature attack that depletes some of it but never enough to prevent you from using said attack. Meaning that I'd actually be punished for deciding to utilize whatever is that meter's primary purpose. (I take delight in the irony.) I also have literally never used the X button in this game outside of any tutorials/challenges that required it. Don't know what it's for, don't care.
The second actual fighting game that I also happened to only play the AMAZING training mode, Chronicle, and Arcade mode. It's super cool and light novel-ish and I LOVE IT. I remember being on a college trip in high school where I saw a couple of guys playing this game and I exploded in excitement, they were actually nice to let me play and I wish to do the same for others when I get to the point to be able to. This was my favorite fighting game only to be usurped by the bag of which this cast is apart of. Steam automatically updated it to Cl-r I just wanna go back to the barely changed Uni[st]. Good memories with this one :^) good ones..