In a dark, long-forgotten system of caves off the Turkish coast, a small hit squad of hired goons is about to die. An impulsive mission to recover an ancient artifact from an even older tomb has ended in disaster as a young woman’s position was given away and her escape route blocked by men armed with guns and poisoned idealism. From the shadows, she projects herself through the ethereal realm and begins to pull the strings; she positions one goon’s rifle to fire at the head of another, guides yet another’s electric baton to slam into the ground next to a flammable canister, and calmly walks the remaining attacker into the soon to be explosion. She is pulled back to her body just in time to watch the chaos erupt as the world turns in her favour while she watches on, unseen and unknown.
This is Unknown 9: Awakening at its best– a tightly constructed set of tools and a linear sandbox in which to deploy them, when the game clicks into place, you feel like a minor God. What developer Reflector Entertainment build around these tools is the quintessential AA gaming experience, for mostly better and only rarely worse.
Unknown 9 seeks to somewhat invert the typical narrative bones of the action-adventure genre by placing us in the shoes of Haroona, a young Indian woman thrown headfirst into a sprawling world of magical intrigue and existential doom. Actively avoiding, and sometimes even interrogating, the staple of “affable bearded white dude blasts through South Asian culture”, Unknown 9 instead uses Haroona’s heritage and characterisation to ground us more thoroughly in these places and cultures, lifting heavily from aesthetics, architecture, and even leading actor Anya Chalotra’s own cultural heritage.
It’s a successful gambit, the game’s clear appreciation for Indian culture a driving force behind its cast of (relatively) likeable side characters and vibrant litany of levels. It has become disconcertingly easy to dismiss games of this budget and calibre as cheaper imitations of what the AAA space can do, a shortsighted way of engaging with works like Unknown 9. You won’t see the best texture work in the business here but thanks to a killer art direction that feels of a piece with the best action-adventure romps, and smart use of pre-baked lighting and tight-level design, the world of Unknown 9 feels richly sweet.
And while this cultural inversion lends the game an undeniable uniqueness in the market, its structure adheres much more closely to trends established well over a decade ago in the genre. This will be a make-or-break point for many, as while the likes of Uncharted have largely been able to paper over their mechanical status quo (stagnation if you’re feeling spicy) with breathtaking visual fidelity, Unknown 9 lands firmly in the AA development sphere, leaning more into art direction and vibes than outright AAA quality. In turn, its reliance on the usual flow of stealth in tall grass, clambering up rock textures and vines, crawling between cracks, and a light and heavy combat loop is laid far more bare. Unknown 9 is effectively a 360 game, then, and that kinda rules.
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The linear narrative action-adventure path is as you might expect with that in mind; Haroona will scramble through just over a dozen chapters, chasing the bad guys around the world and uncovering the secrets of the Unknown 9 in a fairly breezy, pleasant fashion. Many of the game’s major beats you’ll see coming a mile off but Chalotra’s performance is incredibly charming and keeps the central throughline of a young woman coming to terms with a cruel world firmly in hand even as the backend of the game swings into melodrama. The quasi-fictionalised India and surrounding global situation is genuinely compelling though as the game paints a portrait of a people who are actively aware of their impending demise as part of a cyclical destruction that ravages society every X number of years.
The fallout of this awareness is the forming of the titular Unknown 9, a cabal of immortal beings who seek to stop the cogs of time from churning in an effort that you just know can only end well. The niceties of this set-up are littered throughout dozens of collectibles and notes (Unknown 9 is itself part of a larger transmedia push including books, comics, and audio dramas) but the immediate effect is Haroona’s ability to use Am (magic) and the Fold (a kind of spirit realm) to interact with the game world.
Unknown 9 is equal parts stealth and action game, lifting the fundamentals of each but remixing them brilliantly with Umbric Abilities, skills that Haroona uses Am for. The biggest, and best, of them is the Step, granting Haroona the ability to astral project into the body of most enemies and pilot them around in suspended time, unleashing attacks or positioning them in front of environmental hazards before jumping into the next or recalling back to her body to set her choices in motion.
Over the course of Unknown 9’s approximately 15-hour campaign, this never gets old. This is partly due to the game’s escalating scenario design in which the Ascendents continue to trot out more elaborate anti-Step machinery and cartoonishly over-designed big boys to deal with (one late-game enemy feels like someone ran Indiana Jones through an Evil Within filter and I clapped). It also helps that Haroona’s skill trees (stealth, Umbral, and combat) are packed full of expressive and fun mechanics that you’re free to chain together in any way you see fit. That cave encounter I mentioned earlier later saw me go loud with abandon, using a shield to parry bullets before double dodging to close the gap and Umbral push a soldier off a cliff while forcing my Am spirit out of my body to punch another in the face.
Combat sits comfortably in the Arkham tradition of light/heavy, dodge, and parry to build up a stagger meter before delivering a final blow, but it can veer a little sloppy. The camera lock-on in particular fights you at every turn and as the game ramps up enemy numbers, it can begin to feel frustrating keeping track of powerful foes while managing your Am and health. These poorly balanced instances drag on an otherwise solid system, especially once Haroona can start pulling on Am to do AOE attacks and sick-as-shit astral combat abilities that let you close the gap between you and your foe without moving or breaking off of your current action.
There’s a nice harmony to much of what Unknown 9 sets out to achieve and while its textures can be crunchy and its narrative structure a little flat, the essence of the experience is delightful. This is a text with foundational aspirations; in my preview, I noted that it feels as if we should have had several of these games had they kicked off in the 360/PS3 heyday and I sincerely hope Unknown 9 gets the chance to build off what has been done here. Chalotra’s Haroona is a charismatic lead in her own right and the systems built around her are cohesive and inventive, if in need of some fine-tuning. With time, there’s a killer franchise to be had here, but as far as origin stories go, an Unknown 7.5 ain’t half-bad.