Zobrazení pro čtení

Unbeatable Is Messy, But Somehow Still Hits

Unbeatable Is Messy, But Somehow Still Hits

To steal a line from Unbeatable, I could feel the game's last chapter in the space between my eyes. It's the place where tension builds before you're about to cry—a unique feeling of feelings that manifests through pain. Played in episodes, the sixth of which is the culmination of it all, Unbeatable is set in a world where music is illegal. So illegal, in fact, that the world's become a fascist police state; musicians and music lovers still exist, but they’re pushed to the margins of society. Music is the key theme here both narratively and mechanically; the story is centered around it, tied to traditional rhythm-based gameplay where you push buttons to a beat. 

Storywise, where Unbeatable lands is the idea that music and art are not only "amplifiers" of feelings, as Unbeatable's characters put it, but are feelings. The last chapter is where all of this becomes clear, and the game's rhythm gameplay, stylish animation, incredible music, and high-stakes story work together to reinforce that.

The problem is that it takes five episodes to get there. When Unbeatable is good, it's really good, but there's just too much time where it's not. Up until the last episode, I couldn't tell you why music is illegal, how the main character Beat was dropped into this world, or even who she really is. After the last episode, I still can't answer some of those questions, but it doesn't really matter. Unbeatable feels like the sort of game that's supposed to be a bit messy. This ending section of Unbeatable, though, is  where the game gets to the heart of its characters, what drives it all—not the overly complicated story and slow pacing. For most of Unbeatable, the game gets in its own way.

Unbeatable Is Messy, But Somehow Still Hits
Image: D-Cell Games/Playstack

Unbeatable is about music, but it's also about grief. It's about making mistakes, creating good and bad art, about feeling things. There's one scene, at the end, where the main character, Beat, is talking to her much younger companion, Quaver, about loss. The circumstances of their losses are different—from each others' and my own–but the feeling is universal. Just last night, I was talking about this: It's too painful to remember what I've lost. If I don't think about it, I don't feel it—that tension between my eyes. But in refusing to remember, I lose the overwhelming love that makes the loss much too painful. Beat and Quaver don't necessarily have the answers, and I don't either.

From this conversation, the screen cuts to white. Quaver starts to sing. The instruments come in, and I can start hitting stuff on beat—the perfect emotional release after the game's most poignant moment.

But the rest of the game, aside from several other moments here and there, move too slowly, with too many extraneous details, and way too much walking around. There's one section, early on, where the crew is trying to escape from prison. There's some rhythm elements, and it works as a sort of tutorial. There's a part where you get a prison job. A baseball minigame. A lot of walking around with bad camera work. It's so painfully slow, while also somehow moving way too fast—narratively, I have so many questions. Later, there's a random platforming part to restore power to an arcade that never comes back up in the story. The problem with these sections and several of the others is that the material within doesn't necessarily point towards the core of the story, what's at the center of the last chapter. Unbeatable is shrouded in a mystery that makes this feel intentional. I haven't mentioned this yet, but there's also a supernatural element: Cops are arrested musicians and music lovers, but there's also a big black hole that's threatening to engulf the whole world. You're kind of fighting both at the same time, but it's not until the last few chapters where Unbeatable reveals why. (I still don't entirely get it.)

There were a lot of times during Unbeatable when I wanted to quit the game's story mode. And right when I was thinking that, I hit one of the moments where the visuals, music, and writing really work. Those moments do a lot of work in forgiving the bad parts. It's easy to see the vision of developer D-Cell; the game drips both heart and an undeniable cool. But you can also see where the focus was—rightfully on these big, key moments—and where everything went off the rails.

Yet, by the end, I found myself shrugging off its failures. That's kind of the takeaway of Unbeatable, no? It's messy. Sometimes bad. And yet it still made me feel.

  •  

December 2025 Indie Game Wrap-Up: The Best New Indie Releases and Demos You Can Play Now

We made it to the end of the year! Hooray! And what a tumultuous year it has been, despite being a pretty fun year for gaming. Indies especially have had a great year, and to cap it off, I’ve got six indies here for you that are sure to garner some interest. I’ll also be […]
  •  

UNBEATABLE Has Officially Been Delayed

Publisher Playstack and developer D-CELL have announced that the upcoming rhythm adventure game UNBEATABLE has been delayed from its previous November 6 release date to December 9. The delay is due to “QA [hitting] a low-repro progression blocker last night that’s serious enough it’s considered unreleasable.”  The game will launch for PlayStation 5, Xbox Series, and PC via Steam. In the game, players “follow Beat and her bandmates through their journey of self discovery blending live song performances, spectacular set pieces and quirky rhythm mini games.”

 

The full details via the developer:

Hi! UNBEATABLE was supposed to come out tomorrow!

That’s a scary sentence. Here’s a worse one: UNBEATABLE will now release on December 9.

I hate that I have to say this. There’s no way to apologize for it that feels like enough. I’m personally sorry about this and I wish it was different.

 

Why Would You Only Tell Me Now?

Because the decision was only made a few hours ago. (No, really, I’m writing this right after the meeting where the decision was made). We are telling you this as soon as we possibly can.

But Why? The Game’s Done, Right?

There’s a very boring and frustrating reason; [quality assurance] hit a low-repro progression blocker last night that’s serious enough it’s considered unreleasable. Fixing this would require pushing the console release date back because of [certification] timelines, and not fixing this is, well. We refuse to do that. We’re fixing it.

But Why Not Just Delay the Release of the Console Port?

That’s very messy! We’d rather release the game all at once for everybody.

But Why Release on December 9? That’s a Whole Month Away!

Another boring reason you can figure out pretty quickly by googling the phrase “2025 game release calendar” and looking at what’s hitting this month. We had a pretty good spot on November 6 where we made a small little island for ourselves, and skipping that date necessarily means skipping forward a lot to find another island, and that’s the closest one we had. On the plus side, it gives us breathing room we didn’t have before to do some pre-launch things we wanted to do that had to get pushed back because of finishing the game in time for, well, tomorrow.

…But is the Game Good?

It’s very good, and I’m very biased. We’ll see what reviewers think. But for those of you waiting the longest for this thing to come out, it makes me feel a bit crazy knowing how much you still don’t know about what’s this thing is. I’m very excited about it. I wish it could have been tomorrow, but.

Thank you to everyone who’s rooted for us up until this point. It’s not much longer now.

—RJ Lake and everyone at D-CELL and Playstack

Stay tuned at Gaming Instincts via TwitterYouTubeInstagramTikTok, and Facebook for more gaming news.

The post UNBEATABLE Has Officially Been Delayed appeared first on Gaming Instincts - Next-Generation of Video Game Journalism.

  •