Unbeatable review

UNBEATABLE – Review

Have you ever listened to a jazz jam session or a rock concert powered by a crummy amplifier? It’s loud and often messy, contrasting the clean mixes spanning hundreds of takes that you end up seeing on radios and streaming platforms. However, I’ve grown attached to this sort of music, because it conveys a particular vulnerability that can’t be fully replicated in other styles: it’s raw and filled with emotional nuance that is lost upon repeated iterations. While most prevalent in these settings, this roughness and vulnerability isn’t exclusive to live performance: it can be found all throughout the media we engage with, whether that be books, movies, or even video games.

Of course, we’re compelled to polish our work as much as possible before we release it into the wild, but no amount of polish can fully pave over the cracks we create. Unusual pacing, wonky tuning, plot holes, and other inconsistencies are everywhere, even in the works we call masterpieces. For example: Undertale is widely beloved for its storytelling and innovative spin on the RPG formula, but Toby Fox’s code has been picked apart for his various questionable coding decisions. However, these decisions don’t detract from the experience. In fact, they add to the indie charm of the game, and Undertale now serves as a poster child for aspiring game developers because we found this little snippet. These miniature stories in the final product are part of what makes something art, and they’re why video games should be put under that same umbrella, including UNBEATABLE, the subject of today’s review.

UNBEATABLE is a rhythm action game developed by indie team D-Cell Games and published by Playstack in late 2025. What started as a prototype between two people in late 2017 turned into a deeply personal passion project spanning talent from all over the world. This game has everything that comes with the rawness of a jam session or a poorly amplified rock concert. It is certainly rough around the edges, with various bugs and odd tendencies littered throughout its runtime, which can make a general recommendation challenging for a modern audience. However, the entirety of it (bugs and all) contributed to one of the most emotional and memorable games I have experienced in a long time, and it is my greatest argument for why I consider video games an art form.

Note: There will only be minimal spoilers in this review, and what spoilers are given will not go beyond the first chapter or what was available in the demo. Additionally, any songs I pick as examples will only be ones that are also available in the free spin-off: UNBEATABLE [White Label], which you can download for free on Steam.

Style

Before we discuss anything else about the game, we must first address the massive anime elephant in the room. Put simply, this game is absolutely beautiful. Put not so simply, it evokes the dreamy haze of unknowable lost media you watched as a kid. Perhaps you acquired a bootleg VHS of a foreign cartoon you’ve never heard about, or maybe it’s an obscure video game encased in a floppy disk from a shady corner of town. Because it was so contradictory to what you’ve experienced up until that point, the media stuck in your memory long after you’ve experienced it, even if time has eroded the broad strokes of what it was about. It’s almost like a dream, something you swear you’ve experienced, but seems to be slipping away as time warps your memories, but it never leaves your memory entirely because of how unapologetically raw it was. Artists would embrace this vulnerability in the 90s with the birth of grunge music, and it is a consistent motif all throughout UNBEATABLE, especially in its aesthetic.

There’s an intentional discomfort in how the game bridges two graphical styles, yet there’s never a jarring disconnect between the two. Overworld characters are drawn in thickly outlined, cell-shaded 2D sprites, meshed in smoothly animating 3D environments, similar to what you’d expect playing Paper Mario. Conversely, cutscenes take the visual texture and cinematic cues you would commonly find in anime. Neither of these styles deviate from the visual direction for the game, instead playing like an alternate universe’s parallel of ’90s computer games in how they combine a low-poly graphical style with FMV cinematics. All of this leads back to the game’s dreamy ’90s undercurrent, and it’s clear this was done with fierce intentionality, with developers citing bootleg copies of ’90s anime as inspiration. While UNBEATABLE is unapologetically rooted in this inspiration, it never feels derivative, taking aspects that are familiar and reframing them into something entirely new through the experimental lens of the 70s post-punk movement. There are some tropes carried over from the source material, but I never felt the game become trite because of these tropes. The game’s story goes in its own direction, with the anime aesthetic used to enhance its haziness (but we’re getting ahead of ourselves).

Insert Beat, the main protagonist of UNBEATABLE (get it?)

On top of the distinct visual presentation, UNBEATABLE is packed with one of my favorite soundtracks from recent memory, composed by in-house rock duo Peak Divide. Clara Maddux handles lead guitar, acoustic guitar, rhythm guitar, and drum set, Vasily Nikolaev handles keyboard, synths, and mixing, and Rachel Lake handles most of the vocals. Despite their small size, the quantity and quality on display is ridiculously impressive. The music has a distinct melancholy reminiscent of the raw emotion emphasized in 90s grunge music, similar in tone to that of Steven Wilson and his “Hand Cannot Erase” album. There’s a persistent theme of emotional distance in the vocal tracks, whether that be waiting for something that may never come, distance from our sense of identity, or even complete detachment from the world around us. The theming comfortably fits the aesthetic, and the selection is consistently strong, with over 20 tracks being personal favorites (with many more in strong contention for that list). As a matter of fact, it’s so strong that I frequently listen to these tracks outside of the game too, which is STRONG praise when you’ve already played them dozens, if not hundreds of times trying to climb the leaderboards. One track I would like to highlight is “Waiting,” especially with how it’s able to give so much color with relatively simple elements.

(NOTE: If you have no knowledge or interest in music theory, feel free to skip over this paragraph and let the attached video speak for the music instead.)

While the track is decidedly in Eb minor, it kicks off with an explosive drum fill, followed by Eb power chords and a driving rhythm. The melody takes from the minor pentatonic scale, repeating the root note during the first phrase and creating uncertainty in what’s usually a state of resolution. The melody introduces proper melodic tension by the second phrase, hanging on Ab in a 2-bar call (which clashes with the fifth of the Eb power chord) before resolving back to Eb minor in the response. The repetition of the root followed by a quick call and response, in tandem with the repeated bass drum hits give this portion perfectly represents a grim impatience of waiting for something that never comes. Even when this phrase resolves, it never quite absolves this impatience, instead continuing to build as the motif repeats. While the interlude does prove some relief, it doesn’t take long before it immediately starts heating up again.

This tension carries into the synth-heavy build and reaches a fever pitch with a big suspending power chord, all before finally resolving in the chorus. The underlying chords share structural similarities to an Andalusian Cadence, and while it flattens the VII and removes the VI, it retains the descending color. The melody itself changes texture from an Eb minor pentatonic scale to the significantly brighter Eb mixolydian. The melodic clash against the descending harmonic structure finally breaks free from the incessant waiting, amplified by the constant tension that was built throughout the first half. After the first eight bar phrase, a second voice sings harmonic descending tones as the melody reaches its emotional climax. This second voice on its own is quite simple, but it complements the overwhelming surge of passion erupting from this climax. The waiting was too much. Your impatience has finally boiled over, and this section perfectly translates that frustration, breaking the two minute stretch of tension building. It’s simultaneously melancholic and liberating, and I love it.

UNBEATABLE OST | “Waiting” FC (NO SFX)

Arcade Mode

If the story does not interest you at all, or if you are purely interested in a rhythm game with a rewarding skill ceiling and a banging soundtrack, then UNBEATABLE’s Arcade Mode has you covered. While the actual rhythm gameplay itself is reminiscent of Muse Dash, its inspirations actually source from One Finger Death Punch, which is surprisingly apt if you’ve seen the early prototypes from MAGFest in 2019. Enemies approach from either the top lane or bottom lane and you press one of two buttons to hit them accordingly. There are different enemy types that can approach you, each of which requiring their own series of inputs to respond to. Some require you to hold and release them with adequate timing, some require an additional hit after the first hit, some require a chain of hits, and some are obstacles that you have to dodge. It’s an accessible, yet fertile foundation for charts that are both challenging and fun, even if the control scheme requires some getting used to. By default, all bottom lane hits are mapped to the left side of your controller, including the D-Pad and left shoulder/trigger, whereas all top lane hits are mapped to the right side of your controller, including the face buttons and right shoulder/trigger. This by no means a bad scheme, but rather a unique one. Starting out, I initially used the face buttons and D-pad, but I swapped to the shoulders/triggers to hit faster patterns more comfortably. There are more control schemes you can choose from, so if the default is too confusing, you can experiment and swap around until you find what works best.

Another, more unfortunate challenge of starting out is calibration. While the game does have an auto-calibration tool, it is not very reliable, recommending settings that do not accurately reflect the necessary offset to play in time. While the tool at the start of the story mode is seemingly more accurate than what’s available in the main menu, I ended up having to configure it manually. Granted, there is a fairly reliable way to determine the ideal offset: playing a relatively easy song with sound effects turned off, relying on your ears to hit the notes, and using the average delay on the results screen to determine how far you are off-sync. If your average delay is within 1-3 milliseconds in either direction, then you are most likely in sync. You can adjust both the audio sync and the visual sync to ensure what you are not only hitting enemies to the beat, but to ensure that perfect timing is visually aligned where it is supposed to be. While the game provides the tools for you to figure it out, I do wish the auto-calibration was more reliable in finding the proper rhythm for you.

The ‘Offset Wizard’ unfortunately isn’t as magical as it comes across to be.

Setting aside the unique controls and technical difficulties, the actual rhythm gameplay is easy to delve into with plenty of easy charts to start out. Once you ramp up the challenge, however, things get more complicated. Harder charts feature syncopation more frequently and utilize the breadth of enemy types more liberally, often using multiple at the same time. On top of that, you will need to learn alternating buttons for each lane, since enemies can come at you in numbers and speeds that aren’t feasible to hit by spamming a single button. As such, the bulk of this game’s challenge lies in controlling your twitchy fingers and rolling inputs with rhythmic timing, especially with the timing windows. The timing window for hits (not necessarily perfect hits) is surprisingly lenient, so you can hit notes much earlier or later than when you’re supposed to hit them. This is a double-edged sword for challenge though, because while it makes it easier to beat the song, it also means you have to be significantly more deliberate in your inputs if you want to do well. It is all too easy to accidentally fat finger a button or hit an input one too many times in a series of enemies, hitting a note way too early and tanking your accuracy score. On top of that, accidentally hitting a note too early can also throw you off rhythm, especially during the more difficult charts, where more complex patterns are thrown at you in quick succession. It gives you the wiggle room to flub an odd pattern or two, while still being viscerally satisfying demonstrate perfect control of your own fingers, perfectly hitting the exact number of inputs to hit each enemy and retaining solid accuracy. The video below best demonstrates this intoxicating flow of perfectly hitting complicated patterns of rhythms.

Worn Out Tapes [Tally-Ho Version] – 99.6% FC (“Rewind” Difficulty)

However, with the limited lane options, not all charts are equal in quality. Don’t be mistaken: 98% of the charts are completely fine and well-made, although there are occasionally moments where the generous timing windows cause charts to trip over themselves, unintentionally hitting notes way too early and affecting accuracy, despite deliberate timing on your end. Even then, the vast majority of the charts are fun to play through, and the few stumbles will only affect those who obsess over perfection. However, some of the hardest charts have moments where the challenge lies not in interesting charting or varied rhythms, but rather in how quickly you can spam the buttons to hit enemies grouped so closely together you can hardly read how many there are. This isn’t so much an issue of consistently tapping or rolling to a consistent, albeit potentially fast tempo. It’s an issue of destroying your fingers to simply hit everything, let alone getting a perfect hit on each of these individual notes. Precision in these sections feel exceptionally difficult for the wrong reasons, and it can be frustrating to deal with these sections when you are going for high accuracy. That all being said, these issues are miniscule in the grand scheme of things, and even then, they only apply to a very small selection consisting of the absolute hardest charts in the game. Unless you plan on earning 100% accuracy (or 98+%) on every chart in the game, this will not affect you in the slightest. The main takeaway here is that the charts are well-designed, only excluding a VERY small minority of sections within the hardest charts where the difficulty feels like manufactured RSI.

The Arcade Mode itself is surprisingly dense with songs, challenges, and unlockable content to sink your teeth into for numerous hours. The base release contains 76 songs, including original charts, remixes, and collaborations, and this number is set to increase as the game receives regular content updates. Each of these songs include multiple selectable difficulties for you to play, some of which containing what’s called a “Star” difficulty. These charts can be especially difficult, with many of them requiring loads of practice to clear, let alone with high accuracy. On top of selectable difficulties, you also have access to a small handful of modifiers you can activate to either challenge yourself or give yourself room to properly learn a song. Each of these songs, difficulties, and modifiers contain their own independent online leaderboards that you can compete on for top score. If you are the competitive sort, this is the equivalent of a kid in a candy store, enhanced by how much feedback is given for your performance, and it is detailed. The game not only outlines how many of each hit timing (perfect/great/etc.) you’ve made at the end, but each perfect hit tells you exactly how early or late it was to the millisecond, and these delays are averaged at the end of the song to show you if you are consistently early or late. This feedback has been a boon in learning more difficult sections and troubleshooting offset when things got wonky. The game ensures you have everything you need to climb the leaderboards, and this works wonders for the game’s replayability.

Do you like a particular song? Here’s a live version, an acoustic version, and a remix from another artist.

Even if you’re not interested in pursuing leaderboards, there’s a wide suite of in-game challenges and achievements you can pursue instead. The requirements for these challenges are presented as riddles, with intentionally obscure titles and descriptions as your only hints. Figuring out what you need to do can be just as much of a challenge as actually doing it, and the spectrum of tasks here is surprisingly vast. Of course, there are challenges for performing well within certain charts, but there are also rewards for playing charts in particularly odd ways. Sometimes you may have to intentionally play the chart poorly, or you may have to alternate key presses in a way that breaks your brain, or you can even get rewarded for doing literally nothing in a specific place. For some challenges, if you complete a specific challenge related to a specific song, you are sometimes rewarded with a brand new chart or remix of that song. They could be star charts, acoustic versions, live versions, or entire remixes made by other artists, and these discoveries are insanely rewarding. It’s like having apples as your favorite food, only for someone to step in and introduce you to apple pie.

Aside from additional songs and the inherent satisfaction of solving the challenge, the rewards mostly consist of color palettes and profile customization options. While they were always relatively small, that didn’t take away from the fun I had obtaining them, since their respective challenges were often interesting and didn’t require a Herculean effort to beat them. Even with the challenges that require such effort, their existence is hidden until you’ve earned everything else before. The game only challenges you to go further if you’ve shown that you want to go further, and the game gives appropriate bragging rights for those who go through with it. Whether you’re curious or love to challenge yourself, the challenges do well to satisfy your curiosity.

Overall, the Arcade Mode is an intoxicating scratch to my rhythm games itch, even if there are slight imperfections at the highest level. The breadth of original music, remixes, and collaborations is incredible, the rhythm gameplay is rewarding, and there’s plenty enough content to justify the price tag all on it’s own. However, the Arcade Mode is only 50% of what UNBEATABLE has to offer.

Story Mode

UNBEATABLE sees you playing as Beat, a young adult woman who takes a young child named Quaver under her care after a musical entanglement with the police forces them on the run. Much like the tagline suggests, music has been strictly outlawed in this unnamed world, enforced with an iron fist by the Harmony and Resonance Management (HARM) organization. Additionally, much like the tagline suggests, we will be committing crimes in spite of that law. Through unusual means, we will meet the remainder of the band and attempt to make something of it in a world determined to remain mute. It’s an unusual premise made human by how it reframes the theme of “attempting to get by in an uncaring world” into a musical context. However, it does make for an oddly paced one.

The story alternates between story beats and exploration, broken up by various minigames and rhythm gameplay. The fast-paced rhythm sections are of stark contrast to the storytelling and exploratory segments, and it can be jarring when they mesh together. There is an intentionality with how these segments are paced, and the game ensures things are moving forward in some way if the player is dragging their feet, even if that momentum is on the slower end. However, one of the chapters (that won’t be mentioned for spoilers) does drag their feet more than the others with repetitive segments that last longer than almost any other in the game. The slowness is used as a thematic device, it calms down the pacing after the excitement of a previous moment, and it develops the characters, but the repetition can still be grating. While I understand the reasoning behind this decision, it’s still a low point that could bounce players off the game early on. As a matter of fact, any of the exploratory sections can cause players to sway away from the game if they don’t have the patience for it. They can feel like wasting the player’s time if they don’t vibe with what UNBEATABLE’s going for here, including both the exploration and minigames.

The minigames themselves are variable in both their design and their quality. Some of them are fantastic, with my personal favorite being the Whacktown minigame that was available in the demo. I’ve always had a soft spot for rhythm games or minigames that take a page from the mesmerizing simplicity of Nintendo’s Rhythm Heaven franchise, and this minigame utilizes that to wonderful effect. Each of the cues are fairly telegraphed and the ‘crack’ of a home run is viscerally satisfying. However, there are other minigames that are… sub-optimal. Thankfully, most of the worst ones are optional, and I personally found it fun to experience them at least once for the comedy that a janky minigame can provide, especially when it’s obvious they were made as a joke. The only minigames that might stir frustration are the ‘fighting’ segments, where you fight enemies in a manner similar to that of the core rhythm gameplay. The frustration doesn’t necessarily stem from the core foundation of the minigame itself, but rather from taking the brunt of the offset issues mentioned in the arcade. While a good portion of these segments are fine, there are others where the timings are completely off-rhythm, making them more challenging than intended.

Who’s maintaining this baseball machine anyway?

As you may have noticed, this game is unapologetically jagged. There are many points that can justifiably turn players off the game if they don’t have the patience to tolerate them. I deem it important to shed light on these flaws before I make the following statement: UNBEATABLE is one of my favorite games in the past decade, and the story emotionally resonated with me in a way that most games haven’t (by making me cry). It has stuck around in my memory ever since I completed it for the first time, and even with (or because of) the various technical flaws and pacing quirks, I have happily played through the story numerous times because of what it has to offer.

UNBEATABLE’s world is surprisingly dense in atmosphere, and I think it’s aided by its shrouding in mystery. While it combines notable features you’d find in locations like Japan or America, their strange meshing ensures you can’t pin the world to any notable real life location. For example, cars appear to have their driver side on the right, implying that this area adheres to left-hand traffic, typical in countries like Japan. However, when looking at how the highways are oriented, it’s strongly implied that traffic adheres to the right instead, common in most other countries, including the US. Road signage throughout the highways are in both English and Japanese, but the most prominent locations and posters are written entirely in English. As a matter of fact, the game outright refuses to disclose any hints as to where you are even located. Any potential hints are squandered as characters speak of locations in broad terms, refusing to label any specifics. Granted, most of these world-building pieces are very subtle and unlikely to be noticed by players, but they make an effective bizarro world trapped between two different cultures, between the familiar and the unknowable.

Even with the surreal clashing of cultural trends present in the game’s world, it remains a wholly believable place thanks to the game’s writing and fun surprises littered all throughout. The dialogue has a particularly ‘raw’ feel to it, scrapping the overwritten monologues and quips typical in popular media. In most conversations, characters speak plainly and avoid flowery vocabulary, and the game weaponizes this simplicity to be surprisingly funny. The situations UNBEATABLE put you in can be silly and even absurd, and treating it with the same significance as a major story beat is what makes them all the more fun to find. As a matter of fact, there were countless little discoveries, encounters, and even minigames that put a smile on my face during my time exploring, whether they be funny or enlightening. Even though they do slow the game’s pace considerably, I was always giddy at the prospect of wandering around and discovering whatever lied around the world’s darker corners.

Much to Beat’s dismay, you do not get to beat up this child.

Behind all the comedy and absurdity, the game is also not afraid to blindside you with surprisingly mature and often depressing topics (which won’t be spoiled here). The core band members’ most prominent character traits do make for amusing chemistry, but they do not hide moments that tackle their reality with startling realism. These contrasting emotional tones work because they are real in their portrayal. Even if the gut punches of reality are more sudden, the logical progression of story events leading up to this point never gave me any jarring emotional whiplash. They tackle the gamut of how we would likely respond to the situation that UNBEATABLE’s world puts us in. It feels depressing, and those emotions can bleed out of us when the cards are stacked against us. However, there always remains a pocket of humanity through these situations, whether that be acknowledging their absurdity or having even the slightest fragment of hope that the most desperate situations will improve. When these figments of humanity are in the limelight, they’re given room to breathe and are never broken by an obnoxious or ill-fitting quip, and that works wonders for the game’s tone. It’s this humanity that made the writing so engaging, and it’s what emotionally overwhelmed me as the game delved into what it had to say towards the end.

The combination of the delightful with the emotionally raw is what makes the story pop, especially in the rhythm sections, which are a particular point of highlight. While I ordinarily don’t like set pieces because their interactivity often boils down to just walking forward and maybe jumping (looking at you, Uncharted!), UNBEATABLE is able to implement its rhythm elements in tandem with the emotional payoff to give them a mesmerizing flow. These sections alternate between cutscenes, the core rhythm gameplay, and various set rhythm minigames, yet they never felt overwhelming. The core gameplay is reinforced throughout your entire playthrough, the rhythm minigames are intuitive and easy to pick up on the fly, and cutscenes do a great job hinting at what you can expect to do next. Additionally, these set pieces don’t come out of nowhere. Buildings don’t suddenly start collapsing beneath you, and bad guys don’t ambush you when it’s convenient for the plot. They come off the heels of tension that builds not only throughout the chapter, but also across the whole story. As such, when they finally arrive, the gas is pushed all the way down and makes for an intoxicating payoff.

I appreciate how the game is able to realistically shift between serious and lighthearted.

With that all being said, these points are what kept me engaged until the end, but they doesn’t fully explain why I love the game so much. While I am admittedly going off on a limb, I would argue there’s a silent ambiguity to UNBEATABLE’s magic, created by the amalgamation of all these facets in their raw form, both good and bad, especially in relation to the current games landscape. We are in an era where companies are not only content with producing clean, sanitized mediocrity, but they are effectively paying other outlets to convince you the same. This has become especially apparent in the past few years, evident by recent attempts to crowbar algorithmically optimized content into the creative process. Conversely, UNBEATABLE is the mysterious floppy disk buried underneath your bed, containing an obscure game made decades ago by someone lost to time. Hell, you may never even learn their name, but you can still learn who they are because they etched into every design decision, whether they benefit or detract from the experience. Sure, you could have a large committee clean up the code and restructure the game to fit modern standards. UNBEATABLE could have been a simple visual novel or a ‘choices matter’ Telltale-style game, and it would have likely reviewed better on popular outlets like IGN, but would that have made it a better game? Perhaps it would have scored better, but setting aside certain bugs, cleaning up the messiness would have detracted from my experience.

If you had a beautiful portrait that was ingrained with specks of dirt, would scraping off the dirt also peel away at the paint? I personally think so, because regardless of how the dirt alters what is intended by the artist, it is now a part of how people perceive it. I love UNBEATABLE precisely because it has these specks of dirt, and the game knows that. It isn’t trying to mold into a certain trend for mass appeal or high review scores. It knows what it wants to be, it will speak of that vision in its plainest form, and damn the consequences. In an industry where fun and creative vision are often secondary to profits, this game is a protest by emerging as a project emanating raw, unadulterated passion, similar to the emotional deviation of 90s grunge music from clean 80s rock. It’s a game that’s laid dormant inside the developers for years before finally taking shape as UNBEATABLE, and it’s always electrifying to delve into that stream of consciousness. Seeing something added because the developers thought it would be fun, comedic, or interesting is infinitely more rewarding than something added because it’s optimal, even if the screws aren’t fully tightened. They are marks of the developers’ identity made tangible in these little moments. Even if they don’t always work, these pockets of delight and frustration make a stronger impression than an ‘optimal’ experience because they are what make something interesting to talk about. Stirring emotion in your players, whether they be positive or negative, is one of the best things you can do in an industry content with delivering the equivalent of optimized white noise, and this philosophy permeates the magic of UNBEATABLE. It’s flawed, but it’s raw, vulnerable, fun, and passionate, and that’s what makes it, and by extension video games, an art form.

Even setting aside the artistic interpretations, there still lies a great rhythm game supplemented by solid character writing and world building. However, the unchained ambition and emotion emanating from every corner of this project, regardless of whether it perfectly holds together, is what makes this game unforgettable in my eyes. This game is brain poison, and I absolutely love it.

Achievements

Much like the challenges discussed in the Arcade Mode, the achievements/trophies for UNBEATABLE are equally cryptic in their titles and descriptions, so learning the actual requirements can be as much a part of the challenge as actually doing them. For the most part, however, actually doing them isn’t particularly arduous, with many achievements tied to doing certain things in Story Mode or Arcade Mode. As you play through the story/arcade, a good portion of the achievement requirements will become increasingly apparent, since most of their descriptors are enough of a hint to reasonably determine them yourself. There are a handful of achievements that aren’t so easily determined, with some locked behind the story mode’s darker corners and made harder by how easy it is to miss them. Thankfully, recent updates have introduced a chapter select, so any trophies specific to a chapter can be cleaned up relatively quickly once you figure out what you need to do.

As for the actual difficulty, you can expect a decently tough challenge, especially if you aren’t familiar with the rhythm genre. While there are some challenging achievements found in the story mode, the two achievements that will cause the most trouble are found in the arcade mode. Said achievements are for earning a full combo on every song and for earning a 10.0 STAR Rating. The former does not appear particularly difficult, since you can complete them on any difficulty you like, meaning you could blow through every song on the easiest difficulty without a fuss. However, what if a required chart only has one available difficulty? What if that difficulty just so happens to be the hardest difficulty? While I won’t reveal the song for spoilers sake, let it be known that earning the full combo for one specific chart requires you to effectively roll your fingers to hit long streams of sixteenth-notes in quick succession. If you are not fast enough, or if you miss one singular input, whether that be by not tapping fast enough or dropping a hold note, your combo is dead and you have to start over. Additionally, mashing won’t be of much use, not only because it makes it easy to drop a hold note too early, but also because hitting a note too early can drop your full combo bonus, even if the combo itself remains unbroken. That being said, there is a modifier that allows you to play the chart at half-speed, which doesn’t void your progress towards the achievement. While you still have to roll your fingers to hit the required inputs fast enough, it should make the task more manageable if you’re struggling at full-speed.

On the other half of the difficulty coin is upping your STAR rating to 10. While it isn’t explained anywhere, it’s surprisingly easy to wrap your head around once you get the main idea. Your STAR rating is your personal gauge of skill as a player, influenced by two major stats: your song completion percentage and your top 25 songs. The former is as simple as it gets: complete songs you haven’t played before to up your rating, though it caps at 2 points, meaning the rest boils down to your top 25 songs. The factors that determine a chart’s placement in your top 25 are strictly dependent on the difficulty number and accuracy on said chart. The higher your accuracy/difficulty, the more it contributes to your STAR rating. In other words, scoring 95% on a chart with a difficulty level of 20 is going to yield more points than scoring 95% on a chart with a difficulty level of 15. The difficulty numbers go from 1-25, with the 20+ range being where things get considerably more difficult. While some songs are easier than others in the higher echelon of difficulty, you will likely need to put practice into the harder charts to reach the necessary rating for the achievement.

Each chart in your top 25 gives a certain number of STAR points, depending on the difficulty and accuracy.
Unbeatable review
UNBEATABLE – Review
UNBEATABLE is a passion project in its rawest form, and while it does breed some valid issues, what emerges is something unforgettable. The strong character writing and rhythm gameplay, in tandem with what it has to say, made for an emotional experience that effectively pays off the pet peeves built up throughout the game. My thoughts may not entirely reflect yours, but I urge you to try it anyway. Even if you don't gel with the story, you still have an engaging rhythm game with a phenomenal aesthetic and soundtrack to fall back on.
What Works
Emotionally compelling story
Fun rhythm gameplay
Phenomenal aesthetic/ost
What Doesn't
Wonky pacing
Inconsistent minigame quality
Broken auto-calibration
5

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