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Playcritik

Unknown 9: Awakening Has a Great Premise Trapped Inside an Unfinished Game

Our Unknown 9: Awakening review: a striking premise about a hidden dimension undercut by stiff combat and uneven boss fights.

Aymen Sakouhi·Writer · Games Hobbyist//6 min read

Unknown 9: Awakening · official screenshot 1

© BANDAI NAMCO Entertainment Inc.. Official media via Steam.

The pitch

Overview

Unknown 9: Awakening arrives with one of the stronger high concepts in recent third-person action-adventure: a hidden order of psychics called Quaestors who can step sideways into a parallel layer of reality known as the Fold, using it to see what others cannot and to fight a secretive society with its own agenda. It is a premise built on mystery rather than the usual save-the-world checklist, and it should have been a strong hook for a single-player, story-first game.

You play Haroona, a Quaestor on a personal quest for buried knowledge who has to master her Fold powers along the way. Reflector Entertainment built this mythology out across other media before the game itself reached players through Bandai Namco in October 2024, so the world around Haroona and the Fold clearly had time to develop before launch. The setting is meant to feel like it has more going on beneath the surface than a typical action-adventure world, a place worth stepping sideways out of just to see what is hiding underneath it.

None of that saved the launch. Out of 540 Steam reviews at the time of writing, only about a third are positive, landing the game at a Mostly Negative rating. That is not a small pocket of loud complaints, it is a broad consensus that something did not come together between the pitch and the finished product, and it is the kind of number that demands an honest reckoning rather than a polite shrug.

This review has to sit with that gap directly. Unknown 9: Awakening is not a cynical or lazy production, and the idea at its center is genuinely more interesting than most of what fills this genre. But an interesting idea and a well-built game are two different achievements, and on the evidence here, and in what the wider community has reported, this one mostly missed the second. Reviews like this exist precisely for moments like this one, where a game's ambition and its actual performance in players' hands pull in different directions, and the honest job is to say so plainly rather than split the difference for the sake of politeness.

How it plays

Play

The Fold is the game's whole reason for being: a hidden dimension Haroona can slip into to see and reach things that are otherwise closed off to her. It is a clean idea for a character-driven action game, giving her a toolkit built around perception and infiltration as much as brute force, and it separates her, at least on paper, from the usual gun-or-sword protagonist.

Exactly how that translates into an ability set is somewhat guarded by the game's own marketing, but the throughline is clear enough: mastering the Fold is framed as the source of Haroona's combat capability as much as her investigative one, layering exploration and confrontation on top of the same core power rather than treating them as separate systems bolted together.

Where that idea meets the ground is a fairly conventional third-person adventure built around climbing, squeezing through gaps, and traversal routes that lean hard on obviously marked surfaces to tell you where to go next. Players who have spent real hours with it describe that side of the game as familiar in a slightly dated way, closer to the console action-adventures of a generation ago than to anything the Fold concept seemed to promise.

Combat draws the sharpest criticism. A recurring complaint across the community is that hits and reactions do not feel connected, that Haroona and her enemies alike respond in ways that make fights feel loose rather than weighty, and that several boss encounters spike in difficulty without doing enough to teach the player what they are supposed to be reacting to. That combination, combat that reads as unresponsive paired with punishing boss checks, is a rough one, because it hits both the moment-to-moment loop and the game's biggest set-piece moments at the same time.

Technical rough edges compound the problem. Multiple community reviews mention bugs getting in the way of encounters that might otherwise have worked, the kind of friction that erodes trust in a system that already needed to earn a player's confidence through feel alone. None of this reads as one catastrophic issue so much as a steady accumulation of small ones, a stiff dodge here, a hit that does not quite register there, a checkpoint that undoes minutes of progress, that together sour a campaign players otherwise wanted to like.

It would be dishonest to say nobody is having a good time. A handful of community reviews that acknowledge the same criticisms still land on a positive verdict, describing the story and characters as enjoyable and the combat as challenging in a way they found satisfying rather than frustrating. That view exists, but it is exactly that: a minority, swimming against a much larger current of disappointment. The game is built for a controller too, with full support tuned specifically for DualSense and DualShock input alongside standard gamepads, and it ships as a single-player, story-driven campaign only, with no other mode, competitive or cooperative, to fall back on if that central loop is not clicking for you. When a game commits that fully to one experience, every weak link in the chain matters more, and combat is exactly the link most players describe as weak.

Art & atmosphere

Craft

The concept of the Fold, an extra layer folded into ordinary reality, is the kind of idea that should give an art team a strong visual anchor: a world that looks mundane on its surface and unsettling the moment Haroona steps sideways into it. That contrast is clearly the intended mood, a story about hidden truths told through a game about literally stepping into hidden space.

What is harder to judge from the outside is whether the finished game delivers on that mood consistently enough to matter, because almost none of the community discussion around Unknown 9: Awakening centers on how it looks or sounds. The complaints are about how it plays and how it runs, which suggests the presentation was, at best, not distracting enough to become a talking point either way. There is no Metacritic consensus on record to weigh against that read, so the community reaction is really the only signal available here.

For a game whose entire hook is a hidden dimension worth exploring, that near silence around its atmosphere is its own quiet verdict: the idea had real craft potential, but the conversation around this launch never really got the chance to dwell on it.

A genuinely interesting premise undercut by widely reported unresponsive combat, uneven boss design, and bugs, reflected honestly in a Mostly Negative 34 percent Steam community score.

Pros & cons

The ledger

In its favour

  • A genuinely distinctive premise built around the Fold and Haroona's dual-reality abilities
  • A protagonist with a personal, specific motivation rather than a generic chosen-one arc
  • Controller input clearly tuned with dedicated DualSense and DualShock support
  • A minority of players report a satisfying, challenging combat loop and an enjoyable story
  • Steam Cloud saves and Achievements for the completionist-minded
  • A premise with real potential if the underlying systems get sorted out

Against it

  • Combat widely reported as unresponsive and lacking weight
  • Boss fights that spike in difficulty without clear telegraphing
  • Traversal leans on dated, over-signposted platforming
  • Bugs reported across multiple community reviews
  • Single-player only, with no other mode to fall back on
  • A Mostly Negative Steam reception from a genuine cross-section of players, not a fringe complaint
Official media

© BANDAI NAMCO Entertainment Inc.. Official media via Steam.

The player verdict

Real reviews · Steam
Mostly Negative34% of 540 reviews
  • Not recommended

    Was the narrative captivating? No. But was the combat responsive? Also no. But was the main character attractive? Not really. But did the graphics look good? Again, no. But would I play more of this game? Also no.

    8 found helpfulvia Steam
  • Recommended

    I have no idea why this was panned as hard as it was - story and characters are enjoyable - game play is challenging and fun. I enjoyed my time with it 7/10.

    2 found helpfulvia Steam
  • Recommended

    This game is a 6 out of 10 for me. It still has some bugs in it and some of the boss fights was hard for no reason.

    2 found helpfulvia Steam
  • Not recommended

    Generic third person action from ps4 era with all the best hits including (and pretty much limited to!) climbing vertical walls that are of a different color than normal, jumping between helpfully painted beams, squeezing through tight…

    2 found helpfulvia Steam

Verdict

The call
Playcritik score
4.5/10
Weak

Unknown 9: Awakening is a case of a good idea getting outrun by its own execution. The Fold, Haroona, and the secret society hunting her are a more interesting foundation than most third-person action-adventures bother building, and that foundation is visible even in a rough launch. But visible potential is not the same as a game that plays well, and on the evidence of a Mostly Negative community reception built from 540 reviews, most players who bought in did not feel that potential was honored.

Stiff combat, boss fights that spike without warning, dated traversal, and reported bugs are not small complaints stacked on an otherwise great game, they are central to what a third-person action-adventure has to get right, and they are exactly where this one struggles most.

This lands as a recommendation to wait, and to wait for a steep discount and a patched build at that. It currently sits at a modest price on Steam, which softens the risk somewhat for players purely curious about Haroona's story, but a low price does not fix a combat system that a majority of reviewers describe as unsatisfying to play for the length of a full campaign. The story and the Fold concept might reward a patient, forgiving player the way they clearly did for a minority of reviewers, but going in expecting a tight, well-tuned action game is very likely to end in the same frustration the majority of Steam reviewers have already reported. This is a premise worth remembering, attached to a launch that does not yet do it justice.

Sources

Original review by Aymen Sakouhi from the licensed facts above. Score: 4.5/10.