UNIT 13
review | PLAYSTATION VITA
As an unintended swansong for military shooter aficionados Zipper Interactive, Unit 13 was typical of the American developer’s approach. A no-frills shooter desperate to get you into the action with few complications, those wanting a deeper story need not apply. However, as a handheld third-person shooter, it boasts addictive gameplay, sturdy mechanics, and a fully co-op experience. Genre fans should find decent value here, even if the dry presentation and AI foibles dampen some of its stronger elements. It’s a shame Zipper wouldn’t get a second opportunity at Vita development, as this game showcased a capable pair of hands at the helm.
Unit 13 follows the titular squad, a group of codenamed gunmen who each specialise in different mission types. While each mission begins with a brief and mentions of an overarching terrorist group across the globe, that’s pretty much your lot for story. Instead, Zipper would put focus squarely on the gameplay with 36 missions in a handful of categories. Direct Action sees you attempting to complete multiple objectives in different areas of a map, and interestingly, you can often approach these in any order you please with checkpoints in between. Covert forces you to remain undetected while completing your objective, and Deadline ups the pressure with a time limit, only extended by reaching checkpoints. There’s only a handful of mission types, and though it keeps things varied initially, some players may tire of them by the final mission.
Unit 13 dispenses with flashy bells 'n' whistles in favour of an accessible but deep tactical shooter experience
Delve under the surface, though, and Unit 13 has some nifty tricks up its sleeve. General gameplay is sturdy, with responsive shooting, a solid cover system and noticeable impact which makes headshots satisfying to nail. Gameplay also has a scoring system not unlike The Club, where feats build a combo while taking damage reduces the multiplier. Nail successive headshots, perform multi-kills and melee kill chains all build your combo, and skilful players can chain between kills to keep the momentum. Completion then rewards up to five stars, with high gameplay scores and factors specific to each mission type rewarding points. Performing no kills during a covert op offers a generous points bonus which can make the difference, for example. Brisk mission length and a satisfying scoring system keep you coming back for more, compelling you despite a tangible lack of plot.
Sadly, a few issues chip away at the successes. AI proves a notable issue, often exhibiting erratic behaviour that can prove especially detrimental during mandatory stealth. While generally following a patrol pattern, players can often be caught off guard as they suddenly detect you out of nowhere. They also have a nasty tendency of running up to you kamikaze-style, which can prove frustrating especially during Elite missions, which lack checkpoints. Earning stars also unlocks High-Value Targets, a series of tougher missions that see you trekking through levels attempting to take out a key member of the terrorist group. Sadly, these can be bogged down by respawning enemies which cause HVT missions to drag, and feel counterintuitive to the pick-up-and-play appeal of the main game. These issues aren’t deal breakers, but cause enough trouble to be noticeable.
Sadly, a few issues chip away at the successes. AI proves a notable issue, often exhibiting erratic behaviour that can prove especially detrimental during mandatory stealth. While generally following a patrol pattern, players can often be caught off guard as they suddenly detect you out of nowhere. They also have a nasty tendency of running up to you kamikaze-style, which can prove frustrating especially during Elite missions, which lack checkpoints. Earning stars also unlocks High-Value Targets, a series of tougher missions that see you trekking through levels attempting to take out a key member of the terrorist group. Sadly, these can be bogged down by respawning enemies which cause HVT missions to drag, and feel counterintuitive to the pick-up-and-play appeal of the main game. These issues aren’t deal breakers, but cause enough trouble to be noticeable.
For the keen, however, Unit 13 offers a fair bit of lifespan. Each character can be levelled up, unlocking gear unique to each class, as well as some that can be equipped by all characters, such as grenades. As you’d expect, better performances see you levelling faster. The 36 missions, plus a handful of HVTs to kill, will likely take most around eight hours. In a cool move, the campaign can be played fully in co-op with another player. While you can’t unlock missions playing this mode, your character earns XP to help their progress. You can revive each other, which goes a long way toward reducing frustration, and it opens up some interesting tactics, such as flanking and maintaining stealth through carefully timed shots. Daily Challenges and online remain functional as of 2026, something of a rarity in modern gaming, but it’s definitely welcome.
The only issue with Zipper’s direct approach is the drab presentation can feel unappealing. While decently detailed and running well for the system, the frequent browns and drab locales (aside from a notable Nightclub level) don’t entice much exploration. There’s also a limited number of environments to explore, further compounding repetition issues. Animations for actions such as reloading look the part, and explosive moments gleefully fill the screen. The sound is about as dry, with generic dialogue and briefings failing to spark excitement and generic music fading into the background. The only standouts are the guards, with subtitled dialogue that often borders on fourth-wall breaking, such as contemplating why anyone would roam in circles for hours on end. The guns also make their mark, with sharp effects adding to weighty gunplay.
The only issue with Zipper’s direct approach is the drab presentation can feel unappealing. While decently detailed and running well for the system, the frequent browns and drab locales (aside from a notable Nightclub level) don’t entice much exploration. There’s also a limited number of environments to explore, further compounding repetition issues. Animations for actions such as reloading look the part, and explosive moments gleefully fill the screen. The sound is about as dry, with generic dialogue and briefings failing to spark excitement and generic music fading into the background. The only standouts are the guards, with subtitled dialogue that often borders on fourth-wall breaking, such as contemplating why anyone would roam in circles for hours on end. The guns also make their mark, with sharp effects adding to weighty gunplay.
The only issue with Zipper’s direct approach is that its drab presentation can look unappealing. While decently detailed and running well for the system, the frequent browns and drab locales (aside from a notable Nightclub level) don’t entice much exploration. There’s also a limited number of environments to explore, further compounding repetition issues. Animations for actions such as reloading look the part, and explosive moments gleefully fill the screen. The sound is about as dry, with generic dialogue and briefings failing to spark excitement and generic music fading into the background. The only standouts are the guards, with subtitled dialogue that often borders on fourth-wall breaking, such as contemplating why anyone would roam in circles for hours on end. The guns also make their mark, with sharp effects adding to weighty gunplay.
Unit 13 proved a fitting swansong for Zipper Interactive: a straightforward tactical shooter that replaces narrative bombast with tense shooting that sheds any excess. Some may find it a bit dry in that respect, especially with its rather drab presentation. However, an addictive scoring system, open mission design and a slew of content more than hold up the experience despite some AI woes and repetition. Vita owners wanting a third-person shooter on the go, especially those with a friend to bring along the way, should seek it out. What Unit 13 lacks in flash, it more than makes up for in substance.
Unit 13 proved a fitting swansong for Zipper Interactive: a straightforward tactical shooter that replaces narrative bombast with tense shooting that sheds any excess. Some may find it a bit dry in that respect, especially with its rather drab presentation. However, an addictive scoring system, open mission design and a slew of content more than hold up the experience despite some AI woes and repetition. Vita owners wanting a third-person shooter on the go, especially those with a friend to bring along the way, should seek it out. What Unit 13 lacks in flash, it more than makes up for in substance.