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Unit 13

Unit 13 is a developed by and published by Sony Computer Entertainment exclusively for the handheld console. Released on March 6, 2012, in and March 7, 2012, in as a launch title for the Vita, the game emphasizes tactical, mission-based gameplay in which players assume the roles of elite operatives tasked with dismantling global terrorist networks through a series of 45 combat scenarios, including 36 standard missions and 9 high-value target operations. The game's narrative is minimal and non-linear, focusing instead on discrete operations without a overarching story, allowing players to select missions from a menu and progress through ranks by completing objectives in urban, rural, and industrial environments. Gameplay incorporates Vita-specific controls, such as dual analog sticks for precise aiming, touchscreen elements for reloading and scanning, and rear touch pad for peeking around cover, blending cover-based shooting mechanics with light stealth options and two-player cooperative multiplayer for the missions. Zipper Interactive, known for prior titles like SOCOM and MAG, designed Unit 13 to showcase the Vita's hardware capabilities, including its OLED screen for enhanced visuals and portable play. Upon release, Unit 13 received mixed to positive reviews, earning a score of 71 out of 100 based on 60 critic assessments, with praise for its solid shooting mechanics and integration but criticism for repetitive mission structure and lack of innovation in the genre. awarded it 7.5 out of 10, highlighting its fast-paced action while noting it as a competent but unremarkable entry in military shooters. The title contributed to the 's early launch lineup, though Interactive's closure in 2012 shortly after release marked it as one of the studio's final projects.

Development

Announcement

Unit 13 was first publicly revealed on November 22, 2011, by developer via the official Blog, positioning it as a key launch title for the . The announcement emphasized the game's design as a fast-paced tailored to the Vita's hardware, incorporating dual analog sticks for precise controls, front and rear touch panels for interactive elements. Zipper highlighted the title's focus on mobile accessibility, with 36 missions spanning nine diverse locales and varying difficulty levels, allowing players to engage in tactical operations as one of six elite operatives. A core aspect of the reveal was the integration of the Vita's social and connectivity features, leveraging and capabilities for real-time multiplayer elements. These included global and regional leaderboards, daily challenges, and a 2-player co-op mode with voice chat, as well as the "NEAR" function for sharing missions locally. The announcement trailer showcased cinematic sequences of covert operations, underscoring the game's military-themed scenarios inspired by real-world headlines, while stressing its role in demonstrating the Vita's potential for on-the-go competitive shooting. On January 12, 2012, Sony Computer Entertainment confirmed the North American release date for Unit 13 as March 6, 2012, just two weeks after the Vita's launch on February 22. This followed previews at events like CES 2012, where a near-final build was demonstrated, further building anticipation for its blend of single-player campaigns and social multiplayer. European and Japanese releases were set for March 7 and March 8, respectively, with the game published exclusively by .

Production and closure of Zipper Interactive

Unit 13 was developed by as a launch title for the , with production emphasizing the handheld's dual analog sticks and touch controls to deliver fast-paced gameplay. The studio, acquired by in 2006, aimed to create bite-sized suitable for portable play, featuring 36 standalone objectives across nine locales without a continuous , alongside co-op modes and social features like leaderboards via and connectivity. Key team members included Seth Luisi, who guided demonstrations of mission variety and customization, and Ara Demirjian, who highlighted integration of Vita's touch for actions like reloading and scanning. Development focused on six playable operatives with distinct abilities, drawing from Zipper's experience with tactical shooters like the series, but adapted for on-the-go sessions rather than extended campaigns. The game was announced on November 22, , with Zipper's team noting the Vita as "the perfect platform for a fast action, hard-hitting, ." Unit 13 launched on March 6, 2012, in and March 7 in , marking Zipper Interactive's final project before its closure. confirmed the studio's shutdown on March 29, 2012, attributing it to a routine resource re-alignment within Sony Computer Entertainment Worldwide Studios (SCE WWS), as Zipper had completed all work on Unit 13. The closure affected approximately 80 employees at the Redmond, Washington-based studio, founded in 1995, ending its 17-year run that included hits like . committed to ongoing support for Unit 13, including daily challenges and multiplayer, despite the layoff. The timing, just weeks after release, fueled discussions on the challenges faced by 's first-party studios amid shifting priorities toward new hardware and genres.

Gameplay

Core mechanics

Unit 13 is a that emphasizes tactical combat in short, objective-driven missions, allowing players to control elite operatives combating global . The core gameplay revolves around a blend of aggressive firefights and approaches, where players navigate linear levels to complete tasks such as hostage rescues, bomb defusals, or gathering. Movement and controls draw from established shooter conventions, utilizing the PlayStation Vita's dual analog sticks for twin-stick aiming and navigation, enabling precise shooting while strafing or repositioning. Players can sprint, crouch, and perform melee takedowns for silent eliminations, with headshots rewarding higher scores to encourage accuracy over volume of fire. Reloading and grenade deployment integrate Vita's touchscreen: a simple tap on the bottom screen refreshes ammunition, while a swipe lobs explosives, streamlining actions without interrupting flow. Shoulder-swapping for peeking around cover is facilitated by the rear touch pad, adding intuitive depth to defensive positioning. The cover system forms the tactical backbone, permitting operatives to snap to walls, crates, or obstacles for protection during intense exchanges, with blind-firing options for suppression. Combat supports versatile playstyles—players can opt for cover-based shootouts reminiscent of Gears of War or stealthy infiltrations with backstabs and silenced weapons—though levels are designed to favor quick resolutions over prolonged engagements. Enemies exhibit basic AI patterns, flanking or alerting reinforcements if detected, which heightens the need for strategic decision-making in mission execution. Vita-specific features enhance accessibility and social elements: the built-in enables voice coordination in online co-op modes, where a second player joins via to tackle missions together. Progression ties into a scoring system that ranks performances on leaderboards, unlocking new operatives, weapons, and abilities based on mission outcomes, while the Near feature allows instant score comparisons with nearby Vita users. Daily challenges introduce replayability with randomized objectives, ensuring core mechanics remain fresh across solo and multiplayer sessions.

Mission structure

Unit 13 features 36 core missions organized in a grid layout, where completing one mission unlocks adjacent ones to encourage strategic progression through varied challenges. These missions are divided into four primary types, each emphasizing different tactical approaches: missions involve larger-scale operations with multiple objectives, rewarding players for coordinated assaults and environmental use; Deadline missions impose time limits on medium-sized scenarios, prioritizing speed and efficiency in objective completion; missions, which are smaller to medium in scope, disable health regeneration and checkpoints to test precision and minimal damage intake; and Covert Action missions focus on , requiring players to avoid detection with bonuses for leaving enemies unharmed, though quick elimination of alerted foes allows recovery from slip-ups. In addition to the main grid, the game includes 9 (HVT) missions, which function as encounters featuring a heavily guarded primary antagonist amid waves of reinforcements, blending elements of with intensified combat. These HVT missions unlock progressively as players achieve high in the core missions, specifically requiring a cumulative total of 180 five-star ratings across the 36 grid missions to access all of them. Performance in all missions is evaluated via a five-star scoring system, which factors in elements like completion time, accuracy, damage sustained, and adherence to type-specific goals—such as stealth in Covert missions or speed in Deadline ones—enabling instant comparisons with other players through integration. This structure supports both single-player campaigns and drop-in co-op play, with daily challenges rotating select missions for competitive leaderboards.

Vita-specific features

Unit 13 leverages the PlayStation Vita's dual analog sticks to provide precise third-person shooter controls, allowing for smooth aiming and movement that enhances the fast-paced action. The front touchscreen is integrated for contextual interactions, such as picking up weapons, reloading, vaulting over cover, completing mission objectives, and accessing the tactical map during gameplay. Additionally, the rear touchscreen enables quick shoulder swapping to adjust aiming perspectives around cover, adding fluidity to combat maneuvers without interrupting core controls. The game supports two-player cooperative mode via , allowing players to tackle all 36 missions together, either by splitting objectives or coordinating attacks, with progress saved at checkpoints. The Vita's built-in facilitates voice communication in co-op sessions, automatically activating for optional use without requiring external accessories. An online pass is required to access this mode and daily challenges, ensuring connectivity for multiplayer features. Vita's and capabilities enable real-time updates, such as notifications for new missions and challenges, while scores are automatically posted to leaderboards and the Near social application for competitive tracking. Near integration includes a ticker displaying friends' achievements and allows sharing of mission intel, enabling access to hunts without individual unlocks. These features emphasize the game's portability, with bite-sized missions designed for on-the-go play on the Vita's large screen.

Story and setting

Factions and world

Unit 13 is set in a contemporary world plagued by global terrorist threats, where players join an elite special operations task force known as Unit 13 to neutralize these dangers across international locations. The game's setting emphasizes modern military environments, including urban areas, industrial sites, and remote outposts, often drawing from real-world-inspired locales to simulate high-stakes counter-terrorism operations. This backdrop supports a mission-driven structure focused on tactical engagements rather than an overarching narrative, allowing for quick, portable on the . The central faction, Unit 13, comprises a of six highly skilled operatives from diverse backgrounds, each specializing in roles such as infiltration, heavy , or . Assembled as an international coalition, Unit 13 operates under a mandate to dismantle terror networks worldwide, earning players progression through level-ups that enhance operative abilities like accuracy or endurance. This group represents the force, embodying and adaptability in combating . Opposing Unit 13 are various unnamed terrorist organizations that form the antagonistic factions, portrayed as shadowy networks plotting attacks, weapons, and holding hostages. These groups lack individualized or leaders in the , serving instead as collective enemies in objectives like eliminating high-value targets or sabotaging arms caches. Enemy forces include foot soldiers, snipers, and heavy gunners, with behaviors that prioritize cover usage and coordinated assaults to heighten tactical challenges. The terrorists' motivations are broadly depicted as destabilizing global security, aligning with the 's emphasis on action-oriented counter-terrorism without delving into geopolitical specifics.

Mission overview

Unit 13's narrative centers on an elite team combating global terror networks, with serving as the primary vehicle for progression rather than a continuous storyline. The game features 36 main missions, each designed as self-contained operations that collectively depict the unit's efforts to infiltrate, disrupt, and neutralize threats from various terrorist factions around the world. These missions unfold across diverse international locales, including urban environments, remote outposts, and high-security facilities, emphasizing tactical gameplay tailored for the PlayStation Vita's portable format. Players select from six operatives, each with unique abilities, to execute objectives that range from to direct assaults, fostering a sense of ongoing covert warfare without deep character-driven developments. The missions are categorized into four distinct types to vary gameplay challenges and align with the story's themes of adaptability in counter-terrorism. Direct Action missions involve larger-scale operations with multiple objectives, allowing players to choose their approach—whether aggressive or methodical—to dismantle enemy strongholds. Deadline missions introduce time constraints, simulating high-pressure scenarios where operatives must complete goals before reinforcements arrive, heightening the urgency of thwarting imminent threats. Covert missions prioritize , requiring undetected infiltration and , with bonuses for avoiding enemy detection to reflect the unit's emphasis on intelligence gathering. Elite missions escalate difficulty by removing health regeneration and checkpoints, forcing flawless execution against tougher adversaries to embody the risks faced by top-tier . In addition to the main missions, the game includes (HVT) operations, which are specialized hunts for heavily guarded enemy leaders, often reusing environments but with intensified combat. These side objectives, numbering around nine, integrate into the broader narrative by targeting key figures in terror organizations, providing opportunities for competitive scoring and co-operative play. Overall, the structure promotes replayability through a five-star rating system based on completion time, accuracy, and minimal alerts, encouraging players to refine strategies to "prove their place in the military elite."

Characters

Playable operatives

Unit 13 features six playable operatives, each representing a specialized class within the (JSOC) team, allowing players to select based on mission objectives and preferred tactics. These operatives can be leveled up individually through experience points earned in missions, unlocking improved abilities, weapon proficiencies, and perks tailored to their roles. The selection emphasizes strategic variety, with classes ranging from close-quarters assault to long-range precision, encouraging replayability across the game's 36 tactical missions and 9 encounters. Zeus (Pointman) specializes in aggressive, close-range combat, wielding and excelling in breaching and room-clearing scenarios. His abilities include enhanced resistance to explosives and faster reloading, making him ideal for missions where rapid suppression is key. Zeus's design draws from military influences, prioritizing mobility and firepower in tight spaces. Animal (Commando) serves as a versatile , equipped for balanced with and grenades, suitable for the player's introductory role as the newest . His supports sustained engagements, with perks enhancing overall and weapon handling for frontline advances. Animal's class promotes adaptive playstyles across varied mission terrains. Chuckles (Technician) focuses on speed and utility, favoring submachine guns and gadgets for quick infiltrations and objective-focused runs. He offers bonuses to movement speed and detection avoidance, allowing players to navigate levels rapidly while minimizing alerts. This class is particularly effective in time-sensitive covert operations. Python (Gunner) is built for suppressive fire, utilizing light machine guns to control areas and pin down enemies from medium range. His upgrades include increased ammo capacity and reduced recoil, enabling prolonged barrages that support team advances or defend positions. Python shines in missions requiring area denial against grouped foes. Ringo (Infiltrator) emphasizes and takedowns, armed with suppressed pistols and knives for silent approaches. Perks boost duration and efficiency, ideal for and tasks where detection leads to failure. Ringo's role encourages tactical patience over brute force. excels at long-distance engagements with sniper rifles, providing and high-damage eliminations from afar. Abilities feature improved scope stability and multipliers for undetected shots, making her essential for missions involving high-value targets or elevated vantage points. Alabama's class rewards accurate positioning and timing. Each operative's progression culminates at level 10, granting maximum perks that significantly alter mission outcomes, such as bonus multipliers for headshots or reduced detection radius. Players can switch classes mid-campaign, but dedicated leveling is required for full potential, promoting experimentation with different loadouts and strategies.

Supporting characters

In Unit 13, supporting characters are limited due to the game's focus on mission-based rather than a continuous , but they include the team's and a roster of high-value targets (HVTs) who drive the antagonistic threats across operations. These figures provide context for the elite counter-terrorism efforts of the playable operatives, emphasizing tactical briefings and high-stakes eliminations. The primary allied supporting character is "Command," the unseen who delivers mission briefings, issues orders, and offers real-time tactical guidance during operations. Voiced by , Command serves as the authoritative voice coordinating Unit 13's responses to global terror incidents, often referencing intelligence reports on enemy movements and objectives. This role underscores the team's structured hierarchy within a shadowy unit. Antagonistic supporting characters center on nine high-value targets, terrorists unlocked via five-star performances in core missions, each headlining a challenging . These HVTs represent key figures in various factions, such as dealers, operatives, and leaders, requiring players to employ , , or aggressive tactics to neutralize them. The roster includes Phoenix (a shadowy coordinator), (a tech-savvy saboteur), Viper (voiced by Mohamed Ibrahim Elkest, an elusive assassin), (a brutal ), Big Slick (voiced by Ahmad , a prominent trafficker), (a ), (a nocturnal infiltrator), (a double-crossing operative), and (a deadly ). These characters add variety to encounters, with voiced taunts and unique defenses heightening the intensity of their missions.

Reception

Critical reviews

Unit 13 received mixed or average reviews from critics, earning a Metacritic score of 71 out of 100 based on 60 reviews. Critics widely praised the game's controls, which effectively utilized the PlayStation Vita's dual analog sticks and touch features for precise third-person shooting. IGN highlighted the responsive controls and the abundance of content across over 35 missions, noting that it provides solid gameplay despite lacking a deep narrative. Game Informer echoed this, stating that the Vita's analog sticks handle shooter mechanics admirably, making it a capable portable entry in the genre. Destructoid called it the best portable shooter available at launch, crediting the snappy presentation and elegant touch integration for enhancing accessibility. The mission variety and co-op mode were also points of strength, with describing the tactical infiltrations as tense and enjoyable, supported by a scoring system that encouraged skillful play. Reviewers appreciated the structure for short, portable sessions, including daily challenges and online co-op that added replayability. However, several outlets criticized the , which often exhibited erratic or braindead behavior, leading to frustrating encounters. pointed out the need for AI improvements, while noted random difficulty spikes and poorly designed missions that felt ordinary by console standards. mentioned occasional punishing elements in elite missions and inconsistent enemy actions. The absence of a compelling story and repetitive mission objectives were common complaints, with calling the levels uncreative despite their numbers. Graphics were seen as functional but unremarkable, lacking the polish of major console titles.

Commercial performance

Unit 13, a launch title for the in on March 6, 2012, followed by on March 7 and on March 8, recorded modest commercial performance amid the handheld's initial market rollout. Sony Computer Entertainment did not publicly disclose official figures for the title, but estimates compiled by VGChartz place global unit at approximately 0.53 million, including 0.25 million in , 0.15 million in , 0.04 million in , and 0.09 million in other regions. In the United States, Unit 13 did not rank in the top 10 best-selling physical software titles for March 2012 according to NPD Group data, overshadowed by cross-platform releases such as and MLB 12: The Show, though it saw strong digital sales on . The game's sales were further contextualized by the Vita's own subdued launch, with the console selling around 200,000 units in the U.S. that month. The title's reception aligned with broader challenges for first-party Vita content, as developer was shuttered by less than a month after Unit 13's release on March 30, 2012, despite the studio having completed its work on the project. Support for Unit 13, including multiplayer servers, was maintained by post-closure until the PSN shutdown in 2021 for Vita; as of 2025, community efforts have restored online play for many Vita titles, including Unit 13. The game's commercial footprint remained limited compared to other launch offerings like .

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