Unpossible is the latest game to hit the App Store that builds on the endless/infinite runner genre, which often tasks players to keep their character in motion for as long as they can. The more distance they get, the higher their score. In Unpossible, things are turned up to 11 and you’re meant to run in first-person perspective on an infinite tube with protruding obstacles. Temple Run, this is not.
Jumping into Unpossible is exciting. Upon seeing the cityscape in the background and the Tron-like aesthetics of the platform on which you run, it’s hard not to marvel at the game while being confused all at the same time. But when you start running and die for the first time, it’s immediately clear to you that this is going to be a challenging but altogether addictive experience.
There are two control schemes available for you: touch and tilt. I would highly recommend the tilt controls because they allow you to react quicker than touching either side of the screen to lean left or right. Since the object of the game is to get as far as you can unscathed, having a faster reaction time with the tilt controls is a lot better. With touch controls, you’ll have to expend a little extra effort to tap the screen, which provides decent accuracy, but nowhere near the power and control you get with being able to slightly move your device with the subtlest twitch of a muscle. The tiny, nuanced movements you’re able to perform while in tilt mode is the key to being successful in Unpossible, because they allow you to become one with your device.
Unpossible is divided into a series of levels that represent difficulty settings. Cruise Mode is by far the easiest and lets you practice your turns without the fear of dying. You can learn about the different structures/obstacles here in order to get use to the way they’ll appear in the main game, so you can twitch in the appropriate direction to avoid them. Simplicity Mode is challenging, but a fairly easy difficulty that lets you get used to the structures and twitch-turning at a slower pace.
Futile is where the meat of the game lies and will have you sweating bullets as you rush through the game, avoiding structures that look like rings, arrowheads, butter knives and triangles. I would avoid Unpossible like the plague if you’ve got high blood pressure, because you’re bound to get all worked up every time you crash into something. The worst part is that failing will only spur you on to play more in a bid to beat your previous score. Then there’s Ultra Mode, which makes it so that the obstacles spin. This tweak in the game will force you to forget all of the muscle-memory and prompts you learned in Futile and changes things up considerably.
Thankfully, also included are the Daily versions of these difficulty settings, which offer a more stable play experience. In Simplicity and Futile, the level layout is always changing, but their Daily counterparts feature a set level that will last for 24 hours, just in case you’d like to memorize patterns and feel a sense of accomplishment that way.
My only real complaint about this challenging, incredibly addictive game is that the music is kind of unexciting. You’re likely to blast your own energizing playlist while playing through Unpossible, but I just wish there was a more frenetic, reactive soundtrack that accompanied the frenzied, pulse-pounding running action onscreen.
Unpossible will probably be the next game that will get you to try to one-up your friends’ scores and vice versa. The gameplay is designed to spur you on and strive to beat your previous score. It’s a lot of fun, but just be careful not to bash your head into the wall or snap your device in half when you crash into obstacles, because that is going to happen -- like, a lot.
This review was completed with a purchased copy of Unpossible for iOS.