# *Unbeatable* Demo is Out Right NOW
![[250418_Unbeatable Demo Email.png]]
I haven't clicked on [an email](https://public.hey.com/p/4F5CSbWTp1uAAXpidAt3h28R) this fast in ages.
> "The devs, D-Cell, also mentioned in their newsletter that there is going to be a new demo out. No window, but I hope it comes to console."
[[Unbeatable on the PS Blog|Eight months later]] and my dream has come to reality.
It's beautiful.
![[250418_Unbeatable Demo PS5.jpg]]
There is a [new trailer](https://youtube.com/watch?v=XwKFOZeJukA) that is out too.
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Holy moly this trailer is pedal to the metal. I am more and more in love with the style. Also, the *new* tagline is superb.
I decided to go back and rewatch the [[UNBEATABLE – Kickstarter|Kickstarter]] trailer and the [[Unbeatable is Back and I Still Can't Get Over It|re-announcement trailer]]. D-Cell has been 100% committed to the style of this game and its advertising from Day One.
If you've read any of my coverage on the game, you'll know that the style is what hooked me from the get go. The gameplay looks dope too. I love a good rhythm game. Now, I finally get to try it out and see if there is any substance to all the style. I have a good feeling about this one.
---
> [!info] Update - 4/19/25
[I played it](https://youtu.be/JUzKP9wNI1k). I was able to fit in some 20 odd minutes in before the end of the day. This is *definitely* the game I have been seeing in all the trailers. Vibe check, passed.
It is very much an unstable demo though. The tutorial locked up on me, which is not a place I would want a rhythm game to get proverbial stage fright. Wandering around story mode also soft locked me. Felt like a cutscene glitched out and I could no longer interact with the people or environment. The warning about it all being a work-in-progress is true.
I dug the art, dialogue, and general movement in the environments. There's a *Paper Mario* feeling from the 2D models in a 3D space.
The arcade mode is what you'd want. Pick and song and rock out. I like the overall up and down mechanic of it all. My old brain needs time to get in tune with the buttons, but I see its promise.
The notes come at you from the left and the right, but the game does this zoom out before punching in to the other side when notes are incoming. This is jarring. I wish it'd just snap to the other side. Maybe they've tested that and it too feels jarring. I'm not sure, but the zoom out snaps me out of the rhythm.
Also, the controller rumbles something fierce. We need to be able to tone that down.
All of this is fixable before launch. This is part of what demos are for; to help the devs find out what is working and tweak it. If my criticisms make it to the team, I hope they help. The heart is here. The core is there. Now its all refinement and polish.
You can check out my gameplay in 4K60 on the [Max Frequency Library](https://www.youtube.com/@MaxFrequency) YouTube channel below. It's unlisted for now—don't want to interrupt the daily upload schedule for *Splatoon 3*.
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