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Vectrex Mini interview - David Oghia talks up the nostalgic vector powerhouse

Having been wowed by the news of the Vectrex Mini at Gamescom , I rushed off some questions to VectrexOn's main man  David Oghia . After a post-event, well earned, break, he's kindly given us a lot of detail about the project and some new images of the unit to share.  His story mirrors mine somewhat, Vectrex represents a glowing, unaffordable, obelisk of gaming power from our youth! But he's had the energy and drive to do something about it, and met the right people to get the job done!  What first got you interested in Vectrex and what spawned the idea of a Mini version? I’ve always been passionate about retro-gaming, but my first love was computers rather than consoles — the ZX81, then the Commodore 128. I only really discovered the console world in the late 90s, which is when I got my very first Vectrex. Of course, I had seen it in stores back in 1983, but at that time it was far too expensive for me.  Today, I own five Vectrex systems at home. Vector-based games ...

Twin Blades: The Reaping Vanguard (PSN) Review

Twin Blades is a great visual treat, easily one of the best-looking PSN minis. The 2D zombies and our heroine, Angelica, are great big figures, taking up nearly half the screen, and have plenty of character and detail to them. The levels have neat transparent foreground features and blood happily oozes down the screen after a particulary good splatting. But once you get past the prettiness, you being to wonder, as you swing your axe for the thousandth time, exactly what the point is. For example, spoiling the view is a giant hand, usually pointing to the right of the screen, encouraging you on. Yet, when you reach the end of the level, there is no end, no boss to beat, no reward. You soon discover you have to pummel the appropriate number of zombies, so you might as well have stayed at the start of the level and splatted them all there. It doesn't make sense and is a major flaw in the game.
Defender had the same mechanic, but let the level wrap around - with Twin Blades, there is no point to the end of level, so why have it? Back to the brawling, Angelica (a nun with a can-do and a can-maim attitude) packs a scythe and a range of weapons. She can take a number of bites from the zombie horde and when she nears death, one usually disgorges a health potion, but there are none hiding in the crates or barrels around the level, discarding the opportunity for some scenic interaction. Once you kill the required number of zombies, you can go to the next level or head back to the church to level up her gun, scythe or other powers. This has potential but is, again, wasted, there are different weapons including a flame thrower and holy beam gun, but apart from the neat undeath animations, doesn't change the game much as you fight slightly improved zombies. Until you come across the first boss, a giant, cleaver-wielding butcher, who is wildly over-powered. So, unless you're a real gaming ninja - its back down the streets to do more zombie mashing to power up the weapons until you stand a decent chance of beating him. By this point you could well be bored of the whole thing and give up. If you do persevere, its just more of the same in slightly different locations. To pad it out a little there's a survival mode and a 'hard' option, but your life will have drained away long before you need it. Available on PSN £2.49 6/10 - Very pretty but pretty pointless

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