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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 ...

A new Mind 0 advert, move goddammit move!

I used to play text adventures, static image point-and-click graphic adventures, RPGs with flip-book style progression. But they seem positively animated compared to Acquire's latest Mind-0 trailer that is positively rigid with rigormortis. That said, it must have some merits as Famitsu has scored the game 30/40.

I hope the characters shown in the ad have bags of unique details, quirks, and a story of biblical proportions to take gamers down, because this is the most immobile portable game I've ever seen. I know there's battle scenes (and I'm wondering why they aren't in the ad) but even they seem pretty turgid.

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Currently playing on my Vita/PS3/PS4/PS5


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