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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 ...

Starlight EU beta codes heading out the docking bay

Since the Vita will never enjoy the blistering scenes of Elite Dangerous or Star Citizen, its time to see if the money invested in Starlight Inception from Escape Hatch is worth it. The EU beta codes are being sent out now to those who backed the $150,000 project (one of whom is me).



I'll post some impressions, but there are plenty floating about from the US beta (see video). I'm not getting overly carried away given its tiny budget and team compared to its rivals and the fact its still a beta. Just a fun space shooter will do me fine thanks!

UPDATE: My beta feedback

Unless there's a major visual upgrade on the way, ditch the briefing meeting scenes. It looks ugly, does nothing to advance the plot that can't be done from the cockpit and doesn't paint a good first impression.

In flight dialogue: Like it! Just sci-fi-corny enough to get away with it.

Fighter controls: Nice and lose, fun to fly, a bit juddery near the captial ships but manageable.

Targeting: Touchscreen control to pick from multiple on-screen targets please.

Explosions: Add a check so if a small ship explodes close to you there's only a tiny (or the first part of the) explosion effect, a full-screen near explosion for a dinky fighter seems rather excessive and seemed to kill the frame rate if really close.

Music and game effects: Like the meaty weapon fire and thrust sounds, music suitably atmospheric. Some nice hull-on-hull clangs would help.

Landing: While I liked landing the first time, tell me there's an auto-land option so you don't have to do that at the end of each mission?

Radar and missile sub-displays: Are they really needed? Is there an option to turn them off? Didn't find myself noticing them at all, especially with duplicate information elsewhere on the screen.

Options wheel: Activate by holding the rear touch panel?

On the plus side, no crashes, no getting stuck of mission breaking that I can find.

Other than that, based on the shortness of the demo, that's all I have to offer. There's a few quirks, its nice to know I can blow the turrets off my own mothership without reprimand among others, but I'd happily play this if the full story is fast-paced and engaging enough. Oh, and no damn escort missions please!

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Currently playing on my Vita/PS3/PS4/PS5


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