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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 ...

Borderlands 2 patch out now, go enjoy the wastelands

A more polarised game it'd be hard to find right now. Sure its not a patch (technically) on the PS3 version, but someone, Iron Galaxy has crammed the game on to the Vita and players love it, even with glitches, crashes and performance issues.

UPDATE: The update is now live for EU users (2nd July)

Hopefully some of those will have vanished now, as Sony have announced the update (in the US, EU release pending apparently) as featuring:

  • Improved stability and performance throughout the game, including addressing known issues with audio playback. 
  • Gyroscopic controls can now be independently inverted. This should ensure that fans of inverted vertical look will also be able to enjoy Gyroscopic aiming as well! There are now scaling sliders for rear touch inputs in the Options menu. 
  • Many users mapped lesser used actions to the rear touch but reported that in gripping their PS Vita systems, they’d still accidentally trigger those inputs. Users can now scale the input area down to much smaller zones, mitigating this. 
  • Lastly, we’ve addressed an issue where players were not notified that their online session had expired, which caused players to incorrectly appear available for multiplayer.
Let us know if you've tried it, and what improvements it really makes and just how improved the game really is. Posters in the US suggest that its not a magical cure all, with slowdown, crashes and bugs still a problem. 

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Currently playing on my Vita/PS3/PS4/PS5


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