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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 ...

Review: NeuroVoider

I missed this game when it was released digitally, but it looked interesting and hung around at the back of my mind. So, when the Limited Run physical came up, I had to jump at it and now have the cool little case, instruction manual and trading card to remind me of a good decision.

Playing NeuroVoider immediately puts me in mind of the best in Vita indies, a hint of Spelunky, a dash of Steamworld with upgrades and roguelite-like features all bolted mechanically into a stylish twinstick shooter, driven by the finest soundtrack I've heard in ages.

NeuroVoider starts with a brain in a jar, like all good games should. But the jelly blob is soon guided into a mechanical shell, comprised of a motion system, core and weapons, all of which you can change, customise and upgrade over the course of a pyrotechnic adventure. Then its off to shooting things, with a choice of levels, a stream of targets and the mystery of how you ended up in the jar, and who's responsible.

Each level varies in size, the number of elite enemies patrolling the corridors and the power reactors you need to destroy to escape it. Some are dark and dingy, others modern and edgy, and periodically there's a big boss to take down. Depending on the difficulty level (arcade, rogue or voider), there's plenty of health and power to pick up to keep your mechy-thing moving.

Weapons include swords, guns, rockets, grenades, beams, liquids plus a string of skill power ups to keep your health up or to whack away at the enemies. You can boost your way out of their fire zones, repair your health or form a shield to repel attacks, and that's just a few of the options.

Between levels you can upgrade or swap out your component parts, comparing their effectiveness, or craft new ones to spice things up.

While the mechanics aren't quite perfect (its a little too easy just to back up and pick enemies off from distance), the mix of gameplay types, the acid-tinged sci-fi setting, with constant glitching makes for a distinct look, welded into your retinas as the beats pummel your ears.

Then there's your choices of upgrades or repairs, and changes, will they be suitable the battles ahead when your health starts to dip? All of which makes NeuroVoider a hell of an achievement on the little Vita screen and I look forward to playing Flying Oak's ScourgeBringer, coming soon on Steam but likely on its way to consoles.

One tip, remember to save during the intermissions, otherwise you find yourself back at square one all too often, and the bigger trophies rely on competing the game multiple times. Its a shame the Vita only allows for single player, compared to other versions' four-player mode (and why there are other brain jars), but that's plenty for me.

The whole thing reminds me of playing a mini Diablo, not the Perfect Diablo II, but perfect little battles, a dash of upgrading and off to war again. That feels perfect for a handheld, and the whole visual and audio experience is pretty much perfect.

Neurovoider is a great game to play in the dark with headphones on, totally focused on shooting, maintaining health and enjoying the electronic atmosphere. I can happily pass hours trying to win and mostly fail, but its always my mistake not the game being too harsh.

Score: 10/10
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Price: £8.99 (PSN)
Publisher/Developer: Limited Run/Flying Oak
Size: 116MB
Progress: In love with a beautiful thing, and some shooting!


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Currently playing on my Vita/PS3/PS4/PS5


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