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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 ...

Brainshell scrambles minds and invokes nuclear terror

I'm not sure if it was the name or the OG PlayStation style visuals that compelled me to find out more about Brainshell. But what I find is highly tempting, if a little icky! 

The core concept is a genius one, mankind started using people's brains instead of computers, and now the player is trapped in a cold-war puzzle system as nuclear missiles are flung through the sepia-tinged atmosphere.

As a young Air Force recruit tricked into joining the Brainshell program, their human minds become the guidance systems for nuclear weapons. Reduced to a living control unit, drugged, and fused with machinery.

Brainshell

Brainshell has two key gameplay sections:

  • Control Phases: Guide the missile through the harrowing stages of launch: Boost/Launch, Midcourse, Reentry, Detonation. Each phase presents unique mechanical puzzles inspired by authentic Cold War technology. Your actions carry immense weight. Failure results in traumatic flashbacks, not a simple restart.
  • Hallucination Phases: After each control sequence, descend into grotesque body-horror visions. Navigate surreal mini-games, interact with fleshy interfaces, and confront distorted memories in a desperate search for reality. These nightmarish interludes serve as narrative checkpoints, blurring the lines between story and gameplay in the most unsettling ways.

As the first (and last) mission unfolds, brutal training memories resurface. Torn between the mechanical stress of missile control and grotesque hallucinations, you'll question your purpose and confront a harrowing choice: obedience or sabotage. What choice will you make in this narrative adventure?

Sounds fun, huh? Brainshell arrives next year, developed out of Finland by a team of three. Hopefully with a console release, but Steam for now. 

Brainshell

PS, anyone else doing Pinky and the Brain's "Brainstem" song with a new word? 

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Currently playing on my Vita/PS3/PS4/PS5


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