Potaku went to the community and gave Zetrox2k the chance to play and review escapeVektor on the Playstation Vita for an alternate look at the game!
Sweat is dripping down my cheek. My hands tremble as the constant frustration is at boiling point, with every chance of my sturdy PS VITA being violently tossed across the room shattering into a million pieces. The house echoes the countless curses being forcefully pulled out of my vocal cords. After all, it sure as hell isn’t my fault; its 42C and I am currently sitting inside a poorly air-conditioned room playing escapeVektor.
This game is nothing but pain my friends; pain that is masked behind a simplistic art design, chock full of arcade genius. The wise will say “graphics don’t make a good game”; this is digital proof. This game will no-where near scratch the capabilities of the VITA, but rest assured the VITA has gained a strong offering to its game library. You control Vektor through a mind numbing 150 levels; 27 zones, containing various nodes. Confused? Replace the word zones with ‘chapters’ and nodes with ‘levels’. Guiding Vektor, you must retrace every digital circuit in each node, avoiding the enemy obstacles that the CPU throws at you. After guiding Vektor through several nodes, he slowly begins to take back some control, managing to hack certain abilities into the program code that will aid you in your quest, such as the speed boost, and detonations, which take out nearby obstacles. Your abilities aren’t limitless however; border a cell (trace a complete section in a square fashion), and you gain a detonation. Your boost runs on a gage that slowly refills when not in use.
Aside from the obstacles, you must beat another age old opponent… time. …and man do you need it… The complex circuitry being retraced must be tackled in the most efficient manner. Whilst you can sit there dawdling through each level, you must complete each node within the allocated time frame or you will find yourself unable to progress through to the next level.
The game rewards you with a trophy at the end of each node, bronze, silver, gold and platinum, and global scores as well as friends scores are tracked through a leaderboards system… It has become evident that either some people play this game way too much, or I plain and simply suck. The latter suggestion seems more likely.
Having never played the original Wii-ware release, unfortunately I am unable to make any comparisons. For those who have, you’ll know what you’re getting yourselves into. For the uninitiated, a breath of fresh air awaits!
And the music…good god, the music…a brilliant set of chip-tune tracks will leave you totally entranced within the game world. Even if you’re not a fan of the pre-16-Bit era, the music is a delight.
Players will soon discover that some nodes are excruciatingly difficult; the completion time requirements will result in many nodes having to be replayed over and over again. Some advice for the achievement hunters aiming for all those platinum trophies; you’d better stock up on your energy drink of choice and keep a stress ball in arms reach. I personally had to put the game down for a day or so before getting back to it.
The powerups or “abilities” available are too few and uninspired. They get the job done, but unfortunately don’t offer any twist to the gameplay style to stand out. Limits should also have been placed on the number of detonations you can stock up. You will find yourself in some cases able to set off detonation after detonation, briefly ruining the gameplay flow.
- Simple yet elegant game design.
- Simplistic use of gyroscope for slight rotation is pretty cool.
- Outstanding soundtrack.
- Hours of fun!
- Game can get somewhat repetitive, especially when having to replay missions.
- Could have done with a more inspired powerup system.
- You may break your VITA in a moment of frustration…
Minor problems aside, EscapeVektor caught me by surprise. Though the concept seemed interesting, I thought it would have been flawed in execution. Boy was I wrong…