![]() I have not much more to say about NeuroVoider, to be honest: it’s almost a perfect game, and really a perfect execution of its concept. ![]() I suppose some might find it too difficult, but having grown up with a Mega Drive at home, I can handle tough. It was the only hindering I felt during my time with the game. As I mentioned before, the story is not that important, but commands and other important information on the HUD is simply way, way too small. Sadly, the Vita version suffers in the text department. It looks gorgeous, and sounds amazing, too. Colorful sprites, contrasting backgrounds… presentation really is top notch. It’s a perfect accompaniment to an art style that is both retro and contemporary. The music is another highlight: Dan Terminus’ thumping synthy tunes absolutely rock, and I would not be surprised (nay, I’d be happy) to see it released in vinyl format somewhere down the line. But NeuroVoider really shines through in the gameplay department: very precise twin-stick shooter action with TONS of customization, cool weapons… Yeah, I like the game. It may seem like a boring formula, and it can be depending on how the gameplay is executed. ![]() ![]() The story in NeuroVoider is about as important as it is in Super Mario Bros. As I sit here, listening to my favorite album by Sam Roberts (We were born in a flame, in case you were wondering), I think back fondly to my time with NeuroVoider: tough enemies, of which there are many (over 8 thousand, the devs reckon), a cracking soundtrack by Dan Terminus, great level design, basically endless replay value thanks to procedurally generated content… My only regret is that this game didn’t come to Vita sooner, at a time where a wider audience might have benefited from its excellence. ![]()
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