Indie Corner: Vecter

James Troughton takes a look at this stylish arcade racer

James Troughton
17th November 2019
Image: IGDB
Neon racing with an arcade edge and a wonderfully accessible free-to-play model? This is Vecter, and it's a perfect recipe for a captivating joyride, no matter how many times you stumble into the artsy blockades that litter your path.

Vecter is a racing game with an emphasis on bringing back that rich arcade charm of the 90s. As the scoreboard of all the better players lies overhead, it lets you see just who you're surpassing each time you improve. Every day, a newly generated level is up for grabs in which you can strive for that number one spot. Not that I ever manage to, mind you - I really suck at this game.

Its controls are incredibly responsive, essential in a game of this nature, while the art style has a wonderful charm. The sound design leaves something to be desired, but that's something the lone developer is working on; seriously, that requires a work ethic that I could never match! I mean, I can barely muster the energy to construct a cheese toastie without cocking it up.

As you race, you may also notice other futuristic neon-clad cars that drive past you into the distance. It relies on representing real-world players through ghost data, so whilst Vecter isn't an online experience, it's a cool touch that reminds you of the community experience. You don't directly interact with others but you are constantly competing with them. It's the classic arcade experience brought into the 21st century kicking and screaming, with every cry drowned out by the brilliant soundtrack.

What's better is that, despite currently working with a simplistic design that constitutes as a basic racer, there's more to come. The developer plans to add shooting which could drastically alter the experience, adding more depth and intractability. It's an exciting prospect and it'll only fuel that arcade action, especially if he manages to swoop up a sound designer to work on the zappy swooshes of the lasers.

I have to give the user interface (UI) an honourable mention. While the user experience  (UX) is a little basic on the menus, the UI is a living and breathing aspect of the game. It just doesn't feel like an afterthought slapped onto the corners of the screen that detracts from the action. With low requirements, no price tag, great design and responsive controls, why wouldn't you pick up Vecter and support new indie talent? It's a no-brainer: switch it on, die a lot, see if you can muster up the will to carry on and slap it in your library for that occasional mindless fun to break the monotony of uni work.

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