* FINAL THOUGHTS AT THE BOTTOM!*
+Variation of level design
+Variation of Parkour moves
+Sense of Accomplishment
To start off with, Vector is a pretty fun game; however, I can only play it in short burts. This burst range from either to a hour, or for the most part, to thirty minutes per interval. This is only because after a while; unfortunately, the game does feel like it becomes a bit repetative from just pressing up, down, left, and right. Yet, I find myself always drawn back to the game, always wondering what badass parkour moves I can pull off next, or by curiosity to see what the next level has in store for me. For me, the game doesn't dissapoint as running from multiple hunters can make the game seem hectic, and keep the game interesting, along with the music and the environment that the style of vector makes. Seeing the obstacles in black, and the enviroment in full, glorious colors really depicts how the main character, vector, feels. This, at least to me, really ties in with the introduction scene of vector. Being trapped and doing the same tasks on a daily basis, and only having one desire, and that is to be free! However, there are some things that really make me furious at certain times while playing Vector. At times, there will be certain animations, or scripts, that you want vector to do, yet he won't do it. I found several times that I press the up button several seconds away from the object yet he would do the animation that would prohibit me from getting a certain cube. This would then cause me to restart the level just so I can get that one damned cube so I can progess. Because of this, it gives the game a sense of trial and error that is very misleading to me, for the "challenging" aspect of this game is to remember where to exactly jump so you can get all the cubes and tricks within that certain level. However, after beating that level, I get a sense of accomplishment, and sense of pride that makes it worth while for me.
So I'm giving Vector a 7/10, to me the game is very fun, but it's fun in short bursts, delays in script triggers, and level memorization rather than an actual challenge really knocks the game back from what it actually could be.