
Push Square: "Mind Zero played mind games with us. It’s deceiving with its admittedly excellent art direction, cool usage of MINDs during gameplay, and grabbing story premise, but the magic wore off when we peeled back those layers to discover its lack of identity. The game just depends too much on its uninteresting characters, only damaged further by tedious dungeon crawling and its other half-baked aspects. We think that there’s something buried here that would have made the game a must-have, but it’s too undeveloped to butt heads with better titles in its class."

The PlayStation Vita has become a haven for RPGs, but there is one particular type that has really made itself at home on the system. People who love first-person dungeon-crawlers with turn-based battles and often customizable parties can find tons on the system. Developers like Experience and Compile Heart have taken to the system. This means people who enjoy level grinding and customizing characters have plenty of options to choose from when looking for a new game to play.

Review of the PS Vita exclusive Mind Zero by Aksys Games

Gary Hartley Writes: The problem with aping someone else’s formula of success is that you’re already courting obsoleteness. Is it better than its source material? Does it do enough differently to justify its existence? Mind Zero is always going to struggle against direct comparisons, because the answer to both questions is no. Not really. It’s too keen on taking shortcuts; on being a shallower experience. There are twelve chapters to play through, and I saw my first case of palette-swapped enemies as early as stage three. Progression is based on power levelling, in exploring non-randomised dungeons that often lose their lustre long before completion, and on grinding levels and skill cards to stand a chance against boss fights that range between insultingly easy and genuinely challenging. Even then, the challenge to most bosses is in their overly-burdened health bars which make these fights gruelling wars of attrition.