Sony’s vita has exceptional graphics, a streamlined screen, plenty of ergonomic controls and a competitive $249/$299 pricing structure, but without the games it’s nothing. At Sony’s E3 press conference, it announced a variety of games – some new and some already known, many of which were later available for hands-on demos.
Quite a few Vitas were available for this. Although they were tethered to “development kit” units, I was still able to play a number of games. Uncharted Golden Abyss: The forefront of all Vita games, with graphics galore and lots of ways to play.
ModNation Racers: The build-your-own-racetrak game has already been released in PSP and PS3 versions. The Vita version had somewhat choppier graphics, but did feature an extensive track-building toolkit. I was able to draw tracks, raised and lower land and make other adjustments on the touch screen. I then switched to the physical buttons to do my racing.
Wipeout 2048: As a new edition of the PlayStation-era hovercraft classic, this new version is a prequel, and features substantially enhanced graphics. The crossplay feature allows for multiplayer racing between Vita and PS3 players online, which offers plenty of competitive opportunities. Its uncompromised graphics make it appear to be a console game on the Vita’s 5- inch screen.
Little Deviants: A compilation of minigames playing up the Vita’s unique control schemes, Little Deviants features charming graphics reminiscent of LittleBigPlanet. Each of the four playable games used a clever, unique control scheme. An amplified-reality shooter was reminiscent of the 3D’s Face Raiders, but with smoothened graphics and an improved low-light camera.
It superimposed creatures over the image displayed on the back camera, and used Six axis controls for spinning and target robots for shooting. Another minigame used tilt controls in a fashion reminiscent of an iPhone game to maneuver through a maze. Two of the other games used the rear touch panel in unique ways: a ball-rolling game utilized the rear panel to “push up” landscape, and a whack-a-mole game used front and rear touch to target moles to hit on a grid.
Virtue Tennis 4: The 2K tennis game felt awkward at first with its innovative combination of analog and touch swipe controls, but with a few minutes’ play it became compelling. The swipe racquet action provided exceptional accuracy.
Gravity: This Japanese title stars a heroine in an elaborate city that is able to float and reverse gravity. It is difficult to describe this game, but its action sequences, consisting of floating and falling sideways and across buildings, were reminiscent of an “Inception” dream sequence. As before, the controls were intuitive and easily grasped.
Hot Shots Golf: The Vita iteration of the PS3/PSP golf game has much-improved graphics, and is enhanced by touch controls. This is complemented by an enhanced-reality mode that is able to transplant the golf course over your physical surroundings.
BazBlue: A hard-handed fighting game with flat graphics, a sharp point of the series.
Shinobido 2 Tales of Ninja: Also a Japanese game, featuring sharp graphics and stealthy tactics, reminiscent of Metal Gear Solid.
Hustle Kings: Pool games aren’t overly original, but the ability to finesse the cue stick angles with touch and the finger flick-controlled power meter make this a nice iteration. Also appealing is the cross-compatibility with PS3 players.
Super Stardust Delta: This revamped version of the PSN shooter is reminiscent of a classic arcade game.
LittleBigPlanet: Its touch-screen controls and minigames were reminiscent of the iPad, but the game itself felt familiar to other consoles.
Tekkon vs. Capcom: This up-and-coming fighter will be released for the Vita, but was not shown on the floor.See video below:
Unnamed Bioshock game: Ted Levine hinted that it would be released, but it was not available on the floor.
Sony disclosed that over 100 European, Japanese and North American companies have been developing for the PS Vita. After spending time with Vita games, I was pleased by how crisp and sizable the screen was, how nice the analog sticks felt and how light the unit was, although that may be because the demo units do not have batteries.
All of the control screens and inputs seemed daunting, but the games I demoed did an admirable job at integrating the controls and offering many experiences. First- time players may feel liberated by all of the buttons or touch panels, or they may be intimidated – this remains to be seen.
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