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PlayStation Vita: Difference between revisions

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(Updated and standardized tense.)
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[[File:psvita_9360.png|frame|[[Slogans|Never stop Playing.]]]]
 
Sony's successor to the [[PlayStation Portable]], codenamed the Next Generation Portable or NGP for short. It will make use of a multi-touch screen much like the iPhone, though with traditional controls in addition. It will also continue on with the portable Augmented Reality concept first used by the [[PSP]]. It debuted at the beginning of 2011 in a private press conference by Sony and the official name (Vita) was bestowed to the system at E3 2011.
 
With their two most recent systems falling below expectations in terms of sales, they decided to pull out all the stops with:
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* Instead of using the highly custom console technology that the [[PlayStation 3]] uses, the Vita uses common smartphone technology. This makes game development easier, considering most developers are already familiar to the technology and they are able to use assets from existing hardware ranging from home consoles to smartphones.
* This is the first widely-available dual analog handheld, addressing a flaw experienced on the PSP.
* In reaction to the growing casual downloadable game market (such as iOS and Android), Vita features are similar to smartphones, such as a touch screen and motion sensor. [[Sony]] will also provide PS Suite, which will allow users connectivity between the Vita and a smartphone/tablet.
* Third party (especially western) support is expected to be big, ranging from big publishers such as [[EA]] to small indie developers. (Japan, where the PSP was far more successful, [https://web.archive.org/web/20110813233411/http://www.andriasang.com/e/blog/2011/06/07/vita_third_party/ is already all-in].)
* The Vita is Sony's first system to use flash cards instead of optical disks for game distribution, which hopefully removes [[Loads and Loads of Loading|long loading times]] and increases battery life. Game flashcards are currently able to hold up to 16GB of information. They are based off MultiMediaCards, but have a different pinout and the expected copy protection to deter (casual) piracy.
* The price iswas $249 for the wi-fi only model and $299 for the model with 3G support.
 
While not as powerful as a PS3, Sony intended the Vita to be easy for developers to import assets from their PS3 games to the Vita, and at least some games were cut-down or even unabridged ports of their home console counterparts such as the 2012 ''Need for Speed: Most Wanted'' reboot. Several games outright support transferring saves between the PS3 or PS4 counterpart (a feature technically first seen on the PSP and PS3 with ''[[Metal Gear Solid: Peace Walker]]'', and technically included in the older ''[[Pursuit Force]] 2'' but the console version of that game never materialized), but the need to purchase the same game ''twice'' meant this was actually a great deal less than practical.
 
Another feature of the hardware is the inclusion of a touch-sensitive pad on the back of the system. The first application was shown at the debut of the system demonstrating Nathan Drake of ''[[Uncharted]]'' climbing a vine. Sliding your fingers down the touch pad would cause Nate to ascend the vine. The early models of the system also sportssported an OLED screen (which is normally seen in smartphones), atbut fourthis timeswas thedropped resolutionin later models in favor of thea standard screen as a cost cutting and battery life PSPmeasure.
 
The PS Vita iswas stated to have a battery life of 3 - 5 hours depending on the system's settings, although manyin users are reporting a shorterpractice battery life ofwas 2even hours and a halfshorter. However, anAn external battery, available at the western launch, willcould increase that time to 15 hours of nonstop play at full settings.
 
The console doesndidn't have appreciable internal memory, it must be bought separately, in the format of a Sony Memory Stick, ''a new type'' of memory stick which so far is exclusive for the Vita; the PRO and DUO Memory Sticks used by the PSP won't work on it. This would prove to be the biggest cause for Vita's downfall, as the memory sticks were absurdly overpriced compared to commodity (Micro) SD Cards. This would prove to be a problem as games were fairly large, and the system's disc management was locked down in a (failed) attempt to prevent custom firmware with a bizarre oversight in the file management software that rendered it impossible to easily backup saves while deleting game data.
 
When it was released in Japan, on December 17th, 2011, it did well for a week but lost 3/4ths of its sales numbers the next, being outsold the week of Christmas not just by its main competition, the [[Nintendo 3DS]], but by the ''original PSP'' as well. And [[It Got Worse|numbers have only declined since then]]. Unfortunately, the Japanese market would prove to be the ''most'' successful by far, thanks to Japanese developers taking advantage of the lower budgets to make very original and innovative games for the system. The international release would wind up doing even worse, with the cost of the proprietary memory even more absurd (the largest of the memory options never making it to the west), while Sony of America was unwilling to support, and later outright ''hostile to'' (outright banning their release or forcing absurd censorship requirements) the oddball Japanese games that made of most of the system's exclusives.
Additionally, the system supports Hideo Kojima's new pet project, ''Transfarring'', allowing gamers to take up and continue their console games on their Vita using the same save file. Sony itself is working on a similar ability called "Continuous Play," that allows cloud-based storage of up to 1MB for each game and can be accessed online from anywhere.
 
Since it's unveiling on E3 2011, the system has been almost universally praised by the critics who've tried it.
 
Some early adopters experienced some issues (though not [[Game Breaking Bug|serious]] ones) with the Vita at launch, though Sony has released a firmware update to fix the problem.
 
When it was released in Japan, on December 17th, 2011, it did well for a week but lost 3/4ths of its sales numbers the next, being outsold the week of Christmas not just by its main competition, the [[Nintendo 3DS]], but by the ''original PSP'' as well. And [[It Got Worse|numbers have only declined since then]]. The international releases at the end of February tripled the total number of Vitas in consumer hands (400K sold as of the 31 Dec '11; 1.2mil sold as of 28 Feb '21), but considering the declines in Japan, it's the post-launch numbers everyone's interested in, and no such figures have yet been reported.
 
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