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Eurogamer 2011: PS Vita, Getting a Feel For It

I was not only lucky enough to catch the last group of the day to go hands on with Sony’s Playstation Vita but it was also a lightly extended session since the queue had closed behind us. Still, not enough time was given to ask ALL the questions and try EVERYTHING out but I did manage to get that all important ‘feel’ for the device. What I mean is, even in the relatively short time we were allotted, I got comfortable with all of the physical features of the hardware. This is what I’m going to try and describe to you now in hope that those of you interested in the powerful handheld can get an imaginative insight into what it’s like to use. I will use Little Big Planet as the reference game as it was the first thing I tried and it uses most of the PSVs features very nicely. Most of you may have read about all of this beforehand but I’d just like to share my personal experience with you anyway.

The first thing you notice about holding the device is also the thing with the most ambiguous future I’m afraid, the weight. I was shocked at just how light it was, when the girl handed me the PSV I held my hands out underneath expecting something as ‘stuffed’ with hardware features as this to give my wrists a slight need to adjust to counterweight. However it feels almost effortless to grasp but not so lightweight that it threatens to break or fly out of your hand. I immediately found myself trying to hold the device in one had then the other with surprising success. I asked if the model I was holding would be the same weight as the final build and was disappointed to hear that there would be a slight change with no indication as to whether it would be heavier or lighter. The demo model did in fact have the battery inside, according to the rep, and the weight change would probably be so slight as to be unnoticeable.

Now to find the buttons! Having owned a PSP, I was relatively aware of the basic button setup however I soon discovered that this may be more of a problem than an advantage. The inclusion of dual analogue sticks, while probably the greatest feature to hit handhelds ever, has forced the usual face buttons to shrink. It took me a few attempts to jump a small gap in LBP because I kept pushing the second analogue stick, thinking that it was the ‘X’ button. Once I got used to this though everything else snapped into place, the D-pad even seems to improve on the PSPs already good one, and it was now time to try out the touch screen.

My first touch evoked a mild feeling of disgust after realising just how grubby the screen had become. We can’t really blame the Vita for falling victim to the touch screen weakness though; you’d feel dirty too if 1000+ strangers queued up to fondle you all day. Returning, after a quick wipe, to the very first room in LBP which contained some of the ‘touchable’ blue material I had learned about just hours before in Sony’s PSV developer conference; I moved the object around just like I had done countless time before on various smart phones, it’s as intuitive here as it was then. There’s a certain small awe that comes with moving an object in a world as detailed as LBP using your own touch. The rear touchpad also came into use during the demo, where I was challenged with building a staircase for Sackboy by pushing ‘Tetris-like’ blocks out from ‘behind’. It’s a strange but immersive experience, which left me, optimistically, wondering about the possibilities of such input. Both front and rear touch screens are multi-touch and feel incredibly responsive, easily on par with top level smart phones.

The next challenge to put the PSV through its paces involved the six-axis function. I needed to tilt the device in order to bring a bridge across for Sackboy to jump onto; it works exactly how you would expect, after using both Move and DS3, you should feel very comfortable with this.

The dual analogue sticks seemed tiny at first, I worried that their decreased size would affect the range of control you had over manipulating the camera or minute aiming adjustments. However my concerns were put to rest after only a few short minutes of use I felt a common connection between the PSV sticks and the DS3. It might sound silly but it really did feel like I was playing a mini PS3 in my hands; which, in my opinion, is no bad thing, especially when you consider all the extra input and features available on the Playstation Vita.

I left the expo confident that Vita would be usable for me after being worried that my large hands (I’m 6’4” and can hold a basketball upside-down with arm outstretched) would be a problem. From build quality to responsiveness, Vita FEELS like a winner.

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guitar_nerd_235343d ago

Thanks for the info, sounds very promising- I'm dying for a new Wipeout!

lex-10205343d ago

I already have this thing fully paid off. I want a release date already....grrrrr

madpuppy5341d ago

I hear you, pal. I'm all paid off and waiting for a release date as well.

70°

Microsoft Gaming Revenue Drops 7% Year-on-Year, Content and Services Down 5%, Xbox Hardware Down 33%

Microsoft announced its financial results for Q3 of fiscal year 2026, including an update on its gaming Xbox business and more.

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simulationdaily.com
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Jin_Sakai13d ago (Edited 13d ago )

Not looking good. Hopefully Asha Sharma is able to turn Phil’s disaster around.

dveio13d ago

To me it's still quite remarkable how they can cash-in 5.3bn in revenue in a single quarter, since their hardware is basically dead.

Jingsing13d ago

The stock mark is what makes Microsoft remarkable, They have convinced every institutional and retail investor to just keep piling money into them. Like many big tech giants they are just a big growing pyramid scheme. As long as people keep dropping money into ETF's that cover the market Microsoft will always be liquid. At the same time it is completely stifling innovation and competition. People need to start being more discreet in how they invest their money as it's killing the system.

Tanktopmaster9213d ago

Once they re-evaluate exclusive all will be fine….

S2Killinit13d ago

Riiiiight because people will just flock back to them for one or two games per year.

Jingsing13d ago

15+ years of bad performance is what they call irreparable in business. It is time for them to sell off the assets and get out of entertainment.

Tanktopmaster9213d ago

These declines are on the back of extra revenue received from releasing games like Forza horizon 5 on PlayStation. So I’m being sarcastic here when I said they should go back to exclusives. Killing off a revenue stream from Ps5 sales will only make things worse

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40°

Games Done Quick is coming to Europe for the first time with 3 days of Gamescom speedruns

The charity event will be streamed live from Gamescom in August.

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videogameschronicle.com
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50°

Report: Injustice 3 in Development at NetherRealm Studios

Thanks to the slip-up of an artist working on the title, we now have more evidence that a new Injustice game is in the works.

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