Showing posts with label PSP. Show all posts
Showing posts with label PSP. Show all posts

Wednesday, August 26, 2015

The PlayStation Vita: Revisted

Upon its release, the PlayStation Vita was a big talking point around the industry. Sadly, it focused on the system's woes when it came to its lack of commercial success and a consistent lineup of games. This unfortunate turn of events has gone to plague the Vita for its entire life. It is remarkable that the Vita is only three years old and the system is already considered dead. Apart from niche Japanese games published by Atlus, NIS America or Aksys Games, and cross-buy indie titles, Sony and third-parties abandoned the handheld by the end of 2014 at the latest.

The Vita's life has been tragic to say the least, but I am not here to rub salt in wound. Since I recently picked it up for myself, I am here to give an honest opinion to those that may be seriously considering buying the system in the near or distant future.

First and foremost, the PlayStation Vita is a well-designed handheld, which is impressive since it is Sony's second stab at a handheld. Originally, I thought the button placement was too close together. After an extensive amount of time with the Vita over the past month, everything feels responsive and fits well in my hands. I only had a problem with the system's d-pad, which is incredibly flimsy due to Sony's decision to meld it to one plastic plate rather than making them separate buttons.

With front and rear touch screens, cameras, and motion controls on top of the traditional button layout, the Vita is filled to the brim with technology. Maybe a little too much technology. Although I fall under the belief Sony packed far too many things into the Vita, it comes down to how the software uses said technology that determines if it's all warranted. Considering Tearaway is the only Vita game out of the 14 I own that properly uses everything in the system, the touch and motion controls mostly come off as gimmicks instead of essential features.

While the Vita may not have be as powerful as the PS3 in the graphics department, the system's OLED screen, found in all original units but not in the Slim redesign, is wonderful to look at. The high screen resolution makes hand-drawn 2D art pop off the screen. It's like watching a painting in motion. Games that lean towards realism in their graphics, such as Uncharted and Killzone, don't fair as well since the Vita can't pump out realistic polygons and textures like its console brethren.

Apart from the Vita's well-documented lacking library, the system suffers from a major problem when it comes to storage. In order to save or download games, you need a memory card for the Vita. Rather than use a universal memory card like a micro SD, Sony decided to force Vita owners to buy their own proprietary cards for outrageous prices. You can find four or eight gigabyte cards for something more reasonable, but you'll run out of room quick if you start downloading PSP and PS1 games to your system. Due to Sony intentionally shortchanging consumers on memory, you might have to fork over another 50 to 100 dollars on top of the price of the Vita to get enough memory to be comfortable with.

For the 100 dollars I spent on a used PlayStation Vita, it was well worth it. I now own 14 great titles I cannot get on any other system, can experience all the PSP games that I missed out on like Valkyria Chronicles II and Patapon, and have a chance to play all my PS1 classics and cross-buy games on the go. For those that are unable to get the Vita for the same price, I suggest you do some research and determine if there enough games, features and applications to warrant spending 200 dollars or more to buy one for yourself.

Overall, the Vita is a great portable system that is superior all other handhelds on the market when it comes to power and beauty. Unless you're a hardcore gamer or own the consoles needed to unlock the system's full potential, the Vita doesn't have the library or the features to be worth spending upwards of 200 dollars on.

Tuesday, August 28, 2012

Launch Station: PlayStation Game Collections

Yes, it is Madden day, but I do not enjoy doing sports game previews.  There is not much to talk to about other than the incremental improvements that I honestly do not care about.  If you are a football fan, you have probably already bought Madden NFL 13 and have been playing it for the past 24 hours.  You do not need my preview.  Instead of highlighting the umpteenth edition of Madden NFL, I am going to highlight the four, yes four, game collections that Sony released this Tuesday for the PS3.  These games are going for 30 to 40 dollars and include 3 full games at the least.  If you missed any of these games the first time around, these are the collections that you should definitely pick up no ifs, ands or buts.
This collection brings us all the way back to the PS2 days.  The days where Sony had three mascot platformers all competing for your attention in Jak and Daxter, Sly Cooper and Ratchet and Clank.  While Jak and Sly have gotten their times to shine in the HD Collection high, Sony fans have waited quite a long time to see Insomniac's beloved characters join the party.  The Ratchet and Clank Collection runs 30 dollars and includes the first three Ratchet and Clank games (Ratchet and Clank, Going Commando and Up Your Arsenal), a 10th Anniversary Ratchet and Clank Avatar item and early access to the Sly Cooper: Thieves in Time demo.  Along with the obvious HD upgrade to the graphics, there is trophy support for each game and online multi-player exclusively for Up Your Arsenal.
After Sucker Punch made a name for itself with Sly Cooper, this team moved onto the more mature darker superhero game in the Infamous series.  For being a new IP when it released in 2009, Infamous did very well.  Enough to get a sequel in 2011 and a special Halloween-themed DLC.  For those who missed out on this series when it first released, they should look no further than the Infamous Collection.  The Infamous Collection includes both Infamous 1 and 2, the Festival of Blood DLC and all other extra DLC missions, costumes and weapons all for 40 dollars.
Easily the most bang for your buck, God of War Saga includes the entirety of the God of War series leading up to the release of God of War: Ascension next year.  There are five games packed onto one disc for only 40 dollars.  You get God of War 1, 2, 3, Chains of Olympus and Ghosts of Sparta.  Five high quality incredibly cinematic hack-and-slash action game classics that has spanned the PS2, PSP and PS3.  On top of that the God of War Saga includes exclusive bonus content and a one month trial of PlayStation Plus, which is also included in the Infamous Collection.
thatgamecompany has made a name for themselves by releasing incredibly unique and artistically splendid downloadable games exclusively for the PS3.  Their latest effort Journey made waves in the video game industry when it released earlier this March, which easily made it one of the highest selling PSN game of all-time.  Capturing the hearts of many including yours truly, Journey is one of the video games you have to, and I emphasize have to, experience this year.  There is no way to not to experience now considering Sony and thatgamecompany just released the Journey Collector's Edition for the amazingly affordable price of 30 dollars.  The Journey Collector's Edition does not just include Journey.  You get Flow and Flower, thatgamecompany's previous games, three game prototypes created during thatgamecompany's Game Jam and art galleries, commentaries and soundtracks for Journey, Flower and Flow.  That is not all as this package also includes exclusive PSN avatars and a one month trial for PlayStation Plus.

Tuesday, July 31, 2012

Launch Station: Kingdom Hearts 3D: Dream Drop Distance

Square Enix has done their best to draw out the Kingdom Hearts series as much as humanly possible before they have inevitably end the series with Kingdom Hearts 3.  For close to six years now, Square Enix has been releasing side story after side story trying to flesh out the entire mythos surrounding Kingdom Hearts that fans have gotten quite anxious for the next numbered entry in the series.  To tide fans over just a little bit longer, Kingdom Hearts 3D: Dream Drop Distance, exclusively for the 3DS, serves as the official prequel to Kingdom Hearts 3 as the ending of Dream Drop Distance is said to lead right into third core Kingdom Hearts game.

In preparation for the return of Xehanort, King Mickey and Yen Sid decide to put Sora and Riku through the Mark of Mastery exam.  As part of the Mark of Mastery exam, Sora and Riku are sent into the Sleeping Worlds.  Sora and Riku's task is to reawaken these Sleeping Worlds by unlocking each world's keyhole and eliminating the new Dream Eater threat that stands in their way.  If Sora and Riku are successful in completing this task, they will be deemed full-fledged Keyblade Masters.  In Dream Drop Distance, there are two playable characters, Sora and Riku.  You never control both characters at the same time, but you will rotate between each character on the fly thanks to the Drop Gauge.  The Drop Gauge, which gradually depletes over time, controls when you switch between the two playable characters.  Once the gauge empties, you will switch control from Sora to Riku or vice versa.  You can add more time to the gauge by fighting Dream Eaters and you can also switch characters at any save point in the game.   The Command Deck battle system that was first introduced in Kingdom Hearts: Birth by Sleep for the PSP returns in Dream Drop Distance with a couple additions.  Dream Drop Distance adds a new Flowmotion mechanic.  Flowmotion allows the player to interact with their surroundings in new ways to help traversal of the environment and set up new combos in battle.  Along their adventures, Sora and Riku are able to capture Dream Eaters, which can be used to help out in battle and provide different abilities for each character.  In past Kingdom Hearts games the Gummi Ship was used to travel between each world, not in Dream Drop Distance.  Dream Drop Distance makes use of a new mini-game called Dive Mode, which has player's literally diving down a long tunnel, collecting stars and defeating enemies before you reach the world's gate.  Also Dream Drop Distance is compatible with the Circle Pad Pro, which will make it much easier to control the game's camera, and has Augmented Reality functionality, which will allow players to play with the Dream Eaters they obtain in the real world.

No matter what I say, all Kingdom Hearts fans that own a 3DS will pick up Dream Drop Distance.  I do applaud Square Enix for their incredible support for the 3DS this past month.  It seemed like they were the only publisher other than Sega that wanted to keep us 3DS gamers satisfied this July and I along with many other gamers are grateful for that.  Speaking of Dream Drop Distance, I personally think it will be a really good game for the 3DS.  From my time with the demo, I do believe that to get the best experience with the game is to play it with the Circle Pad Pro because without the camera seems to be a quite erratic.  Kingdom Hearts 3D: Dream Drop Distance should be a solid portable RPG to keep gamers satisfied for the coming months.

Friday, June 15, 2012

Launch Station: Gravity Rush

The PlayStation Vita has fallen to the wayside since it launched in February.  Games have been trickling out bit by bit, but nothing substantial has come to Sony's newest handheld other than some pretty good ports of console games.  While the danger of the Vita becoming a port machine, much like the PSP did, is ever lingering, Sony looks to inject some much needed with the release of Gravity Rush, the newest game from their Japanese studio.

Gravity Rush started out as a PS3 game before being transferred over to the PlayStation Vita.  The transfer was due to how Gravity Rush complimented the Vita's many control options.  In Gravity Rush, you are able to control gravity by first pressing the R button then tilting the Vita or using the right analog stick to steer your character.  You play as Kat, who has somehow by coincidence has lost her memory.  Early in the game, Kat runs into a mysterious black cat that empowers her with the ability to control gravity.  Using her newly bestowed powers, Kat must protect the citizens of the floating city of Hekseville from the Gravity Storm and the mysterious Nevi monsters.  The gravity-controlling mechanic allows players to fly through the air, walk up walls or even perform devastating gravity attacks.  Hekseville is an open world for Kat to explore.  You are also able to complete side missions and fight additional enemies, which helps Kat gain experience that can be used to level up her many abilities.

Even this early in a handhelds' life-cycle, it is hard to tell if it can bounce back from such severely poor post-launch support.  It is always a possibility, but the Vita is still in dire straights at the moment.  Sony's handheld really needs a game to get people's attention.  While I do not think Gravity Rush will be the Vita's killer app, it will attract the attention of most gamers and Vita owners as it is the most original game on the system.

Friday, February 10, 2012

Remembering the PSP

We are less than a week away until Sony's newest venture in the portable space, the PlayStation Vita lands on store shelves.  As gamers look to the future, I would like to take a look at Sony's first foray into the portable gaming space, the PlayStation Portable (PSP for short).  Give my views on what the PSP did right and what went wrong considering the system has been dead in the water for years now.

Released on March of 2005, the PSP had a slow start with a decent number of games.  There were a few original games such as Lumines and Crush, but the majority of the games on the platform were either ports of console games or a portable entry in the well-established franchises.  All the games I personally own for the PSP are from the latter.  For the first few years, the PSP started to build a much bigger library with some pretty good exclusives, much of them later ported to PS2 and PS3.  Around 2008, many other video game publishers pulled their full support from the PSP and the library shrivelled to crazy small proportions. You can count on one hand the number of worthwhile exclusives (not re-releases or ports) released for the PSP between 2008 and now.  It is absolutely ridiculous.  Even Sony pushed the PSP to side by putting more emphasis on their better selling products, the PS2 and PS3.  Yes, Sony did release the PSP Go in 2009, but considering how bad that new iteration of the PSP plummeted Sony likes to believe it never existed.  There were many other problems with the PSP such as the dead-on arrival UMD disc format or how easy it is to hack the machine.  One of the biggest problems is the original design of the machine.  The PSP 1000 is one heavy handheld that will hurt anybody's hands after playing it for just 30 minutes to a hour.  The weight problem was addressed with future iterations of the PSP.  The other design flaw is with analog nub.  It was a small cumbersome thing that just did not feel good on your thumb and the lack of a second nub made it difficult to play certain games on the PSP such as action games or shooters.  While there is a lot wrong with the PSP, I will say there are some incredible games for the device.  The PSP is home to my top two favourite racing games, Ridge Racer and Burnout Legends.  Ridge Racer alone is reason enough for me to hold onto my PSP.  You will fall in love with its incredible arcade racing, infectious J-Pop soundtrack and numerous unlocks.  The PSP is the only system you will be able to find Castlevania: Rondo of Blood and Symphony of the Night and both Power Stone games on the same UMD.  It is also the only place to find the excellent Metal Gear Solid: Portable Ops.

When all is said and done, the PSP will go down in video game history as a failure.  As the handheld that introduced me to Grand Theft Auto, Metal Gear Solid, Burnout, Ridge Racer and Tekken, the PSP does hold a special place in my heart, but you will never hear me say it was close to success.  Hopefully Sony used this seven year experience to not make the same mistakes with the PS Vita.  While Sony still has not proven to me that they will support this system if it doesn't sell well, we just have to wait and see as the Vita lands on store shelves in the coming weeks.