Along with today’s announcement of Batman: Arkham Origins, Warner Bros. Interactive announced a very exciting portable spinoff.

Very little information was announced about this side project, but we do know that it’s being developed by Armature Studios, a relatively new developer… made up largely of ex Retro Studios employees (creators of the Metroid Prime trilogy). Batman: Arkham Origins Blackgate will release for 3DS and Vita on the same day as its console sibling (October 25th). It’s said to be a 2.5D Super Metroid / Castlevania style action game. That sounds absolutely amazing.

Look for more news from both games in the coming weeks. We couldn’t be more excited!

Side scrolling Batman makes for a good time.
Side scrolling Batman makes for a good time.

Earlier this year, Lego and Marvel announced Lego Marvel Super Heroes. The Lego series of video games really needs no introduction; titles like Lego Batman, Lego Indiana Jones, and Lego Harry Potter have been pleasing kids, adults, and fans for years.

This Fall, the hat tips towards Marvel fans. Marvel Lego Super Heroes will release on Xbox 360, Playstation 3, Wii U, Vita, 3DS, and PC later this year. GameTrailers today released the first gameplay video for the title, which unsurprisingly looks fantastic.

Watch the footage below, and let us know what you think!


Source: GameTrailers

One of the draws that made LittleBigPlanet so charming is the ability to download costumes for Sackboy and Sackgirl to dress them up as your favorite charaters, or just goofy attire. With literally hundreds of costumes available, playing dress up with the little sacks can end up being pretty expensive. Well, good news for you obsessive costume collectors, they won’t be confined to one game anymore.

Both upcoming titles in the franchise, LittleBigPlanet Vita and LittleBigPlanet Karting will support all costumes downloaded since the first game invaded our PS3s so many years ago. Or at least all of them will be available for them on Vita. Karting won’t support a small handful for some reason, including the popular Ezio outfit from Assassin’s Creed 2. Too bad, I was looking forward to stabbing people in the neck as I passed them on the track.

The ability to transfer won’t be available on day one as the team is still trying to properly integrate the past DLC into the new games, but it shouldn’t be too much longer after release.

LBP Vita is scheduled for a September 25th release, with Karting following suit on November 6th.

Many a JRPG gamer has been anticipating the release of Persona 4 Golden, the definitive version of one of the PS2’s last great games, to accompany their brand new Vita’s. Now, Atlus has given us even more of a reason to be excited… but you better act quick!

Announcing the Solid Gold Edition, this jam packed set comes with what’s essentially the Vita accessory pack from Japan, and is perfect for the Persona mega fan, or someone who’s waited this long without getting a case and protectors to guard their $300 + piece of equipment, (what’s wrong with you?) But it seems like you’ll want to jump on this gold rush. Only 10,000 are being released!

According to the Amazon.com product page, a thirty dollar increase of $69.99, will get you:

  • P4G (The Game): One of the best RPGs of all time, now expanded and remastered to make full use of the power of Vita.
  • Hori Hard Pouch: Sturdily built and stylishly customized, this case has a flap that stores games while it guards the screen.
  • Hori Face Cover: Offers lightweight yet effective protection without blocking any major parts, so it never has to come off!
  • Protective Skin: Adorns your Vita with the stylish, vibrant aesthetics of Persona 4 and includes 8 matching wallpapers.
  • Stickers: Starring characters from Persona 4, these stickers can be used to decorate anything you can think of!

I don’t even have a Vita yet, but with such limited quantities, I jumped on it as soon as I found out. If you’re a Persona fan, have a Vita, (or want one,) and especially if you don’t have a case for it, I don’t see why you wouldn’t snatch up this set. Especially when importing the accessories would be almost double the extra thirty bucks. And besides, who wouldn’t want Yukiko and Rise on their handheld?

Pre-orders are being accepted at Amazon, Gamestop, NewEgg, Buy.com and most major retail outlets. Of course, that’s while supplies last.

SOURCE: Atlas.com

At Gamescom, LittleBigPlanet developer Media Molecule revealed two new intellectual properties that are currently in the works.

First, Tearaway for the Vita drops players into a paper world where gamers will help their character manipulate the environment with the back touch pad. With as much creativity as LBP allowed, I’d expect more of the same from Tearaway, and could be a much needed title to help peak interest in Sony’s struggling handheld.

Aside from Tearaway, another unnamed project is in the works. While details were scarce on the title, it’s clear that proper attention is being paid to both titles. Co-founder Alex Evans stated, “…the focus is on Tearaway. I’m not saying that from a press angle – our focus is on Tearaway and making it awesome. The other project is very much in an early stage and is a toy. You don’t need to worry about it.”

Are you guys excited to see what’s coming next from the LBP guys? Check out the trailer for Tearaway and let us know what you think!

If you’re like me and are holding out for a price drop before investing in Sony’s newest gaming handheld, it seems like we’ll be waiting for quite some time.

In a recent interview with Eurogamer, Sony Worldwide Studios boss Shuhei Yoshida stated that it’s “too soon” for a Vita price cut, despite lagging sales. While the electronics giant is looking for ways to cut the price of production, it’s not as simple as just slashing the price and hoping for the best.

“Of course, cost reduction is one area our engineering team is working on.” Mr. Yoshida went on to say, “But we just launched the platform earlier this year. It takes time to do so.”

For existing Vita owners starving for new content, Yoshida had a message for them too.

“From our perspective, we were very pleased to launch with many titles. Many people said we had the strongest launch line-up for a PlayStation platform. But it’s amazing how much more people want and how much content they consume.” He continued by saying, “the best way to realize the potential of the PS Vita platform is to provide the content.”

From my perspective, aside from Uncharted, Gravity Rush and Sound Shapes, I think the want for more content is more because of the severe lack of original content for the platform. Porting console games and calling it a day doesn’t count as providing meaningful content in my opinion, but hey, what do I know?

I’ve stated what I feel Sony should do to get the Vita on track. What do you think? Will a price drop convince you to buy? And is Sony taking too long to pull the trigger?

Remember the anticipation Wii gamers felt when the Smash Bros. site announced the character roster very… slowly… leading up to release? Those days sure were torturous. It doesn’t seem like Sony fans will be blessed with the same curse privledge if the latest set of rumors are to be believed.

IGN has reported that the entire Playstation All Stars roster has been leaked via a post on Reddit. If the leak happens to be true, the following fighters will be at our fingertips come November.

Big Daddy(BioShock)
Colonel Radec (Killzone)
Dante (DMC)
Evil Cole (Infamous)
Fat Princess (Fat Princess)
Good Cole (Infamous)
Heihachi (Tekken)
Jak & Daxter (Jak & Daxter)
Kratos (God of War)
Nariko (Heavenly Sword)
Nathan Drake (Uncharted)
Parappa the Rapper (Parappa the Rapper)
Raiden (Metal Gear Solid)
Ratchet  (Ratchet & Clank)
Sackboy (LittleBigPlanet)
Sir Daniel Fortesque (MediEvil)
Sly Cooper (Sly Cooper)
Spike (Ape Escape)
Sweet Tooth (Twisted Metal)
Toro (Sony Icon)

I have to say I’m both surprised and disappointed by this lineup. First, I’m very happy that Daniel made it in. There’s not nearly enough PS1 throwback characters in here. Speaking of, Spike wouldn’t have been my first choice for Ape Escape, but at least this once great series that’s been all but forgotten is getting some kind of representation. And lastly, Nariko, from the first PS3 game I ever loved. I need more Heavenly Sword in my life.

But my disappointment comes in the 3rd party characters chosen. Not that I’m against them. Hell, Heihachi represents a game that put the PS1 on the map in its early days. But young Heihachi from Tekken Tag 2? MGS Rising Raiden instead of Snake? Emo Dante? Big Daddy with an already confirmed Bioshock Infinite stage? This game is starting to seem less like a celebration of Playstation history and more like a commercial for future 3rd party games. Expect PS3 exclusives coming soon! Oh, and don’t get me started on two different Cole’s. It’s annoying because the Playstation brand does have a decent amount of character history, but I can’t help but feel like it’s being wasted. If the leak is true of course.

But what do you think? Are these choices good? Bad? Let us know below!

Source: IGN.com

That’s right folks. SEGA  just announced an HD remake of the funky fun, rollerblading graffiti game, Jet Set Radio, will be coming out very, very soon!

It hits XBLA and PSN on September 18th (A week early if you have Playstation Plus) and September 19th on Steam. PS Vita owners also get in on the action but will have to wait almost a month later, October 16th to be exact.

This comes shortly after SEGA confirming that the entire Jet Set Radio soundtrack will return, unlike that lame Tony Hawk HD remake. Take a gander at this music tease trailer!

No date has been announced yet for the magical 1.8 firmware that will finally let PS Vita owners play PS One games on the go sometime this Summer. As shown at Sony’s E3 2012 event, not all of the PS One games will be available upon the 1.8 release and with little info to go on right now, we have no idea just what games will actually work, except the ones shown at the E3 2012 event, when the 1.8 firmware is released.

Now if we can only get Sony to work on having PS2 game support on the PS Vita, I can give up holding on to my backwards compatible PS3.

 

Source: Andriasang.com

When Okami came out for the Nintendo Wii, I immediately went out to find a copy to play. Between the art style and the story, I couldn’t put the game disc in the Wii fast enough. 30 minutes later, I was cursing how bad the motion controls were. Now, Sumioni: Demon Arts for the PS Vita gives me that same feeling with its implementation of the controls. What you think is going to be a side-scrolling action platformer ends up being a “how fast can you use the touch screens on the Vita while dodging every second” experience.

The story of Sumioni: Demon Arts is best explained as this:

The world of Sumioni: Demon Arts is one of melancholy and anguish. Years prior to the game’s opening, two evil men named Seimei and Fukujou successfully conspired to overthrow the Chancellor of Japan, Michisada, and his loyal aide, Tengan. But after this successful coup, Fukujou betrayed Seimei, attempting to steal all the glory for himself. Furious, Seimei invoked a forbidden incantation to unleash an ancient demonic energy, which he then used to do away with the traitor Fukujou and rule the land through intimidation, violence and fear. He kidnapped Michisada and his daughter to use in his twisted rituals, and threw the aide Tengan in prison on false charges. It seemed as if no one could stand in his way.

As time went on the land was driven further into despair by Seimei’s relentless oppression. Tengan, now old and frail, decided something needed to be done. Having heard rumors of an ancient Inkdemon named Agura sealed away within the borders of his prison long ago, Tengan began to toy with the idea of releasing this creature into the world and sending it off to put an end to Seimei’s tyranny. Despite the objections of his Inkgod companion, Shidou, Tengan gave his life to do this very thing, awakening a very confused and irritated Agura.

After a bit of coaxing, Agura finally agreed to help their cause and, along with another phoenix-like Inkgod named Yomihi, these unlikely heroes took off towards the capital to stop Seimei and the growing evil presence he had summoned years before.

In Sumioni: Demon Arts, players are given control of Agura on his quest to destroy Seimei and save Japan.

The reason I cut/pasted this excerpt from a press release instead of using my own words  is how the story is conveyed to the player. Telling the story with a lot of scrolling text over static images proved too much for me to handle. I tend to read fast so not being able to control the speed of the text left me frustrated while staring at the screen waiting for the next line to appear. Eventually, I got too frustrated with the amount of text that I would just skip it. I’m sure some voice over telling the story bits or making them a little shorter would have eased the pain I suffered just trying to read the wall of text Sumioni: Demon Arts presented to me. And this is before any game play!

With the first two levels of the game, Sumioni: Demon Arts gets the player familiar with all the controls and the powers you have at your disposal. The main powers are your ability to paint lines using the touch screen on the Vita to create platforms that while standing on, you receive a power boost to your attack power. Getting hit or falling off the platform (they will dissipate over a short period of time) resets that boost. You can also switch to water ink and erase lines you have drawn on the screen or if you tap near a projectile, erase them as well. I found this to be very useful in the later stages when it becomes a bullet hell.

Other powers include calling in a thunderbolt by holding down on the spot you want it to go and drawing lines of fire. I never found the thunderbolt helpful since it seemed that drawing lines of fire was just way more useful. The power to summon Inkgods is also at your fingertips. Yomihi (Phoenix Inkgod) and Shidou (Foo Dog Inkgod) are at your disposal and will recharge after each use. Think of them as extra helpers for a short period of time. The Inkgods don’t really attack more than two times before unleashing a power burst of energy at enemies. I found that their usefulness was always at the end of the stages or boss fights. Using all of these abilities will use up your ink meter pretty fast. Either finding ink bottles when destroying enemies or rubbing the rear touch screen is how you refill that bar, the later meaning you have to stay still and thus very vulnerable.

I love having options when it comes to abilities that I can use but when you have all of these abilities, your controls for them need to be fluid enough to make it easy for a player to seamlessly go from one to the next. Later stages start throwing so much at you that trying to use all of your abilities is just ostensibly clumsy. The issue becomes having to use the touch screen too much when so much is happening on screen that you lose control of the game and frustration sets in.

Stages are also setup in a way that if you don’t score a perfect 3 out of 3 stars on a certain stage, you will not advance to the lower stages on the map. This is not laid out clearly enough and as ashamed as I am about it, I had to look this information up. The game has several endings and the endings correspond to how far down the line on the map you get to. If you wanted to, you could be done with the very easy ending in under 30 minutes. While I don’t mind replaying a game over and over to get the other endings or more stages to play, not having variety in what you are doing will just turn players off from doing that.

The way the variety is handled is by throwing three different scenarios at you with a varying number of enemies. Make it to the end of the stage before a giant instantly kills you by touching you, survive waves of enemies until time is up, or get to the end of the stage and destroy a castle. Boss fights come at the end of the current line you are on. These fights end up being longer than they should since the bosses have insane amounts of health and how quickly you run out of ink. Good luck rubbing the back of the screen when bullet hell activates.

So in the end, what could have been a gorgeous action platformer just ends up being a case of “using all the tech the Vita has” like Uncharted: Golden Abyss did. Like Okami having a PS2 version for people not wanting to deal with the motion controls of the Wii, I wish Sumioni: Demon Arts was on the 3DS. My reasoning is that maybe Acquire would have had to make due with just one touch screen and the controls might have been a little less chaotic.

Street Fighter X Tekken is only a few days away and fighting game fans across the country are frothing at the mouth for the chance to play this new crossover. As we get our arcade sticks ready in anticipation, there are several new features and mechanics that haven’t been used in this type of fighter before. It’s never good to go into a fight unprepared, but we’ve got you covered. With these tips, you’ll be sure to have a leg up on the competition , or at least you’ll improve your chances of not getting beaten into a bloody heap.

Think Street Fighter IV meets Tekken Tag Tournament:

Seeing as this is the first of two crossovers featuring the two franchises, Capcom has taken the driver’s seat at the first round. It makes sense that this version would take after their most popular fighter at the moment and use similar graphics and mechanics. Some SFIV combos work when using characters from that fighter with plenty of differences to make them somewhat fresh while using the traditional six button layout. Whereas every character on the roster has enhanced “EX” versions of their special attacks after using a third of your super meter. The only real difference is that super moves are done with one quarter circle and three punches like Marvel vs Capcom rather than the Street Fighter style of double quarter circles with one punch or kick.

Poison Finally Makes her (?) 2D Fighter Debut!

But if this was exactly like SFIV, there would be no reason to buy it, (unless you REALLY want Tekken characters to use,) so naturally, Tekken’s mechanics come into play as well. Combos that juggle opponents are essential to victory, and the wall bounce animation from Tatsunoko vs Capcom and MVC3 returns to help chain moves together. Before you get too cocky, you’ll always want to make sure to watch your health, because like Tekken Tag, the round is over when your first fighter is KO’d. There’s no shame in switching!

The Tekken Characters Actually Work!

When the game was announced, I had my doubts on how well the Tekken characters would be adapted to the 2D world of Street Fighter. After playing the game, I’m happy to say that not only do they work, but they’re some of the most enjoyable characters on the roster. Sure, they took some liberties with how they play, (some characters like Jin have been given projectiles while all characters can jump ten feet in the air like the SF guys,) but for the most part, all of them keep their signature moves and combos while fitting in a 2D environment. So when you see a guy tearing it up with Julia and Kazuya, make sure you say hi to me.

Julia Promptly Preparing Ryu’s Anus.

The Art of Tagging Out

Tagging out in a 2 on 2 game is going to be important no matter how you look at it, so it’s fortunate that the game has numerous ways to do it. If you want to be a bore about it, pressing the mid punch and kick buttons uses a standard tag, but leaves your incoming character vulnerable. To make things way more interesting, by linking a combo with a double tap of the fierce or roundhouse buttons, the last hit will trigger a launcher tag, which will knock the opponent in the air and automatically switch to your partner so they can continue the juggle. Just make sure not to miss the launcher unless you want your fighter to stand there for a good second, (an eternity in a fighting game.)

If you want to deal the most damage while being a bit of a show off, the strongest way of utilizing your partner is through the double team supers or the cross rush technique that gives you control of both characters at once. With a quick quarter circle with the two middle attack buttons, the double team super, called cross arts, links together each of your fighter’s super moves for a huge amount of damage. If your opponent manages to survive, your second fighter will take over to finish the job. A backwards quarter circle with the two mid attack buttons activates cross rush, which lets you create combos that are otherwise impossible by having both of your fighters on screen at once for an all out assault. Be careful with this technique however, because both characters will be vulnerable to attack.

Talk About Double Teaming.

Infinity Gems

To give an aspect of customization to each team, players can equip up to three gems that give your team an attribute boost. Each one has various effects, such as boosting your power, increasing your defense or building your super meter. Some are automatically active where as others aren’t usable until certain conditions are met, like landing three punches for example. Some of these have drawbacks, such as the super meter boosting gem that reduces the amount of damage that your fighter deals in exchange for the increase. Keep in mind that buying the limited edition and preordering through certain retailers will nab you exclusive gems. I can’t say I’m happy about certain players having a statistical boost above those who buy the regular game or don’t preorder, so I can only hope that gems can be disabled in versus modes.

Opening Pandora’s Box

Just to get it out of the way, I can’t stand these new mechanics that help players come back from behind. To me, you should be able to win on your own and not need a crutch when you’re simply not the better fighter. With that said, if I had to choose one that I can tolerate the most, Pandora would be it. Unlike OTHER Vs. games, Pandora can only be activated when you have less than 25% health, but it sacrifices your active fighter. The character that remains receives infinite meter, a boost in power and a speed increase, but there’s a huge drawback. The Pandora user has a small amount of time to win, but if they don’t end it soon, they automatically lose. I was in a match where Hugo got me in his grapple attack for the win, but his Pandora meter ran out right before he landed the attack. Hugo collapsed and both characters were on the ground, but I was awarded the win. So if you’re going to activate it, be ready to go all out!

It’s All or Nothing!

So that about scratches the surface with Street Fighter X Tekken. If you were bored interested enough to read these tips, you’ll have more of a fighting chance. By building on the solid SFIV engine, throwing in the aspects of Tekken and creating options new to this version, fighting game players will have their hands full. How excited are you for its release this Tuesday? Let us know below!

Now that you know a little more about the PS Vita’s hardware, maybe you are tempted to pick one up. Here are some of the launch titles I think you need to pair with the new portable gaming device. When choosing which games to pick up when you purchase your PS Vita, I think you should heavily consider the following:

Michael Jackson: The Experience HD:

Before you laugh- hey! I said BEFORE you laugh!- I was wondering how in the hell can Ubisoft make this dance game work on a portable device. Do I have to use the gyroscope mixed with some awkward groping on the Vita to play this? Although that sounds like a sure way to get some funny pictures of people, playing Michael Jackson: The Experience HD is a lot like Elite Beat Agents for the Nintendo DS. Great use of the multitouch screen on the Vita as you tap, slide and draw half to full circles to the beat of 15 songs. Not a huge list and hopes of DLC with more songs will be on the way soon. Pick this up if you are a fan of rhythm games and like at least some of the King of Pop’s music.

Rayman Origins:

Every portable gaming device needs a great 2D platformer and Rayman Origins is the Vita’s. Out of all the games I have played on the Vita, Rayman Origins looks the most exquisite. The Vita versions offers nothing different from its console brethren but Rayman Origins on the Vita holds its own when it comes to the visuals when you use the touch screen to zoom in and out of the game. This should be in the top 3 games you are thinking about purchasing.

Ultimate Marvel vs Capcom 3:

I am terrible at fighting games yet I still have fun playing with my group of friends that are on my skill level. UMvC 3 has always been fun for me to play offline and with the new Heroes and Heralds mode. If Rayman Origins is the best looking game on the Vita, UMvC 3 comes a close second. Amazing detail and no slowdown is crazy to see on a portable gaming device. Load times are a little long but still end up being shorter than the console version.

Speaking of the console version, using the Vita as a controller for the PS3 is pretty damn sweet. Having 6 buttons on the touch screen mapped to any special moves is a nice touch and the D-pad on the Vita is on par with the Dual Shock 3 controller. Capcom and Sony still haven’t figured out how to get the DLC that came with the PS3 version of UMvC 3 to work with the Vita version yet so I can’t use Jill or Shuma Gorath in game currently. Between UMvC3 and BlazBlue: Continuum Shift Extend, I would say go with UMvC 3 if you are looking to take the fight to the Vita.

Tales From Space: Mutant Blobs Attack:

Any game that can make me smile and feel like it is a privilege to play it should be praised. Drinkbox Studios should be commended on how much fun Tales From Space: Mutant Blobs Attack is. Between the platforming, side scrolling Katamari style of sucking up items to get past obstacles, the music and all of the craziness that players see in the background of each level makes this my top pick for a game to get with your purchase of a Vita. It’s download only so if you don’t have $7.99 on your PSN account, pick up a PSN card to buy Tales From Space: Mutant Blobs Attack when you get home (you probably DON’T want to be giving the attack-attractive PSN your credit card info).

Lumines: Electronic Symphony:

Testing out the battery life of your new Vita is pretty simple. Start playing Lumines: Electronic Symphony and in about 3-4 hours you will have drained the battery completely dry. The biggest draw to Lumines: Electronic Symphony, besides the amazing soundtrack, is the leaderboards. I can’t tell you how much this game pushes me to want to beat everyone on my friends leaderboard. Sad to report that I have yet to crack 200,000 points. If anyone remembers when the PSP launched, Lumines was one of the titles available at the same time. Unless block puzzle games are not something you rather enjoy all too often, it’s only fitting that you pick up Lumines: Electronic Symphony alongside the Vita. It was like they were made for each other.

 

Hopefully, you will consider one of these few games that I believe every PS Vita owner should have in their library. At least I hope that it makes your decision of what to get out of the 20+ launch titles for the new handheld a little bit easier. See you online!

Since the Playstation Vita has been on the market for a week now (two weeks if you count the first edition bundle some people bought the week before) I have had a chance to put the Vita through its paces. I poked, prodded, stroked, rubbed and pushed the Vita until it cried for mercy, as well as a recharge of the battery. I am pleasantly surprised and satisfied that I purchased a PS Vita.

Having owned all the iterations of the PSP, including the PSPgo, portable gaming on a Sony device just didn’t quite capture my need for great gaming on the go. My PSP was sadly left behind many of times in favor of the Nintendo DS. The games as well as the system made the DS more attractive for me as a gamer to play on the go. Maybe it was the nostalgia endorphins kicking in my old body but I was always thoroughly entertained with the DS at my side when I needed my portable gaming fix. All that has changed with the release of the PS Vita.

Although it’s still early, I love using the PS Vita for gaming, of course, and for other things as well. Most of that is due to the extremely gorgeous 5 inch OLED screen the PS Vita possesses. With the games on the PS Vita popping vibrantly with bright colors and crisp visuals, one could stare with mouth gaped open forever, which ends up being 3 to 4 hours of continuous use before the battery dies. Playing any kind of video whether it comes from a file you have on your computer or from the Netflix app on the PS Vita looks amazing. I do recommend carrying around some sort of cloth to clean the screen since it seems to attract more smudges than my iPhone 4 does.

I went with the decision to go all digital with my PS Vita experience and begrudgingly paid the highly unreasonable Sony tax of $100 for a 32GB proprietary memory card. These little buggers are small so either never take the memory card out of the PS Vita or only take it out when you are at home where it will be easy to find.

Something people should know before deciding on going all digital is that your game saves are tied to the game downloaded and installed on your PS Vita. In other words, deleting the game deletes your save file as well. You can back up your save/game to either your PS3 or PC using the content manager software for the PS Vita. Thankfully, the software is built-in to the system so no need to download it. Lack of drag and drop is a little disappointing. I would love to easily move the files I want to and from the PS Vita. I’m sure piracy concerns are reasons behind this.

Besides the touch screens, the biggest, most welcomed addition for gamers is the dual analog sticks the PS Vita possesses. Still wishing that Sony would go concave with its analog sticks since I feel you get a better sense of control with the tops of the analog sticks with it curving inward verses outward like Sony has always done with their controllers. I tested how well the dual sticks worked by downloading the Unit 13 demo from PSN. After I finished the demo, shooters will finally be playable on a Sony portable device. I did find issues with how small the face buttons on the PS Vita are. Felt too much like I was pushing down on a #2 pencil, even with my small thumbs.

Must haves as far as accessories go would have to be a hard case to at least carry your PS Vita around. Don’t even think about putting it in your pocket. Even if you can fit the 7.2 inch device in your pocket somehow, I have seen too many devices that have expensive screens come into my workplace smashed while in that persons pocket without some sort of protective case. Consider getting the cradle if you enjoy partaking in media consumption on the PS Vita. The cradle has a port on the back for the charger and a audio out if you want to hook it up to a set of speakers or headphones. I tested my 5.1 surround sound PC speakers and it was pleasing to my ears. Not sure if the neighbors enjoyed the blaring of Crush on You by Lil Kim though. If you already have a cellphone wired headset or a Bluetooth earpiece, then you are all set for doing party chat so no need to buy the PS Vita branded wired headset.

Speaking of the party chat, about damn time Sony! I can either start a room up or just join a friends room and chat away. Want to play a game but still talk to your friend? You are in luck because YOU CAN! People can put some of that thanks to the multitasking the PS Vita can do quite easily. Seriously, I still can’t believe how fast the PS Vita is. Starting up a game, pausing it to go to the PSN Store to peak at the new releases, closing the PSN Store and going back into the game is so smooth and fast it makes me wonder how they do that voodoo that they do so well? The built-in mic is good in a pinch but it picks up way too much background noise to be useful much.

It has only been a week with my PS Vita and I am sure there are a lot more I could learn with this system. I have yet to even play with the screenshot feature. I will report back in a month to see if my lust for the PS Vita is still strong or if I ended up putting it in the closet with the Nintendo Wii.

The Sony Vita has officially been released for a little over a week now here in the States, and we won’t know how well it’s doing for at least a month. It’s no secret that Sony has been struggling as of late, between the overall disappointment of the PSP, the failure of the PSP Go and massive company wide losses. Launching the Vita puts them in a position to turn things around on the handheld gaming side of things, especially with the potential the system holds. In this guy’s view however, there are some big changes that the Vita has to make compared to its predecessor.

First, build its identity.

What can buyers expect with the Vita? Is it a game system? Is it a multimedia device? While it’s obvious to gamers who have followed the progress of the system that the Vita is the follow up to the PSP, I don’t feel Sony has made that apparent in the way that it’s been presented in the eye of those who don’t refresh gaming news pages 50 times a day. Especially with the option for a 3G subscription, you have to make sure that parents, kids and the overall average joe knows that it’s a gaming system first, because if all they want are apps and 3G subscriptions, they can get that on their phones.

Focus on the games!

While adding DVD playback to the PS2 made a big difference when it came to sales, the PS3 flat out sold itself as a blu ray player that happens to play games at certain points during its life span. Hell, that’s pretty much how they tried to justify the initial $600 price point. Sony cannot make the same mistake with the Vita by focusing on its supplimental features over its core function: playing video games. As long as the Vita has great games that you can only find there, Sony will have a consistent base of gamers purchasing the system throughout its lifespan.

These matter more than a faulty GPS.

Make it unique.

The PSP’s marketing made a major mistake that hurt it throughout its lifespan, and I don’t think Sony necessarily sees it as one. Sony advertised the PSP as a portable PS2, much like the Vita is being shown off as a type of PS3 in your pocket. To gamers and non gamers alike, why should we be expected to pay up to $300, a subscription fee and $50 on memory when I can already play PS3 games on the PS3 sitting at home? A damn near $400 commitment is too high of a premium to be able to play the same games “on the go.” Games like Wipeout are also available on the PS3 and while Uncharted: Golden Abyss is a Vita exclusive, no matter how impressive it was, I was constantly reminded throughout game play that I was playing an inferior version of Uncharted. Considering that I could of just popped in any of the three console versions at home, why did I need a Vita again?

I feel like I’ve seen this before.

That’s where Nintendo has always done well when it comes to their handhelds, and it wouldn’t hurt Sony to follow suit. When  most games are on the DS, 3DS or Game Boy, they stay there, usually taking parts of what made the console versions great while keeping the portable version unique. Whether it’s Mario 3D land’s take on 3D platforming with shorter, more focused levels, Zelda: Phantom Hourglass’s unique control and puzzle elements that couldn’t be done on consoles or each Mario Kart entry that finds ways to feel different from the last with a change up in mechanics, I’ve rarely played a portable Nintendo game and felt that it would have been just as good or better on consoles. If it were up to me, Sony would use games like Uncharted to get their foot in the door while heavily pushing games like Sound Shapes and Gravity Rush. Those are the money makers when it comes down to it. As long as the great exclusive content keeps flowing, you’ll have more adopters, fewer people regretting their purchase and an overall happy fan base.

You can’t tell me Gravity Rush doesn’t look awesome.

No gimmicks for the sake of gimmicks.

Now here’s an area where Nintendo fails at times. While I say Sony should make the games unique, that doesn’t mean that they should force features in that don’t fit. Once again, in Gravity Rush, using the gyroscopic controls completely works, but it also gives you the choice of using traditional controls. This is what the Vita needs to do more often, making the most out of the two touch pads, the motion controls, the cameras and the augmented reality features without making them required or forced. To use another example of what not to do, the demo of Uncharted I played had some awkward, forced touch control that disrupted the flow of the game. To cut through a curtain, I had to stand in front of it until a menu came up for side equipment that was only accessible during touch screen sections. THEN, I had to tap the knife and make predetermined swiping patterns over the screen to cut through. Keep in mind that all of this could have been accomplished by pushing a button in front of the curtain and having Drake cut through it on his own. It slowed the game down, was fairly tedious, added nothing to the experience and felt completely unnecessary.

Stop alienating gamers.

During the Vita’s reveal at E3, it was mentioned that the game cards had their own memory. Save files and DLC could be saved to the card, potentially eliminating the need for memory cards. Then they announced that the Vita would launch with close to 30 “titles.”

Everything sounded all well and good until it turned out that not only would memory cards be needed, but they’re unique to the Vita and are fairly expensive, (so you can’t even use your old Memory Sticks.) Some games will store the data on the game card, but those games can’t have their data moved to the memory card, taking away that freedom, (which is also one of the big problems with the 3DS and its SD card support.) Oh, and out of those 30 “titles,” it turned out that a big chunk of them were apps, not actual games. On top of these slaps to the face, Vita’s are locked to one profile per system, so if your brother, sister, husband, wife or life partner want to play with their profile, guess what? You’ll have to throw Sony another $250 or wipe the original Vita clean. Oh, but that’s right. There’s really no other real choice since no self respecting adult would play a 3DS in public according to Sony Computer Entertainment of America’s CEO, Jack Tretton.

These kind of practices won’t sit well with the average gamer, and while there will always be Sony loyalists who defend every decision they make as ones we should “get over,” most will abandon ship rather than turn the other cheek. At the end of the day, gamers are what the Vita needs the most, and if they keep pissing them off, there’s no way it can be a success.

And no self respecting businessman would be such a douche.

And lastly, games, not graphics.

For almost as long as I’ve been a gamer, graphics have always been a huge selling point. I remember the Genesis being so popular because it looked so good, all the way up to the PS3 and 360 making such a heavy push for HD. But the truth of the matter is that graphics can only get you so far. Think about it, despite us being told that graphics are the measure of how far games have advanced, the best looking system is hardly ever the best selling one. Just look at the PSP vs the DS, or even the consoles of this gen. If the Wii proved anything, it showed that people will buy for the enjoyment they get from the games, not how it looks in 1080P, (and I think some of the backlash the Wii gets is due to it challenging this idea that great games equals great graphics, but that’s beside the point.)

Right now, Vita is focusing on how powerful it is. That’s all well and good for its debut so we can see at first glance how much more advanced it is than the PSP, but that can’t be the focus for too long. When I played the PSP the most, it was with simpler looking games like Locoroco, Patapon and Prinny, which were a lot more fun to me than pretty games like Crisis Core or Kingdom Hearts. And going back to my two favorite examples, Gravity Rush and Sound Shapes aren’t going to break any records for their high polygon counts, but from what I’ve played, I’d much rather spend my money on those than another nice looking Uncharted game that will last me all of five hours.

Sound Shapes might not look the best, but it’s damn fun!

Whether or not the Vita will be a long lasting staple in our gaming libraries or an HD flash in the pan won’t be seen for a long while, but Sony can’t keep making the same mistakes. All I know is that for this new handheld to be successful, this gaming giant will need to take a different approach than they have in the past. Gamers will flock to the system if it’s made to seem like a must own machine that provides unique experiences at a great value. But most of all, it needs to be FUN! It’s in gaming’s best interest for the Vita to be a strong competitor because in the end, competition will bring out the best in everyone involved and it’ll be gamers that win. It’s just up to Sony to step up their game. At this point, they don’t have much choice.

Are you in LA this Thursday?  Do you like fighting games? If you don’t, do you like free food and drinks? Of course you do! Well you’re in luck, because Capcom is throwing a huge Street Fighter X Tekken party from 8PM to midnight on March 1st.

Gamers will get another chance to try out the upcoming fighting game before its release, using a tweaked Street Fighter IV engine to bring the two universes together in this huge crossover brawler. Featuring the best of the best from the the Tekken and Street Fighter rosters, we’ll finally be able to play out some of our potential dream matches. Ryu vs Kazuya? Guile vs Paul in the battle of Americans with screwed up hair? Or Zangief vs. Kuma in a bear vs bear wrestler match?

Come play the game, meet some people, check out the cosplayers and hang out. But make sure to register ahead of time, because space is limited to the first 1000 and ID is required since the event is 21 and over. If you haven’t done so, you can register here.