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PlayStation
Vita: The End
The conclusion of the unofficial
story of the PlayStation Vita
Sandeep Rai
001
002 PlayStation Vita: The End
PlayStation
Vita: The End
004 Foreword
Colin Moriarty
010 Introduction
012 The Story
044 Interview
Shahid Kamal Ahmad
058 Retrospectives
146 Library
168 Timeline
170 Kickstarter backers
174 Credits and thanks
003
FOREWORD
Foreword 005
FOREWORD
Foreword 007
008 PlayStation Vita: The End
009
INTRODUCTION
I remember watching
Sony’s press conference
revealing the Vita, or
‘NGP’ as it was called
at the time.
Sandeep Rai
2 Old 4 Gaming
Introduction 011
The Story
013
CROWDFUNDING
1 Can You Kick It?
y the end of 2015, Sony had coming to the system, including some
B given up on supporting the
Vita with new software,
highly anticipated titles. Developing
for Vita was a greater financial risk for
ending their run of titles with developers given the relatively small
the moderately well received user base compared to other systems,
BigFest in December. The majority of big but if the funds could be secured while
third party publishers had long since the game was still in development, then
abandoned the device, with Bandai- that risk would be reduced significantly –
Namco and Square-Enix being notable enter Kickstarter.
exceptions – the former working on the The crowdfunding site grew in
device until 2017 and the latter releasing prominence in 2012 as tool for video
games all the way up to the end of game developers to raise funds by
2019. While this was disappointing allowing fans to support the development
for Vita fans, the system was still of projects they were interested in.
very much a viable device with games One of the first big success stories
continuing to be released in the West, was point-and-click adventure game
mainly from independent developers Broken Age, which raised $3 million
and publishers of localised Japanese in funding, significantly exceeding its
games. Disappointingly, the period original target of $400,000. A string
from 2015 onwards was also plagued by of high profile Kickstarter successes
cancellations of games announced to be followed over the years, with developers
promising to release their titles on
Vita, however not all those promises
were fulfilled. Mighty No. 9 (helmed by
Mega Man series veteran Keiji Inafune)
Developing for Vita famously raised $3.8 million – more
was a financial risk than four times the amount asked – yet
the handheld versions for both 3DS
given the relatively and Vita never materialised, with no
small user base explanation or announced cancellation
from the developers. This was an
infamous exception among the Vita title
Hacked 019
Previous page Games
that previously could not
be understood by non-
Japanese speakers, such
as Dragon Quest Heroes 2
could now be patched to
include other languages
Right The SD2Vita
adaptor allowed SD cards
to be used, massively
expanding the storage
Opposite page PSP
games unavailable on
PSN, such as Kingdom
Hearts: Birth By Sleep
were playable on a
hacked Vita
Hacked 021
LET’S GET PHYSICAL
3 UnLimited
ew could have predicted that releases for other systems and grown
F one relatively unknown Vita
game, Breach & Clear, would
from a two-man operation to a hugely
successful organisation with a devout
be the start of a huge and fan base in just a few years.
growing industry of collectible As with most industries, success
game releases. Developed by the studio breeds competition and the limited
Mighty Rabbit, Breach & Clear was a physical game market was no exception.
strategy game that was released digitally Numerous competitors have launched
in May 2015 to average reviews and since 2015, which has resulted in over
little fanfare. In order to keep the studio 150 physical game releases for the Vita
afloat, Douglas Bogart and Josh Fairhurst sold outside of traditional retail channels.
decided to produce a small order of just These releases have been particularly
1,500 physical copies of the game and appealing to the Vita community since
attempt to sell them – this was the start many fans of the system are avid
of Limited Run Games. From that first collectors. While owning a physical copy
release, the company went on to produce of a popular title can seem attractive, like
and sell physical copies of over 100 Vita with most things in life, there are pros
titles, and have also branched out into and cons to this market.
One of the biggest reasons in favour
of these limited physical releases is
game preservation. The ‘all digital future’
UnLimited 025
No limits
Here is just a small selection of the
physical Vita games released by
limited print publishers Limited Run
Games, Eastasiasoft, Red Art Games,
Signature Edition, Strictly Limited
Games, VBlank, Fangamer,
and BadLand
4 Look Books
y 2018, new releases for the background – some may include puzzle
B Vita fell predominantly into
two categories: indie titles and
elements, while others offer branching
conversation choices which can lead to
games from Japan. The number multiple endings.
of big budget releases was Over 50 titles in this genre have
diminishing, but one genre continued to been released for the Vita in the West
flourish on the system: visual novels. (that number is far larger if including
The history of visual novels dates Japan-only releases) including popular
back to the 1980s with the release of series such as the Zero Escape trilogy, the
The Portopia Serial Murder Case. While Danganronpa series, and the Steins Gate
it was itself inspired by other Western series. Although the majority of visual
games in the adventure genre, its style novels were developed in Japan, more
and approach to storytelling established recently indie devs have been inspired
the template for the genre and can to branch into the genre, VA-11 HALL-A
still be seen in visual novel titles today. and 2064: Read Only Memories being two
This subset of games is characterised notable and well received examples.
by text-based, interactive storytelling The effort to release these games to a
with characters overlaid on a static Western audience cannot be overstated.
While they may not be as complex
from a coding perspective as the AAA,
big budget console games, language
ayonnaise! Not just a tasty for small, cheap, indie releases with
M condiment, it was also the
theme of the game that started
easy platinums, some of which could
be earned in minutes. A community
a trend of PlayStation releases of fans that sought to improve their
known for offering easy trophy ranking ate up these games with
platinum trophies. YouTube videos providing guidance on
Trophies were launched on the the method for attaining these trophies
PlayStation 3 in 2008 with Super as quickly as possible.
Stardust HD. They were required to be One company became famous
implemented on every subsequent PS3 (or perhaps infamous) for releasing
title, giving players a virtual reward for titles with fast and easy platinum
achieving a specific feat in a game – the trophies – Ratalaika Games. The
most coveted of which was the platinum, publisher and porting studio based in
which would only unlock after all other Spain worked with many developers to
trophies had been attained. Trophies bring games to consoles, including the
were popular among the PlayStation Vita. These titles tended to be low price
community, and so when Sony and had trophies that would all unlock
announced in 2011 that all Vita games in (potentially) less than 30 minutes. In
would also implement the system, fans
were excited for the possibility of earning
trophies while playing on-the-go.
For many years, it was thought that
platinum trophies could only assigned In 2019, Ratalaika said
to retail or high-profile game releases, that sales of Vita titles
but that was proven false, famously so
in November 2016 when developer Green did not justify the cost
Lava Studios launched My Name is Mayo and effort of porting –
for the PS4 and Vita. The game involved
tapping the Vita screen or PS4 controller but they continued to
buttons repeatedly, and eventually a release them anyway
platinum trophy would unlock. This
release seemingly opened the floodgates
many cases, the platinum trophy of new titles being released on the
would even unlock before the game system. While some of their releases were
was completed. considered mediocre, between 2018 and
These virtual achievements, when 2019 they launched 23% of all games
implemented in the right way, could on the device, across a wide variety of
be beneficial to a game and provide genres. Notably, they continued to publish
an incentive for players to see all games for the Vita into 2020. In 2019,
that was on offer, but it could also be the company stated that sales of their
disenchanting to see a platinum trophy titles on Vita did not justify the cost and
pop up on the screen before the halfway effort of porting them to the system, but
point had even been reached. Ratalaika the company continued to release them
faced criticism, but there was clearly anyway, giving Vita owners a steady
a demand for games that approached stream of titles to play on their favourite
trophies in this way, and for Vita owners, handheld long after other developers and
the company was responsible for dozens publishers had given up on it.
6 The End?
or Vita, the end had been on 2015, and PlayStation Now support was
F the cards for some time – it
was not a successful system
removed from the system in 2017. Sony
ceased talking about the Vita at their
and its demise was inevitable. annual E3 presentation after 2014, and
Perhaps the beginning of the even support for smaller services such as
process was in March 2015, when Sony the Near app (that Sony heavily touted as
blamed the Vita and PSTV for a loss of their answer to the Nintendo 3DS’ Street
$93 million in their annual financial Pass system) was discontinued.
results. For a company like Sony who, It was May 2018 which acted as a
after a number of years of financial turning point though, and the start of a
difficulties, were finally seeing success constant and steady flow of bad news
with the PS4, it seemed that the Vita was that ultimately resulted in the device’s
a stain on their record that they preferred formal discontinuation.
to not talk about. The PSTV was even less On 16 May 2018, Sony announced
successful than its portable counterpart that production of Vita cartridges in
and was discontinued in 2016 – just two the West would end in early 2019. For
years after its launch. PS Mobile, another game collectors, this was a massive
failed initiative, was terminated in July blow. Limited Run Games and other
Western sellers of Vita games were faced
with the imminent end of a popular
and successful part of their business,
7 It Means Life
Let’s talk about you first. What was your role at PlayStation
around the time the Vita was being developed?
I was in Developer Relations, part of Third Party Relations. My
involvement at that time was mainly sitting in on technical meetings
with R&D, the developer support groups, Mark Cerny and large
developers – we were getting input from the large developers as to
what they preferred to see in something like the Vita. So that was
my very earliest involvement with the Vita. I was on the periphery
at that early stage because I would eventually be dealing with the
same developers who were in those meetings. If you think about the
old model of developer relations – as in the model before I started
Strategic Content – it was very much an operational role. I would just
be supporting developers, particularly larger developers because I was
the account manager for an awful lot of them back then, and that
just meant as they submitted concepts, I would help them get their
concepts through the approval process and act as their point person
within PlayStation. It was very much an operational type of activity.
Sounds interesting.
Not really! Look, I was a maverick. I’m still a maverick. I’ve always
been a maverick. I like to push for improvement all the time. I look at
how things could be and I just want better, and if I think things can
be better, I won’t shut up about it. It’s a blessing and a curse. In an
operational team like Developer Relations it’s a curse. I kept pushing
Jim Ryan (at the time President of PlayStation Europe) for something
bigger, something better, something I could get my teeth into. Where I
could really change things. Try and improve processes. Try and improve
relationships with developers. Try and make PlayStation a bit more
open and more welcoming. Just do more exciting stuff.
I remember being in Developer Relations one evening, it must
have been around 9.50pm because the lights had gone off (the lights
at PlayStation would turn off at around 9.30pm). I was the only one
still there – who else would still be there at such a crazy time? I was
writing one of those Jerry Maguire type emails to Jim. I said, “we
should do this, we should do that”, but it wasn’t in relation to the
So I showed them this slide, and I said, here’s what it will look
like if they approve my plan, and I showed them a new slide with 55
titles on top of the eight coming through 2013 and beyond. And I saw
the shock in peoples faces. I knew the first question I was going to
get was, how the hell would I be able to do this – which is a perfectly
legitimate question. Of course, I had a plan and the plan was, firstly,
Are there any games you got for Vita that you’re
particularly proud of?
Hotline Miami, Rogue Legacy, and TxK are ones that come to mind.
Super Crate Box was the first because I thought it was best on Vita.
Hotline Miami, I thought was best on Vita. Velocity 2X was an absolute
gem. I think its still sitting at 90% or above on Metacritic on Vita and
it was just as good as the PS4 version. There were tons, too many to
mention. Those I would say are some of the highlights. We were just
playing game after game after game. I really liked Lone Survivor, Jasper
Byrne’s game. That was one we helped to bring. There were a whole
bunch of really nice ports as well. I was proud of Football Manager,
because it was a AAA game that everyone said was not going to
Were there any games that got away that disappointed you?
I had so little control, I know it seemed from the outside I had a lot
of power, but really I had a limited area that I could work in, and AAA
was not one of those areas. The amount of push back I got on that
was extreme, you know like people saying “stay in your lane.” We
were hours from announcing Suikoden, which I’d been working on
for months, but the publisher pulled out just before we announced
it. I have no idea why. But the one I really wanted to get for players
was Final Fantasy Type-0. That was one that got away. It was one I
just couldn’t get. Then one day there was an announcement on the
PlayStation Blog.
I remember this!
I read it and I thought, I guess it happened. I thought somebody else
had secured it for Vita, and it had nothing to do with me. Then first
After 2015, Sony really stopped talking about Vita, apart from
at PSX. It seemed like they didn’t want to talk about it anymore.
Do you think there was anything they could have done differently
to make it more successful, to turn it into the AAA machine
that they wanted it to be?
No. It was a very difficult time. It was a premium machine when the
market for mobile was split into two categories: the first was low cost,
not premium – in other words, Nintendo devices – and the other was
high cost mobile phones, and there was no space inbetween. In terms
of developing software for a Vita, it would take you just as much effort
to get something AAA on the Vita as it would to do something for the
PS3, and the PS3 was a harder machine to program for, but it had a
much larger install base. It (bringing games to Vita) would take as
much effort to make a game for the PS4 – I mean obviously there is
more graphical fidelity on the PS4, more performance, and so on, but
the point being that if it’s going to take you that much effort, then
the opportunity cost is too big. All this meant that we had a premium
machine with premium hardware dedicated to gaming, but the games
on it were too expensive to develop.
Nintendo’s approach was subsequently to create a console which
Any special memories from your time working with the Vita?
Any highlights being there at that time?
There were so many. I think for me the highlight was Gamescom 2013.
I know I’ve already mentioned it, but the fact that pretty much all of
the games I announced on stage were not just coming to PS4, I mean,
it was a PS4 reveal, but these games were not just coming to PS4, they
were all coming to Vita too. Stuff like Hotline Miami 2, Wasteland Kings,
which would eventually became Nuclear Throne, Volume and all of this
stuff was coming to PS4 and to Vita. That for me was a really proud
time. I remember there was one other event, where around 35 of the
games had come directly or indirectly through Strategic Content. That
was just mind blowing for me, and they were all really, really lovely
games. We got so many developers into PlayStation and changed the
059
RETROSPECTIVE THE LAUNCH OF SHOVEL KNIGHT’S
crowdfunding campaign on March 15th
Shovel Knight 2013 was an important moment for
gaming. It was by no means the first
game to be launched on Kickstarter,
Written by
Georgina Young but its success has made it synonymous
with the platform. It reached its initial
humble goal of $75,000 in 16 days, and
by the end of the month-long campaign
almost 15,000 people had helped raise
over $300,000 for the small company.
However, the success of the campaign
is not what makes Shovel Knight
significant – after all, there have been
many successfully crowdfunded games
over the years. Nor was it how 6 years on,
the developer – Yacht Club Games – have
not only delivered, but have in fact over-
delivered, on all of the project’s goals.
It was due to Shovel Knight being one
of the first true masterpieces to originate
Released June 2014 from Kickstarter. A ten out of ten.
Developers Yacht Club Games A perfect game. But we are getting
Publisher Yacht Club Games ahead of ourselves.
Ys Seven
Released PSP: September 2009
Developer Nihon Falcom
Publisher XSEED Games
Ys Origin
Released May 2017
Developer Nihon Falcom
Publisher XSEED Games,
DotEmu
Ys series 067
Ys I: Ancient Ys
Vanished introduced
the world to the red-
headed adventurer
Adol Christin, who
has been the mute
protagonist for all but
one of the games in
the series
Ys series: 069
Ys Seven against certain enemy types, meaning
Set after the events of Ys VIII, Ys Seven experimentation was encouraged
follows Adol and Dogi’s adventure in to figure out the most effective
the kingdom of Altago, which (as usual) combinations.
is plagued by monsters and a(nother) The graphics were significantly
returning ancient evil force. The game improved with large 3D polygonal
follows the pair’s journey through the character models and detailed
area searching for the power necessary environments, while the music was
to prevent the destruction of the land, some of the best of the series. Another
as they encountering numerous new noteworthy change was the removal
playable characters along the way. Where of the jump button – Adol and team
previous titles had Adol acquire multiple could dash away from danger, but
weapons which he could swap in order gone were the platforming sections
to target weaknesses of foes, Ys Seven in favour of a more pure action focus.
used a different mechanic allowing Adol Reviews were generally positive, and
to travel with two companions which while critics found the plot to be
the player could swap control between. nothing special, the fast-paced action
The different characters had their own and shift to fully 3D gameplay more
strengths and were more effective than made up for it.
Ys series 071
Ys Origin
First released on the PC in 2006, with a
re-release in 2017 on the Vita and PS4,
Ys Origin was a prequel to the series. Set
700 years before the events of the first
game – after the land of Ys had become
overrun by demons, the two goddesses,
Reah and Feena, raised part of the land
to the sky to protect the people. In order
to reach the people of Ys, the demons
began erecting a massive stronghold
– the Devil’s Tower. One night, the
goddesses mysteriously disappeared,
and so a team of warriors are sent to the
surface to search the Devil’s Tower and
return the goddesses to the floating city.
Ys Origin introduces three new playable
characters – Yunica Tovah, Hugo Fact,
and the mysterious Claw. Players can
work through the game’s three storylines
as each character makes their way up to
the top of the Tower, which was heavily
featured in Ys I and II, and tells the
story from their individual perspectives
(although its worth noting that only
Claw’s story is considered canon).
The Vita version was a remaster rather
than a remake, so the graphics, style,
and gameplay of the original release fully appreciate the references to other
were unchanged. The controls and feel titles, it was considered an enjoyable
of the games were similar to that of standalone experience for new comers
Oath in Felghana, although this was no and Ys veterans alike, the fast-paced
bad thing – particularly in terms of the and intuitive gameplay being cited as
brisk combat that is as satisfying today the highlight. The game was criticised
as it was back in 2006. The graphics for feeling repetitive, as the player would
do, however, look dated by modern need to complete the game with each of
standards. The three characters offer the three characters to see the full, canon
some variety in the way they control, story, and this involved playing through
with Hugo specialising in ranged attacks, the same tower and environments for
and Yunica and Claw utilising melee each playthrough. Despite this, Ys Origin
attacks, similar to how Adol plays. remains a solid entry in the series and a
While fans of the series will be able to great action RPG.
Ys series 073
Ys VIII: The Lacrimosa of Dana on an adventure to explore the island,
While Memories of Celceta was also reunite the survivors from the ship, and
developed as a native Vita game, Ys VIII: ultimately find a way off of the island,
Lacrimosa of Dana was a huge step up while simultaneously having dreams of
from the rest of the series in terms of a mysterious blue-haired girl he’s never
graphics and polish, and played like a met before, named Dana.
modern action RPG. The gameplay was similar to
The game begins with Adol and Memories of Celceta: you have a party
Dogi on a ship, the Lombardia, when of 3 characters and can freely swap
the boat is attacked by a large sea between controlling any of them as they
monster. Adol awakes on the mysterious run, jump, dodge, guard, and battle the
island of Seiren, where it is rumoured island’s monsters. As with pretty much
that no one that comes to the island every other Ys game, the fluid gameplay
ever leaves. From there, he embarks and intuitive battle system was praised
Ys series 075
RETROSPECTIVE AMONG THE MYRIAD OF TOP TIER
JRPG developers, many will struggle to
The Legend recognise a small Japanese company that
Sanctuary
fresh air compared to consoles games
releasing at that time, many of which
were considered linear and criticised
for their tendency to hold the player’s
hand. Demon’s Souls re-wrote the rules
of gaming by returning to a bygone
era that emphasized an unforgiving
difficulty and a brutal penalty system
for dying. It also created a new genre
of video games, dubbed Souls-like that
spawned numerous games that tried to
ape its style and mechanics – Salt and
Sanctuary was one of those games.
Developed by the two person team,
Released March 2016 Ska Studio, the developers managed to
Developer SKA Studios translate the controls, mechanics and
Publisher SKA Studios systems of Demon’s Souls, as well as its
Although some write buy, so players could buy the PS4 version
and automatically own the Vita version
it off as just a Souls when it eventually released.
Neptunia series
this JRPG by Compile Heart and Idea
Factory launched for the PS3 in 2011
to poor ratings, garnering a mere 45%
Written by on Metacritic. The game was criticised
McDoogle heavily for its outdated graphics, clumsy
combat systems, and obscure inventory
management, among other issues. Yet
Hyperdimension Neptunia Re;Birth somehow the game managed to find
Released August 2014 itself a cult following, prompting two
Developer Compile Heart sequels over the next two years. This is
Publisher Idea Factory largely due to the incredible character
design work of Tsunako, the primary
Hyperdimension Neptunia Re;Birth 2 artist of the franchise, as well as a
Released January 2015 writing style grounded in anime and
Developer Compile Heart video game humor which gained traction
Publisher Idea Factory in online communities. In addition,
the voice cast is comprised of an A-list
Hyperdimension Neptunia Re;Birth 3 team of Japanese voice actresses, which
Released June 2015 bolstered reception.
Developer Compile Heart In 2015, Hyperdimension Neptunia
Publisher Idea Factory Re;Birth for the PS Vita was released,
Dancing
handheld’s most commercially successful
titles, so it was no surprise when
Builders
released in 1986 in Japan and provided a
template for turn-based RPGs that went
on to inspire the creation of popular
gaming franchises such as Final Fantasy,
Pokemon, and many others. Impressively,
in the three and a half decades since
the original game’s release, much of the
development team of that first title is
still involved in the series. Dragon Quest
games have not generally been massive
hits in the West (although that has
changed more recently with the release
of Dragon Quest XI) but in Japan, the
Released October 2016 series is hugely popular with numerous
Developer Square Enix books, anime, and spin-off titles
Publisher Square Enix releasing outside of the eleven mainline
the map, collect materials, build walls the game did offer a mode named Terra
and rooms to create a settlement for Incognito, that provided open maps for
survivors to gather together, complete the player to apply their creativity and
quests for the settlement’s residents, build freely without needing to worry
and then protect them from attacking about completing quests. This mode
monsters – where the game changed also allowed players to share creations
to an action, tower defence style game. online and to take on waves of enemies
Each chapter started the player on a in Terra Gladiatoria.
new map to explore, new quests to Dragon Quest Builders launched on
complete, and a new settlement to build. PS3 and PS4 at the same time as Vita,
This approach was criticised by some and was later ported to the Nintendo
reviewers, as all the items, weapons, Switch. While the Vita version was not
and buildings created by the player on the same level as the other ports
were abandoned each time the player in terms of graphics and frame rate
progressed to the next stage, although (which is to be expected given the age
SaGa 3
the West earlier. This Super Famicom
classic launched in 1995 and sold 1.3
million copies in Japan, making it the
36th best-selling SNES game of all-time,
despite being released in just one country
– 24 years later, it was made available
worldwide for all major consoles,
including the Vita. It was pleasantly
surprising for fans of the handheld
that Square-Enix would be releasing
a new game for the device so late into
its life, years past the point when Sony
themselves had given up on bringing
Released November 2019 titles to the system. As a final game
Developer Square for the handheld from the publisher, it
Publisher Square Enix turned out to be quite a hidden gem too.
series
with Metal Gear Solid, or Square
with Final Fantasy. A much more low-key
example – although, some would argue,
Written by equally as important – is Gust, a small
Adam Cartwright Japanese developer who created a low-
budget role-playing game named Atelier
Marie in 1997 that led to the creation of
a franchise that would be going from
strength to strength more than two
decades later – including a spree of
releases on the PlayStation Vita.
Atelier Totori Plus It’s worth explaining what Atelier
Released November 2012 actually is: a combination of dozens of
ideas which have been slowly refined
Atelier Meruru Plus over the years. At the heart it all is
Release: March 2013 alchemy, the mystical art of combining
ingredients and using a bit of magic
Atelier Rorona Plus to create new and powerful items. How
Release: November 2013 these items are used differs based on
which entry you’re playing, but they’ll
Atelier Ayesha Plus usually be integral to the main quest
Release: March 2014 undertaken by the (likely) young female
heroine, who will encounter various
Atelier Escha & Logy Plus characters who assist her with the turn-
Release: January 2015 based combat. Then you have exploration
to gather ingredients; time management
Atelier Sophie: The Alchemist of the elements; economics of buying and
Mysterious Book selling, as well as a host of other ideas
Release: November 2015 that all mesh surprisingly well to make
an addictive whole that has kept gamers
Atelier Shallie Plus engaged across multiple titles.
Release: March 2016 Despite debuting on the PS1,
the Atelier franchise has always been
Atelier Firis: The Alchemist and the platform-agnostic, appearing on
Mysterious Journey SEGA’s home consoles and Nintendo’s
Release: November 2016 handhelds, as well as Sony’s portables
– usually in self-contained duologies or
Developer Gust Co. Ltd. trilogies with minor links between each.
Publishers Gust Co. Ltd., NIS America The PSP received numerous entries, of
time limits which had defined Arland – the higher-effort ports on Vita, with
from Escha through Shallie, tasks often high-quality graphics and effects, plus
became open-ended, which somewhat a simultaneous release across PS3, PS4,
changed the dynamic that had defined and Vita. This meant the handheld
the series up until that point. version pulled respectable sales numbers
This was a mantra which Gust took in Japan, and led to a quick overseas
into their next trilogy, Mysterious, release. It seemed the future of Atelier on
which started in 2015 with Atelier Vita was bright.
Sophie. Again focusing on a duo of The next entry, Atelier Firis, again
protagonists (Sophie and Platcha), the shifted things up substantially by
title did away with time management offering a pseudo-open world that
elements altogether, while featuring full players could explore at their leisure,
3D camera movement and a world that although this brought with it a
felt closer to the whimsical elements number of technical issues which
of the Arland trilogy. It was also one of meant the Vita port suffered from
Please
critically acclaimed passport control sim
game, Papers, Please, to the Vita. Things
went quiet for years until December 2017
when fans were pleasantly surprised to
find the title had almost stealth-dropped
on the PlayStation Store. It had been
released on PC in 2013 but this was the
first time the game had been released
on a console and the Vita’s touch screen
made it the ideal system to play on,
as the game utilised a combination of
traditional and touch controls.
In Papers, Please, players take on the
role of a depressingly poor border control
officer for the country of Arstotzka. The
gameplay essentially comes down to
checking the passports and visas of
people wanting to enter the country,
and ensuring that nobody gets in that
shouldn’t be there. It may sound quite
dull from the high level description of the
game, but there are many mechanics to
Released December 2017 learn and an unexpectedly compelling
Developer 3909 LLC narrative. The start of the game has
Publisher 3909 LLC players only really looking at whether the
Reverie
Released April 2018
Developer Rainbite
Publisher Rainbite
Iconoclasts 117
RETROSPECTIVE CANADIAN DEVELOPER DRINKBOX
Studios was founded back in 2008
Severed by programmers Chris Harvey, Ryan
MacLean, and Graham Smith, as a new
studio rising from the ashes of Toronto-
Written by
EdEN based Pseudo Interactive. The studio
actually started its life known as Not
a Number Software, which was later
changed to become the Drinkbox we all
know and love. Their first release was
Tales from Space: About a Blob, a 2D
puzzle platformer for the PlayStation 3
that came out in 2011. The game featured
a race of insatiable alien blobs that found
themselves stranded on Earth, so they do
what they do best: absorb things to get
bigger! The follow up, Tales from Space:
Mutant Blobs Attack, was one of the
PlayStation Vita’s launch titles back in
2012, and later came to the PlayStation 3.
Drinbox’s next release would
go on to become their best-known
franchise: Guacamelee! The studio did
Released April 2016 an outstanding job in bringing this 2D
Developer DrinkBox Studios action-platformer-brawler metroidvania
Publisher DrinkBox Studios to life, with a colourful look and a story
Severed 119
dealing considerable damage.
Later in the game, the action becomes
Touchscreen games hectic as players go up against several
Severed 121
RETROSPECTIVE ON THE SURFACE, UNDER NIGHT
In-Birth Exe:Late[st] (or UNIEL for short)
Under Night is a complex 2D fighter, but it also
In-Birth
contains a large visual novel describing
the events that lead up to the game’s
series
videogames – it was originally a graphic
and web design company, which goes
some way to explaining the name. After
the September 11th terrorist attacks in
America, the company was suffering
due to loss of business and were barely
able to scrape by, until they were
approached by a games publisher to
SteamWorld Dig make a children’s education game series
Released March 2014 named Josefin. Image & Form worked on
the series for seven years, but everything
SteamWorld Heist changed in 2009.
Released June 2016 At that time, the company was in
discussions with Josefin’s publisher to
SteamWorld Dig 2 release a title for the Nintendo DS, and
Released September 2017 had begun planning for this, but the
publisher reversed their decision. The
Developer Image & Form studio found it now had the talent to
Publisher Image & Form release games on Nintendo’s handheld
Timespinner 131
RETROSPECTIVE THE HISTORY OF THE MUV-LUV
trilogy dates back to the original 2003
Muv-Luv PC release of the first two games in
trilogy
the series: Muv-Luv Extra and Muv-Luv
Unlimited. It was the third title however,
Muv-Luv Alternative, that really put the
series on the map, becoming the highest
rated visual novel on VNDB (Visual Novel
Database). This runaway popularity
explains why the Kickstarter for the
English translation of the series was
such a runaway success, becoming fully
funded in one day and receiving backing
for over 500% of the original funding
amount. The campaign included a release
of the trilogy on the Vita, and while
the games themselves are held in high
regard, the handling of the Kickstarter
left a bad taste in the mouths of backers.
The three games are told from the
perspective of the teenage protagonist
Takeru. In the first game, Muv-Luv
Extra, he is in high school and has to
Released June 2018 choose between having a relationship
Developer âge with Meiya, a mysterious daughter of a
Publisher PQube millionaire who appears one day in his
Fantasy
remakes of previous games, plus spin-
offs and sequels to popular console
titles – but up to 2015, their Vita support
was lacklustre at best. It was therefore
a pleasant surprise when at E3 2015
the company announced they would be
releasing World of Final Fantasy for the
system. Impressively, despite the Vita
having a much smaller install base than
the PS4, their week one sales in Japan
were almost the same, with the home
console version selling 53,000 compared
to 47,000 for the handheld port.
This spin-off title to their hugely
popular RPG series was made to appeal
to the nostalgia of existing Final Fantasy
fans, with appearances of characters
from across all the main line titles, while
also attracting younger newcomers to the
series. It featured two new protagonists
Released October 2016 (twins Lann and Reynn) and took players
Developer Square Enix on an adventure to reclaim their lost
Publisher Square Enix memories and find their family. The
Dungeon
like to be powerful and to be the ‘hero’
– but this was not the case in Darkest
Dungeon. Players will inevitably feel
frustration, disappointment, and anxiety,
but every now and again, when things
go right, there is a feeling of satisfaction
and relief that few other videogames
can match. It doesn’t place players in
the shoes of some legendary, prophesied
protagonist – rather, the player takes a
group of four fighters, picked from over
a dozen different character classes, into
dungeons searching for loot and facing
off with hideous enemies. These are
flawed individuals, and entering the dark
and foreboding passages filled with traps
and dangers can create stress (a central
mechanic in Darkest Dungeon) and reveal
their inner failings. Seeing a teammate
die to a vampire may cause a negative
affliction, for example for the character
becomes hopeless, paranoid, or even turn
Released September 2016 insane, reducing their effectiveness in
Developer Red Hook Studios battle and potentially leading to them
Publisher Red Hook Studios turn their weapon on their teammates.
Yomawari series
Yomawari: Night Alone
Released October 2016
Developer Nippon Ichi Software
Publisher Nippon Ichi Software (JP),
NIS America (NA/EU)
HORROR GAMES TRY TO EVOKE giant demon dogs that charge from
feelings of isolation and weakness so a distance. Sound plays a big part in
that each encounter feels deadly and creating fear, with the player’s heartbeat
scary – the Yomawari games nail this growing louder and faster whenever a
feeling by putting players in the shoes spirit is nearby. There is no music, so
of helpless little girls wandering around the chilling sound of a sudden enemy
a town full of monsters at night. Where appearance can be very impactful. Each
most games would have you attack and time the player dies, the blood-splash
look for weapons to kill the enemies, in deathscreen flashes with the sound of
these titles, fleeing or hiding is at times bones crunching. Hours into the game,
the only option in order to survive. this could still cause a jump.
The gameplay of both entries was Yu Mizokami, creator of the Yomawari
similar, but Midnight Shadows, the sequel series, had always enjoyed the horror
to Night Alone, included a more fleshed game genre, and during a ‘Challenge
out story, following two girls, Yui and Plan’ session, where any member of
Haru, lost and trying to find each other. staff could pitch new game ideas, his
The player controls each girl and must was chosen to be produced. Both titles
solve puzzles and navigate the maze-like received generally favourable reviews
town, all while avoiding deadly spirits. and were praised for the setting of a
These games are made to scare the traditional Japanese town and the tense
player, and they do a great job of building atmosphere. The Vita does not have a big
tension. The helplessness of the girls range of horror games, but the Yomawari
meant every encounter felt scary, from series is an excellent addition to the
small spirits buzzing like flies, to fast, system’s library for fans of the genre.
Hearts R
staying power of the big players such
as Dragon Quest and Final Fantasy. One
that has managed to endure through
Written by thick and thin is Bandai-Namco’s Tales,
Adam Cartwright a series of action-RPGs that began with
Tales of Phantasia in 1995, and is still
going to this day with Tales of Arise.
Sony’s handhelds had proved to be
a good fit for the series, with the PSP
getting numerous entries ranging from
ports of the mainline (aka ‘mothership’)
series, such as Tales of Eternia, to
bespoke spin-offs, such as Tales of the
World: Radiant Mythology. Yet it never got
its own mothership entry, which instead
headed to the Nintendo DS – so when
Bandai-Namco announced that they
would be remaking Tales of Hearts from
the ground up for the PlayStation Vita,
fans were understandably excited.
Hearts R takes place in a world where
human emotions are contained in
devices called Spira Cores, and the story
follows a young hero named Kor Meteor
as he helps a mysterious girl named
Released November 2014 Kohaku Hearts rebuild her shattered
Developer Bandai Namco Studios Spira Core. The game focuses heavily
Publisher Bandai Namco Studios on the idea of emotions and feelings,
apart from past entries on the PS2 or PSP, and fails to make full
use of the Vita’s power, but thanks to its
colourful presentation and some brilliant
art design, still manages to look a treat
on the handheld’s screen.
which sets it apart from previous entries, Combat is where Tales of Hearts R
allowing it to explore the relationship received the most praise, and for good
between characters in a much more reason – almost like a pseudo fighting
organic way – although the story later game, you control any one of the cast
evolves into a more traditional world- of seven playable characters who move
saving plot which works equally well. around a fully 3D arena, and chain
There’s also plenty of comedic moments together attacks and combos while
thrown in for good measure. mixing in spells and special ‘mystic artes’
Gameplay offers a more traditional for extra damage. Unique to this entry is
take on the series, which received the ‘chase link’ system, where enemies
a mixed response from fans. The can be staggered after causing
reintroduction of a full world map was a certain amount of damage, which
Physical games
2015
1 CRIMINAL GIRLS: Invite Only
2 Hyperdimension Neptunia ReBirth2 1 2
3 Hyperdevotion Noire: Goddess
Black Heart
4 LEGO Ninjago: Shadow of Ronin
5 Tokyo Twilight Ghost Hunters
6 Toukiden: Kiwami
7 Looney Tunes Galactic Sports
8 Hyperdimension Neptunia U:
Action Unleashed
9 SteinsGate
10 Operation Abyss: New Tokyo Legacy
11 LEGO Jurassic World
12 Ar nosurge Plus: Ode to 8 9
an Unborn Star
13 Hyperdimension Neptunia ReBirth3:
V Generation
14 Lost Dimension
15 Rugby World Cup 2015
16 Danganronpa Another Episode:
Ultra Despair Girls
17 XBLAZE CODE : EMBRYO
18 Dengeki Bunko: Fighting Climax
19 Farming Simulator 16
20 WRC 5 FIA World Rally 15 16
Championship
21 Dungeon Travelers 2: The Royal
Library & The Monster Seal
22 Corpse Party: Blood Drive
23 Code: Realize ~Guardian of Rebirth~
24 BlazBlue Chronophantasma Extend
25 Norn9: Var Commons
26 Persona 4: Dancing All Night
27 SUPERBEAT XONiC
28 Phineas and Ferb: Day of
Doofenshmirtz 22 23
29 Sword Art Online: Lost Song
30 Teslagrad
31 Handball 16
2016
32 The Legend of Heroes:
Trails of Cold Steel
33 LEGO Marvel’s Avengers
34 Earth Defense Force 2:
Invaders from Planet Space
35 Senran Kagura Estival Versus 29 30
10 11 12 13 14
17 18 19 20 21
24 25 26 27 28
31 32 33 34 35
Library 147
36 Trillion: God of Destruction
37 Assassin’s Creed
Chronicles – Trilogy
38 Aegis of Earth:
Protonovus Assault
39 Stranger of Sword City
40 MegaTagmension Blanc +
Neptune VS Zombies
41 One Piece Burning Blood
42 Grand Kingdom 36 37 38
43 XBlaze Lost: Memories
44 Odin Sphere Leifthrasir
45 Zero Escape: Zero Time Dilemma
46 LEGO Star Wars:
The Force Awakens
47 Lumo
48 Gal*Gun: Double Peace
49 Shiren The Wanderer: The Tower of
Fortune and the Dice of Fate
50 God Eater 2 Rage Burst
51 PSYCHO-PASS: 44 45 46
Mandatory Happiness
52 MeiQ: Labyrinth of Death
53 Criminal Girls 2: Party Favors
54 Exist Archive: The Other
Side of the Sky
55 Tokyo Twilight Ghost Hunters
56 Superdimension Neptune
VS Sega Hard Girls
57 Yomawari: Night Alone
58 Sword Art Online: Hollow Realization
59 The Legend of Heroes:
Trails of Cold Steel II 52 53 54
60 SteinsGate 0
61 Shantae: Half-Genie Hero
62 World Of Final Fantasy
63 Atelier Escha & Logy Plus:
Alchemists of the Dusk Sky
64 Valkyrie Drive -Bhikkhuni-
65 Root Letter
2017
66 Atelier Shallie Plus: Alchemists 60 61 62
of the Dusk Sea
67 Fate/EXTELLA: The Umbral Star
68 Toukiden 2
69 Zero Escape: The Nonary Games
70 A Rose in the Twilight
71 Period Cube ~Shackles of Amadeus~
72 Operation Babel: New Tokyo Legacy
73 Hakuoki: Kyoto Winds
74 Akiba’s Beat
75 Utawarerumono:
Mask of Deception
68 69 70
47 48 49 50 51
55 56 57 58 59
63 64 65 66 67
71 72 73 74 75
Library 149
76 Farming Simulator 18
77 GOD WARS Future Past
78 Tokyo Xanadu
79 Collar X Malice
80 Utawarerumono: Mask of Truth
81 Drive Girls
82 Ys VIII: Lacrimosa of DANA
83 Mary Skelter: Nightmares
84 Danganronpa V3: Killing Harmony
85 Bad Apple Wars 76 77 78
86 Chaos;Child
87 Yomawari: Midnight Shadows
88 Summon Night 6: Lost Borders
89 Tokyo Tattoo Girls
90 Demon Gaze II
2018
91 The Longest Five Minutes
92 Hakuoki: Edo Blossoms
93 Code: Realize ~Future Blessings~
94 Penny-Punching Princess 84 85 86
95 Psychedelica of the
Black Butterfly
96 7’scarlet
97 Muv-Luv
98 Muv-Luv Alternative
99 The Lost Child
100 Psychedelica of the Ashen Hawk
101 Punch Line
102 Spirit Hunter: Death Mark
2019 92 93 94
103 Code: Realize
~Wintertide Miracles~
87 88 89 90 91
95 96 97 98 99
103
Library 151
LIBRARY
Digital games
2015 32 Alien Shooter
1 2 3
33 Shovel Knight
1 Joe Danger 2:
34 Damascus Gear:
The Movie
Operation Tokyo
2 Citizens of Earth
35 Broken Age
3 Best of Arcade
36 Sayonara
Games Deluxe
UmiharaKawase +
Edition
37 Cosmophony
4 Nihilumbra
38 Ultratron
5 Magical Beat 10 11 12
39 Color Guardians
6 Grim Fandango
40 Project Root
Remastered
41 Strike Solitaire 2
7 Baboon!
42 Octodad:
8 Kick & Fennick
Dadliest Catch
9 AeternoBlade
43 BADLAND: Game
10 Fantasy Hero -
of the Year Edition
unsigned legacy
44 Super Exploding
11 Atelier Ayesha 19 20 21
Zoo!
Plus - The
45 Sparkle Unleashed
Alchemist of Dusk
46 SAMURAI
12 Scram Kitty DX
WARRIORS:
13 Oreshika: Tainted
Chronicles 3
Bloodlines
47 Whispering
14 OlliOlli2: Welcome
Willows
to Olliwood
48 2013: Infected
15 Medieval 28 29 30
Wars
Defenders
49 NekoBuro -
16 La-Mulana EX
Cats Block
17 htoLNiQ: The
50 Geometry Wars
Firefly Diary
3: Dimensions
18 Reel Fishing:
Evolved
Master’s
51 HELLDIVERS
Challenge
52 Skullgirls
19 Hotline Miami 2: 37 38 39
2nd Encore
Wrong Number
53 Mahjong Carnival
20 Flame Over
54 Hatoful Boyfriend
21 Doodle Kingdom
55 A Q*bert:
22 Aabs Animals
Rebooted Game
23 Tennis in the Face
56 The Swindle
24 Strike Solitaire
57 TorqueL
25 Söldner-X 2:
58 Squares
Final Prototype 46 47 48
59 Deception IV:
26 Woah Dave!
The Nightmare
27 Element4l
Princess
28 Stealth Inc 2:
60 Resident Evil
A Game of Clones
Revelations 2
29 MonsterBag
61 Volume
30 Home
62 The Bridge
31 Brandish: The
63 Nova-111
Dark Revenant 55 56 57
13 14 15 16 17 18
22 23 24 25 26 27
31 32 33 34 35 36
40 41 42 43 44 45
49 50 51 52 53 54
58 59 60 61 62 63
76 77 78 79 80 81
85 86 87 88 89 90
94 95 96 97 98 99
481
Timeline
2015 began the period
in the PS Vita’s life when
Sony began to shut down
services for the device, 2015
culminating in its inevitable
discontinuation in 2019 Jan March
Support for Maps PS Now beta
and Near ends. launched in Europe
PS Now officially supporting Vita.
launched in NA Vita and PSTV
supporting Vita. blamed for
$93 million
profit impact.
2017 2018
2019 2021
Timeline 169
CREDITS AND THANKS