Professional Documents
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DELUXE EDITION
PlayStation
Vita:Year One
The unofficial story of the PlayStation
Vita’s launch and first year
Sandeep Rai
001
002 Playstation Vita: Year One
PlayStation
Vita: Year One
005
The Story
033
Interviews
108
Library
003
INTRODUCTION
I have
In this book, I take a look back
at the launch of the Vita and the
games released in its first year on
been a
the market. The Vita was labelled
a failure just months after its
launch. There were many reasons
gamer for
for this and I intend to explore the
highs and lows of the Vita’s first
year and how its performance
most of
and the negative reputation it
obtained, continued to define
the Vita for its life. You can’t talk
my life.
about the Vita’s launch without
also discussing Nintendo’s
3DS and how a series of smart
decisions from Nintendo (coupled
with some bad decisions from
Sony) sunk the Vita early on.
Despite the poor sales of
the Vita, it continued to have
games released for the system
for over 6 years after its launch.
I have fond memories of sitting Expectations don’t always pan
in front the TV and playing my out. The PlayStation Vita failed
NES with my brother, but as an to meet expectations at its
adult I’ve found handheld gaming launch but continued to defy
just suited my life more. The expectations of an early demise
PlayStation Vita, with its varied for years.
library of games and portability,
has been my device of choice
when it comes to gaming. The
Vita struggled to make an impact
on the video game market but it
found its audience of loyal fans
(including myself) that continued 2 Old Sandeep Rai
to support it long after Sony 4
Gaming 2 Old 4 Gaming
stopped releasing games for the
system.
005
1980s–2010
1 Before Vita
2 The NGP
The stage
seemed to be set
for Nintendo to lose
its crown as the
king of handheld
gaming
3 2011 was Sony’s big push and the mainstream media, however,
E for their new portable and by
all accounts it was a success.
was the NGP – now officially named the
PlayStation Vita.
Sony had a lot to prove at Sony revealed that the Vita would be
E3 that year. Not only were launched in 2011 and would cost $249.99
they launching a new system but the for the Wi-Fi only model and $299.99
PlayStation Network had recovered for the 3G/Wi-Fi model – which was
only a month earlier from a hack that well below industry predictions. The
resulted in 23 days of network outage. Vita would be the successor to the
Sony’s press conference opened with PSP, which had sold well but had been
a well-received apology from Head of eclipsed by the Nintendo DS. Sony didn’t
Sony Computer Entertainment America, want to take any chances of history
Jack Tretton, as well as footage of repeating itself and so priced the Vita at
hotly anticipated new PS3 exclusives the same price as the 3DS, aggressively
such as Uncharted 3 and Resistance 3 challenging Nintendo’s domination of
(as well as introducing a new 3D TV the handheld market.
set). The news that stole the headlines Sony demoed games that would
in both the dedicated gaming press be available for the Vita, including
f the Vita had launched just started looking a lot less attractive.
I after E3 2011, its fortunes might
have been radically different.
The price drop was seen as not
only a response to the Vita, but also to
Sony had a successful showing compensate for the declining handheld
and although the price of the market due to smartphones. When the
memory cards was yet to be revealed, the DS and PSP were launched, smartphones
buzz for the Vita was overwhelmingly were still years away from becoming
positive. The 3DS meanwhile was seen as mainstream devices. In 2011, phones
a subpar system with a 3D gimmick that could be used to surf the internet, watch
no-one wanted and very few worthwhile movies, listen to music, play games
games. Nintendo recognised the 3DS was (that were far cheaper than those on the
in trouble and they did something about 3DS) and of course make phone calls.
it – in July 2011, just over a month after The market had moved on between the
the Vita’s price was revealed, Nintendo DS and 3DS launches, with analysts
dropped the price of the 3DS by around questioning whether dedicated gaming
30% (from $249 to $170) and even handhelds could succeed at all now that
compensated early adopters with 20 free smartphone gaming had become so
retro games. Only a month earlier, the popular. The sales of the 3DS between
Vita made the 3DS look overpriced, but February and July 2011 supported the
now the tables had turned – the Vita argument that dedicated gaming
handhelds were unnecessary.
Up to that point, Nintendo was not
having a good year. 3DS sales were well
Only a month earlier, below expectations, the company had
made a loss for the financial year and
the Vita made the the reveal of their new console, the
3DS look overpriced, Nintendo Wii U, left consumers confused
and unimpressed. The 3DS price cut
but now the tables was welcomed by the industry and more
had turned importantly by consumers. Sales went
from around 800,000 units (from April
to June 2011) to 2.2 million (from July to
entries Final Fantasy X, Metal Gear Solid with the cheapest memory card costing
2 and 3 and Zone of the Enders 1 and 2,200 Yen ($29) and the most expensive
2. There was also the reveal of Japan’s costing 9,500 Yen ($124) – around 40%
26 game launch line-up and confirmed of the Japanese price of the system and
support for digital PSP games. The PSP not far from the price of a 3DS in the
support in particular meant that there US. While the official prices for memory
would be hundreds of games playable on cards for the US and Europe hadn’t been
the Vita at launch, which was important announced, the damage was done. Not
as Nintendo’s 3DS offered backwards only was the Vita $70 more expensive
compatibility with their DS console. The than the 3DS, but now it looked even
company also revealed that Vita’s battery less competitive when you factor in the
life would last 3-5 hours which was seen memory card – which was mandatory
as disappointing, but it was at least in for some games. Comparatively, the 3DS
line with Nintendo’s 3DS. However, the used SD cards, which were significantly
most shocking announcement came 2 cheaper. In an effort to limit piracy on
days after the presentation. the Vita, Sony damaged the reputation
On September 15, a Sony press release of the device permanently – even years
revealed the price on the Vita’s memory after the system launched, it was still
cards in Japan. It was already known that criticised by many for the overpriced
the Vita would use proprietary memory memory cards, which are cited as one of
cards (in an attempt to curb the piracy the main causes for the console’s failure.
that had ravaged the PSP), however In an interview with the Japanese
the price had been a mystery up to that site Impress Watch, members of the
point. Sony confirmed memory card device development team stated that
sizes would range from 4GB to 32GB, Sony chose to use proprietary memory
5 Failure to Launch
6 Go West
Go West 021
including giving away 8gb memory Hot Shots Golf was the
cards with purchases of the Vita from highest-selling game upon the
Vita’s launch in Japan
select retailers or offering Wipeout 2048
in the UK free when players added £5
credit to their 3G data plan. In the US,
Super Stardust Delta and a free month
of 3G internet were offered, although from bad (Little Deviants) to excellent
this turned out to be yet another (Lumines: Electronic Symphony), however
poorly implemented plan as there was for the most part the games were
an unclear restriction to the offer – considered good but not essential. Cited
purchasers of the more expensive 3G Vita by many gaming sites was the lack of a
were forced to buy a month of data first killer app in the launch library. Games
and could only qualify for the free month like Uncharted and Escape Plan looked
and game after 30 days. Having to wait very impressive in trailers and demos
a month to play a game on your newly but the games didn’t quite live up their
bought console that you expected to be promise. Launch games tried to make
receiving on day one was not exactly use of the Vita’s various control inputs
seen as a consumer-friendly move. but rather than adding to the immersion
Despite the strong push from of the games, they felt gimmicky and
Sony, the gaming media was still not forced – for example using the camera
convinced that the Vita was a worthwhile to find a light source and decipher clues
investment. The Vita itself wowed critics in Uncharted: Golden Abyss or using
– the sleek and stylish system was the back touch pad to imprecisely move
impressive and comfortable to play but objects in Escape Plan. This wasn’t the
ultimately the games were the make or case for all games, but it added to the
break factor. The Vita had a varied line up confusing proposition of the Vita – core
of games and the review scores ranged gamers wanted to play games without
The weeks and months less than the PSP, but the Vita was
launching in a very different gaming
to follow would be landscape. The Vita was competing with
Go West 023
APRIL–DECEMBER 2012
7 Year One
ver the 8 weeks following the games, but had the Vita debuted with
O global launch, only four games
were released for the Vita in
less games and instead released a new
game every week, perhaps its reputation
the West. Despite the console would not have been so negative. The
having one of the biggest Vita was a learning experience and not
and most varied launch libraries of any just for Sony – the launches of the PS4,
gaming system at the time, the lack of Xbox One, and Nintendo Switch saw
releases in the weeks that followed led all three companies provide a constant
to a reputation that the Vita was never trickle of new smaller indie games to
able to shake – that it had “no games”, build their game libraries between the
followed by claims that the Vita was bigger AAA releases.
“dead” just weeks after its release. It When the PS3 had launched, there
became a self-fulfilling prophecy – the were very few games and this was
muted post-launch lineup led to a considered acceptable at the time,
perception of it having no games and but the Vita was competing with
this led to lower sales and publishers smartphones which had dozens of new
cutting back support, which of course games releasing daily, which were far
led to less games being released. With cheaper than the Vita’s titles and in
hindsight, it’s easy to point out Sony’s many cases free. Players wanted and
errors. They launched with over 20 expected more than just a handful of
games every two months.
April was filled with bad news of the
Vita selling poorly, hitting new lows in
end of the Vita’s story particular found success on the Vita for
years after its launch despite the low
install base.
Showcase 033
INTERVIEW Ricky Haggett
& Richard Hogg
Honeyslug
RICHARD Frobisher Says was actually inspired by the Vita. We were asked
by people at Sony to pitch an idea for a Vita game. It was before the
Vita had come out. They were looking for people to make games that
would be a cross between a game and a demo app that would highlight
the key features of the Vita.
Honeyslug 035
voice recognition. Its got face recognition. Its got all these interesting
features and our idea was to make a game that makes use of all these
features in quite a stupid way. Our big inspiration was Bop It. We were
basically thinking, lets make like a really stupid Bop It style thing
where you basically have to use all these interesting interactions from
the Vita in quite a random way where a man is shouting at you the
whole time, like the Bop It guy. A man is just shouting at you telling
you “look in this camera” or “touch the back.” That was the beginning
of the idea. Would you agree with that Ricky?
RICKY Yeah.
Another way of putting it, the Vita felt like this confusing,
muddled thing and so we made a game that really made the player feel
confused and muddled (laughs). You have to explain where Frobisher
came from.
RICHARD Frobisher came from a crap in-joke from me and the people
that I shared a studio with at the time. I shared the studio with two
people, who incidentally got married later on. He’s a painter and she’s
a graphic designer. We had this running joke about a character called
Frobisher, this kind of naughty voice that tells you to do bad things.
Me and Roger had been sharing a studio for years and years and
then Anna moved in and she kept, kind of, breaking the rules of our
studio. Rather than telling her off constantly we invented this naughty
character that would tell her things like: “Frobisher says, leave the milk
outside the fridge so it all turns to cheese for the next morning.” It was
like our passive aggressive way of telling Anna to put the milk back in
the fridge, or to remind her to turn the lights off. Stuff like that. In the
style of this character called Frobisher. It was a shit in-joke between
the three of us.
RICKY We managed to get Kevin Eldon for the voice of Frobisher. It was
amazing, when we did the voice recording with him he just instantly
got it. It took 10 seconds for him to get Frobisher’s voice.
RICHARD We wondered, “could we actually get the real guy who this
voice is based on? Could we get Kevin Eldon?” He’s quite a big name
comedian. He’s in lots of Hollywood movies. We were worried he’d be
really expensive, and he was actually quite expensive, but we managed
to find the budget for it. We realised the voice being good was really
really important to the game.
RICKY Sony were really up for it too. They were really encouraging about
it. In fact all of the foreign Frobishers, I think there were 13 languages,
were similarly big names in their own countries. I think one of the
Scandinavian ones was the host of one of the biggest games shows in
that country. In all the territories they cast really good people and did a
really great job.
RICHARD I know a fun fact: the German Frobisher is the voice of Sheldon
when they dubbed Big Bang Theory into German.
RICHARD So the other game that was a big influence was Rhythm
Tengoku. One thing that we really liked about that game is that it
has a very diverse art-style where all the mini-games look like they
could have been made by different people. You play Rhythm Tengoku
and you probably think there are 10 different artists working on this
game. Theres no attempt to tie all the art-styles together or make it
consistent. Its like they didn’t give a fuck really! Like they thought:
“lets just have all these silly art styles for all these different things.”
We liked that and we wanted to have something a bit like that, but we
also wanted to make it more interesting. We came up with this idea of
Honeyslug 037
asking loads of different artists to contribute to the game.
RICKY At the time we were doing a bunch of talks about how we work,
how Richard didn’t have a background working in the video games
industry and the benefits of video game studios collaborating with
artists outside the industry. This just felt like a really good opportunity
to put our money where our mouths were. We thought: “hey, lets just
go and find lots of artists from all different backgrounds and who have
never necessarily made a video game before.” We wanted to get them
to work on all these different games. There were something like 20
different artists and a bunch of animators. Each artist probably did 2 or
3 games. For some it was really quick and easy just based on the game
and sometimes it was much harder. It was a strange, random process
but it was really fun.
RICHARD I filled in and did a lot of art too. I ended up taking more
than the other artists mainly for the games that involved a lot more
animation. I think I ended up doing 10 of the games or something like
that. We had artists that were complete nobodies. People who had
literally just finished a degree and I knew them because I had taught
them or I met them at a show and asked them if they wanted to make
art for a video game. Then we had people who were a bit like with
Kevin Eldon, people who have been heroes of mine for years and years.
Like Johnny Ryan, the comic book artist. He’s a massive underground
comic artist and someone who I’ve loved the work of since I was a
teenager. I just emailed him out of the blue and asked him if he wanted
to do this artwork for a game and he said, yeah sure. He didn’t want
much money, he did it super quick and he didn’t give a fuck about the
game at all. He didn’t need much direction. I sent him big, long emails
of exactly what I wanted and he said “yeah, I’m not going to read this”
(laughs). Absolute legend. He was so good on it. Years later I had to
email him about something else. I mentioned that I was the guy that
RICKY We came up with most of the mini games in just one day if I
remember. We sat in a pub for about 6 hours and we made a massive
list of games. We didn’t necessarily know what the game was going to
be. A lot of the game ideas were just the title of the game, like “poke
the otter with a stick.” Later on we’d have to figure out what that
meant. A lot of the mini-games were thought up by thinking “whats
a funny thing that Frobisher could tell you to do” and then we had to
work out how we can make that into a mini game that could last a few
seconds.
RICHARD Some of the ideas were from the Vita pitch. In the pitch we had
a lot of ideas that deliberately played to the strengths of the Vita. So we
had “Frobisher Says: show me something blue.” Which shows you that
the camera can recognise colours. A lot of those ideas come from the
features of the Vita and us making this demo app of all this weird stuff
that the Vita can do. Like Ricky said, we thought about what funny
things can the game ask you to do, rather than whats the gameplay.
The gameplay was kind of the secondary thing.
RICKY We knew it was going to be a party game where you can pass the
vita round. it’s a way of saying, “hey I just bought this new thing and it
can do all this cool stuff.” You could show people that you know what it
could do in the context of Frobisher Says. Theres some amazing videos
online of people playing with their kids or their parents.
RICHARD Theres a video of a guy that filmed his mum playing Frobisher
Says. It was brilliant.
Honeyslug 039
RICKY Ittakes her like 4 minutes to finish one game! (laughs). In
particular the AR (alternate reality) stuff was magical. The Vita
has the camera at the back, but we could overlay images on top of
what the camera sees and we used it in a really simple and effective
way. It’s a game that you could give to somebody that’s never played
a video game before because all they have to do is hold this thing
and move it around. We purposely kept all the controller parts of the
game really simple. Whenever you have to do a traditional video game
thing its always just the bare essentials. You never have to press
multiple buttons at once. It’s all really easy. Very much from the point
of view of giving it to an audience who have never played a video game
before.
RICHARD The other thing about Frobisher Says, and this was never
official, is that we always conceived it as a drinking game. Its the sort
of game you’d play when you’re sat round with your friends in a pub.
RICKY Interms of developing for the Vita, really early on we got a weird
dev kit thing which was like the bits of the Vita but stitched into a
really cheap plastic shell. It was much bigger and it was a weird shape
that was awkward to hold.
RICKY My favourite memory from making Frobisher Says was just being
in a studio with Kevin Eldon. Just being able to get him to say any old
stupid shit that I wanted. (laughs). Some of the script we came up with
in the studio there and then. We were like “now say this, now say that.”
It was amazing. I really enjoyed it.
My favourite memory is
just being in a studio with
Kevin Eldon. Just being
able to get him to say any
stupid shit that I wanted
RICKY The first time I saw a Vita I was really happy with it. I remember
thinking, here’s a handheld that had all the controls that you want
from a controller and with a really, really nice screen. I was less
bothered by the AR, accelerometer, back touch stuff. It was just nice to
have a thing where the screen was that beautiful. It looked really really
nice. Especially the first version of it with the really nice OLED screen.
I played tons of independent games on it in the first 18 months. I really
liked it. By the time the Vita came out here there were already a bunch
of people that we knew, that were making cool things for the Vita. For
me it was like, oh this is how I can play a load of great indie games.
RICHARD I remember when I first saw an actual Vita. I’d been used to this
bootleg version that we’d been sent as a dev kit. Then to see an actual
one and see what a nice object it was, was exciting. For me, it appealed
Honeyslug 041
because it had actual controls. Like proper console game controls. It
allowed me to play games that would only really work with twin analog
stick controls. The game that I played more than anything else on the
Vita was Hotline Miami. I played Hotline Miami on the toilet for weeks
and weeks and weeks and I never got bored of it. I couldn’t imagine
any other device at the time that would have worked on. The only thing
that came near that was playing Geometry Wars on the (Nintendo) DS
where you use the touch screen as a second analog stick but it wasn’t
the same thing really. I also found lots of things frustrating about the
Vita. I remember thinking that the interface design that we had on the
dev kits, that that was some kind of terrible place keeper that hadn’t
had a lot of thought gone into it. When I got hold of an actual Vita
and powered it on and saw that it was going into production with that
user interface, I was amazed that they stayed with that style. So that’s
a negative thing from me. I wouldn’t say I was a massive user of the
Vita. We made the game Hohokum and I always thought that it looked
great on the Vita. It was a good way of showing it to people. I don’t
know to what extent people played Hohokum on the Vita but I can tell
you people are still playing it on the Vita. Yesterday we got a royalty
statement and its got the Vita numbers from the last quarter and some
people are still buying it. It’s worth pointing out that from a financial
point of view, we weren’t relying on sales for Frobisher Says.
RICKY It
was a work for hire gig. It was a free game with some paid DLC.
We never did it worrying that we needed to make money back from the
development.
momentum. I guess with Frobisher Says, Sony were doing a smart thing
by going out to people like us. Trying to get us to make stuff for the
console that was going to be given away free. It was a nice way to make
some interesting content for the Vita. That’s what that bit of Sony, like
Ricky said: Strategic Content, that’s what they are there for. I guess
every time theres a new PlayStation platform their job is to find ways of
getting people to put interesting content on it. It was nice that we had
the opportunity to make something quite frivolous and cheeky.
When we were showing Frobisher Says at press events, I remember
journalists being a but bemused by it. Like “what the fuck is this
thing?” We were in the Vita area at Gamescom and I remember that
there were other PlayStation Vita games next to us. We were this
kind of weird thing that feels almost like an antagonistic kind of
game. I remember a lot of journalists bouncing off it and not really
getting it.
RICHARD Yeah, we did have good reviews. A lot of times when you’re
at one of those Gamescom things, a lot of the journalists there have
a very mainstream focus where they are there to talk about the
big AAA games like God of War. And Frobisher Says was met with
“yeah, whatever.” Then we get the odd person and it captures their
imagination and its great. I remember at Gamescom they showed the
Frobisher Says trailer in this massive screen in the hall.
Honeyslug 043
RICKY Not just once. It was part of a trailer reel.
RICHARD I think it was part of the reel that was maybe 20 minutes long.
All the other trailers on the reel were conventional, conservative video
game trailers that were just about the game and the Frobisher Says
trailer was a live action, low budget trailer with a lot of people in a park.
RICHARD Yeah, it was a good laugh making it. It was good to see it in
amongst all those other games like Uncharted, Unit 13 and Escape Plan.
I quite liked Uncharted on the Vita. It didn’t feel like they compromised
it at all.
RICKY It was good to see the positive reviews. I was really happy.
RICHARD It’s always nice too to get positive comments from individuals.
That one guy on YouTube whose mum was playing it or there was
another video with some kids on a bus playing it.
RICKY OccasionallyI search Twitter for “Frobisher Says” and look at what
people are saying to each other about the game.
RICHARD Every now and again you get an email from somebody
who really enjoyed the game. Stuff like that means more to me
than any game site review. Stuff like that makes you realise it
was worth making. To know that you made somebody’s day. Made
somebody happy enough that they felt the need to get in touch
you. How often have you done that? I’ve never randomly emailed
somebody to say I love the game that you made. So for someone
to do that is amazing.
How did you come up with the idea for the game?
The very first seed for the idea was this scenario I imagined where
you had a space station, and you’d have a hull breach that would blast
your crew into space. The concept of little flailing people in space suits
seemed funny to me. So I got started on a prototype where you’d build a
space station, figuring that I’d get to the hull breach and little
people later. As it turned out, the actual building of the station was
so much fun I never got to the later bits.
Rymdkapsel had such a unique look and style. What was your
inspiration for the look of the game?
It’s a combination of many things. Most of my early game development
experience and also creative output in general was using Flash.
Grapefrukt 047
That brought the influence of the sort of vectorized flat shaded look.
Secondly came hardware limitations, I wanted the game to run well
on the 1st generation iPad, meaning I had to be very restrictive about
fancy effects and such. That’s what brought the more old school
pixel art graphics. Then there was the fact that I needed to be able
to make all the art myself, I do both code, design and art myself, so
it’s important to pick something that’s fairly time efficient. So, in the
immediate sense, there it was born from mostly technical limitations.
Visually, if I ever was lost for ideas, I’d just put on 2001: A Space
Odyssey until I managed to figure something out. That’s probably not a
surprise.
I realise you probably can’t go into specific numbers, but how did
you find it sold on PS Mobile compared to other platforms?
Due to some issues with the sales reporting I’m actually not entirely
sure how many copies the game did sell, but it’s definitely the smallest
platform of the ones the game was on. (Windows, OSX, Linux, iOS, and
Android).
Do you remember the first time you saw/held a Vita? What did
you think of the device?
The first time I saw one was at a fellow developers office, it was an
early dev kit (one that only worked tethered to a PC I think). It seemed
like such an odd device, especially the touch-back. But the promise of a
‘proper’ portable gaming device seemed great.
Some of the issues often cited with PS Mobile were the lack of
online multiplayer and lack of trophies. What was your view on
the service looking back and what do you think Sony could have
done to make it more successful?
I don’t think online multiplayer would have made much of a difference,
it’s such an incredibly complicated thing to build for smaller teams,
(which PSMobile was for) so that felt like a reasonable feature to
cut. The service never could have had the “regular” trophies without
completely changing the economics of them, so I also think not having
those was a good call.
I think the service could have been more successful had it been
given a more integrated spot in the store, guiding people to the buttons
to press to buy Rymdkapsel was a common support issue for quite some
time.
Grapefrukt 049
INTERVIEW Shaw-Han Liem
Queasy Games
Can you tell me a bit about how you and Jonathan Mak came up
with the idea for Sound Shapes?
We were both musicians and wanted to make a game that could give
that moment of joyful creation to players. When you’re messing around
with a few chords or a set of notes and all off a sudden you hit upon
some combination of notes that goes from your ears to your brain and
makes you think, “Wow, that sounds good.” Most musicians use some
kind of musical or harmonic training and theory to achieve this, but we
wanted to see if we could create a game that would allow beginners to
do the same thing. We spent about a year creating prototypes in a few
different genres before settling on the idea of a platformer where you
create music by collecting ‘coins.’
Do you remember the first time you saw or held a Vita? What were
your reactions and thoughts?
I remember the first time we saw the Vita was at the Sony Santa
Monica studio, but honestly it was such an early prototype that it didn’t
resemble the final hardware at all. It was actually a giant computer
with some controls sticking out of it. You really had to use your
imagination to visualize how it might work.
So I started working with a concept artist and I really liked the idea of
having characters that died in really gruesome ways. Characters that
were kind of squishy. I liked the idea of them actually being in little
rubber suits so that they were like little water balloons that would
‘splat’ when they died. We kind of honed in on just the characters and
the concept artist drew a handful of guys. Then we thought that over
time as you die you get a number on your chest to count the hardcore
nature of the game. We were just experimenting with ideas for this
weird, quirky game that wouldn’t have a tutorial, that wouldn’t do the
standard things that other games did. As a gamer, I was kind of tired
of the same old shit. Every tutorial tells you what to do and how to
move. How every game had cinematics you cant skip. It just felt like
games were creating the same shit over and over, and I wanted to do
something different.
got it. She really became a fan of the project. So we were talking about
it (with Sony) but contract negotiations kind of stalled out. I just saw
the writing on the wall that Stormfront wasn’t doing well and I knew
that anything I might do, may not see the light of day. I had to make
a move personally. That‘s when I left to form a company in Colorado.
Stormfront owned Escape Plan because I developed it there, which kind
of sucked.
I formed a new company, Titan Studios, and went back to Sony and
said that I have a new idea. I pitched the game that would ultimately
become Fat Princess (FP). So flash forward two years, we finished
up Fat Princess. It hits and it does really well. Its one of the top PSN
games. Half of the team no longer wanted to work with Sony. They
just felt like they wanted to go to PC and they wanted a more direct
connection with their community. I loved Fat Princess and I really
enjoyed working with Sony. I appreciated their ability to promote
something and I wanted that to continue. So Fun Bits was formed
out of me basically saying I wanted to continue working on FP and
continue working with Sony.
Unity 3 was around at that point, it was an engine that was of interest
to us but Unity’s business model revolved for the most part around
mobile devices. We had a lot of questions about the device and Sony
didn’t really have a lot of answers at that point but we had to get
going. So we figured that if we can use Unity on PC to at least prove
out gameplay then maybe we can refactor it and build on native code
later or we could potentially work with Unity to port the engine to the
Vita. So that was the approach we took. Sony was on board with us
using Unity and they wanted us to evaluate whether or not we could
port it. Sony helped us get the source code from Unity. When we got
it we realised this was going to be a much bigger job but if we could
port Unity to Vita then we could unlock a lot more developers on the
platform. That would help Sony and it would potentially help Unity if
Vita became a hit. So we signed up to doing a Unity engine port and
making a system launch title at the same time, which i would not
recommend to anybody.
So that was kind of the kick off of the project. We had a couple
of milestones where we thought about some ideas we wanted to
So in terms of inspirations for the characters, I liked that they were two
sad sacks that were endearing. I liked that you had to help them and
that death didn’t really mean anything other than you lost some time.
I wanted them to have unique abilities. I had grown up playing Lost
Vikings, which was designed by my brother, and I was really drawn to
characters having unique abilities that helped puzzle solve. In terms of
story, I really felt like i dropped the ball a little bit there. There were just
so many other challenges. I really just wanted this to be a bizarre world
that they were imprisoned in and they just had to escape. For the story
I wanted something simple like Journey, or Mario or Ghosts and Goblins.
I liked those old SNES or NES style game objectives. You know like save
the princess, get to the end or kill the bad guy. So, I could have done a
lot more on story but I also liked that the player would be exploring the
world rather than having a lot of background information.
For the environments and art style, it was a combination of two people,
Matt Sanders and Arnel Ramac. Matt was a colleague of mine who I
worked with at Blizzard. He was one of the lead environment artists for
World of Warcraft and one of my closest friends. Arnel, who’s our Art
Director now, came from Zipper Interactive and he really helped elevate
the polish and the look. We wanted to build an environment and a
game that was relatable because if everything was wacky and odd then
you wouldn’t even know what you were looking at. The style takes a lot
of what Terry Gilliam had done in the past. I really love how he makes
I remember going
home, going to the
PlayStation store on
my Vita and buying the
game I just made
They just didn’t get it. Then we went to a New York event. In that event
there were couches and Vitas on the table with headphones and people
could just pick it up and explore stuff on their own. The press there
loved it. They got to just sit and spend as much time as they wanted in
a comfortable environment and those events went really well. So there
was a mixed reception but then CNN said Escape Plan was one of the
top games of 2012. They put us up against the biggest games that were
out there. That felt like a wonderful pat on the back. They were looking
across the board at all platforms and the game reviewers at CNN were
like, this was one of my favourite experiences.
The fans reception was good but the sales of the Vita itself really
bummed us out. Even the press was saying what’s the point of this
device and that was really tough. I didn’t know anyone personally who
phones were getting bigger and everyone I knew who were doing
smaller games were on mobile. Sony put a lot of effort behind it but
it also felt that they were in a wait and see mode. It felt like they just
jumped to focus on the PS4, instead of continuing to support the Vita.
Some of the decisions too like flash memory on Vita was the slowest
memory out there. Games would load slowly and having loading on a
mobile device is just death. We tested ports of Escape Plan to mobile
platforms and the game has no loading, no loading at all. So there were
some steps and decisions that were made on hardware that I think hurt
probably all of the projects. I think also if you think back to the time,
Tom Toms and cameras were dying. Then there’s the Vita, a dedicated
gaming device, and it was questionable whether someone would set
down the money to have another device. It was really bittersweet to
have one of the top games on a system that wasn’t the most successful
system.
So, what would I have done differently? Well, i wouldn’t have done
a port of Unity! I think that was one of the things that went wrong
right off the bat. I was in a very challenged position to create a new
company, create a new IP, port an engine, hire people. There were
so many challenges and we were on a month-to-month milestone
delivery. So it was kind of exhausting and there were just too many
challenges right off the bat. I had really great fortune though in
When it comes down to it, I really felt Escape Plan was kind of, almost
there. I would really have liked to work on it a little while longer. I really
think it needs a sequel and I would love to see more of it. We pitched
the sequel a few years ago but we were kind of under the gun of Fat
Princess at the time and that was growing and getting bigger. I knew
they were doing PlayStation VR and we built a level for Escape Plan in
VR that you could look around and see this bigger world you were in
and actually help the characters go from room to room. It was super
cool. When we finally got it down to Sony Santa Monica, they checked
it out and they liked it. But this was around the time when the Studio
was being hit with layoffs. Sony Santa Monica stopped everything
except God of War. Conversations about the sequel ended there.
Moving forward, I would like to see if I could get the rights back. I feel
that Escape Plan on mobile would be really fun. We’ve ported it to those
devices and its wonderful. I was encouraged that Sony has allowed for
That quote came from Steven Holcomb, the Olympic Gold and Silver
Medalist Bobsled Driver. He was a big fan of Escape Plan. He loved his
Vita so much and as he was never home it was perfect for a hardcore
gamer to take on the road. He invited me out to watch the races at
the Lake Placid World Championships, and he surprised me when he
Thats the same with Escape Plan. I hope people find the joy in it but
also see that other level, that with persistence you can get through and
you can solve these puzzles. I even put a skip button in there (laughs),
so that players can see all the content of the game. You can get to the
end just by skipping if you want. I hope that if people look back at the
game they see that theres multiple layers to it that’s not just a puzzle
game, and they enjoy a laugh. I want people to be entertained and
enjoy the things that we create. We’re not just a games company. We
want to create games that bring joy to people. It was a trial by fire, but
it was rewarding. A lot of us had a lot of stress during that time but we
still look back and its one of the most fun times we’ve had working on
a game.
The Vita did not have a successful launch and its first year sales
were not great. Yet you decided to develop a game for the system
and start a business which began with publishing physical
games for the Vita. What made you choose to do this?
The Vita was a favorite of ours when it launched as we thought it was
a more premium handheld and the ‘Rolex’ of them. When Limited Run
Games started we only had one game approved and out on PSN. That
was Breach & Clear, by our development side Mighty Rabbit Studios.
It was only on Vita and not on PS4. We had been working on bringing
Saturday Morning RPG to PS4 and Vita, but it wasn’t going to be ready
in time and we were running out of money quickly, Limited Run Games
was to be our saving grace. So we took what we had at the time which
was Breach & Clear and released it physically with no marketing on
a ‘dead’ console and it sold out in 108 minutes! We were shocked
and super stoked to see the Vita community was so strong! We had
anticipated that the release would either stay in stock for weeks or that
we would have to bulldoze what was left. This all happened in October
of 2015 and here we are today still going strong thanks to the Vita!
What were your thoughts about the system, the first time you
picked up a Vita?
The first time I picked one up was at Best Buy. I was a huge supporter
of the PSP and early adopter. I remembering hold the Vita at the store
and thinking “Holy crap, the screen on this is huge and super vivid!” I
also thought this it was crazy that they had an Uncharted game on it!
I remember being freaked out initially though, by the touchscreen and
Does the team remember the first time they saw or held the final
Vita model? What were the reactions and thoughts?
HENKE The first time I saw the Vita was when it was still in it’s prototype
form, which means it was a pile of circuit boards and cables lying on
someone’s desk. While you could pick it up, you would never have
called that pile a ‘handheld’ device. It was really cool at that time to
HENKE Idon’t recall any worries about this at the time. Around this time
we were really getting the hang of working with the Vita and were very
confident in what could be made with it.
SEBBO Of course it was sad to see that the game almost disappeared
between the cushions (as we say here in Sweden!), but it’s still fun
that the ones who discovered the game seem to like it. That is always
the most important thing in the end (for me anyway, maybe not for the
publishers!).
The game had a great reception from the LBP creator community.
Do you know how many levels have been created by fans and
does the team have any particular favourite fan created levels?
MERV I’ve no idea where the level count has got up to, but there is one
Maybe we could do a
special edition like they
did with the original
Star Wars – that went
really well!
MATT Oh man, it’s been a long time since I’ve looked up community
levels, but I’m certain there’s still many dedicated creators still
churning out levels to this day. I used to be a community creator, so I
know first-hand how talented some of the hobby-creators out there
can be. Unfortunately, after 5 years of being a community creator and
several years working on LBP PS Vita, DLC for LBP2, and finally LBP3, I
burned myself out on the LittleBigPlanet franchise. While not actively
involved anymore, LittleBigPlanet will always hold a special place in my
heart. I’m confident that LBP PS Vita ignited the passion for making
games and levels in fans out there, and maybe they’ll follow that
passion into the games industry. Hopefully.
There were so many new features added to the Vita version, for
example the memoriser, touch controls, mini-games and taking
pictures of items in the real world to use in the game. What
features were you most proud of and why?
ASGER I think some of the editor touch shortcuts were part of my
favourite additions. Most of them were pretty minor and simple, but
they helped making creating very speedy and intuitive.
HENKE Frankly the simplest one – the camera features. Being able to
take a photo of something, and seconds later have that thing appear in
your own game or level unleashes such potential with the community.
It’s not necessarily used to create the coolest gameplay or the most
advanced game logic, but it lets you personalize something like you
never could before. Anyone could get started with taking a photo and
removing the background to get your own creation in the game looking
awesome.
MATT I’d say the memorizer was a game-changer. For me anyways.
I remember way back in LittleBigPlanet 2 trying to abuse the score
system to try and save a measly 8 bits of data between levels. It was
hacky, and ugly, and not fun to work with.
Then I find out we’re creating a little tool to store data, and I was
ecstatic! While it was originally intended for use across different levels,
we found we were using it within a single level to just make life easier.
It’s not the flashiest, or most exciting, feature for players, but as a
content creator if was a really nice addition to the tool bag.
LBP PS Vita turns 6 this year, what would you like the game to
be remembered for and what would you want people to say when
they talk about the game today?
ASGER I once saw someone in a review say “LBP PS Vita is The Empire
Strikes Back of the LittleBigPlanet series”. Remembering it this way, I
think is very flattering.
MATT I get a little giddy any time I see someone mention it as
their favourite LittleBigPlanet game. I think players were pleasantly
surprised at how Tarsier Studios was able to put their own spin
on LittleBigPlanet while retaining the core character of the
franchise. It was definitely different from past games, but at the
same time relatable.
If there’s one thing I want the game to be remembered for, it’s
as a standalone game. Some are quick to call it a port, and while the
engine itself was ported, it was an entirely original game in an
existing franchise. We put our own little Tarsier spin on things, and
I think players appreciated that. We were a relatively young studio,
with lots of new people, and what we wanted most was to make games
with our unique Tarsier identity. Sony gave us a great opportunity,
and I believe it opened the door for us to work on the original games
that would follow.
MERV I hope people would see that we gave LBP PS Vita our best shot,
and didn’t just churn something out to tick a box. That game means
so much to so many people, not least all of us here, and I hope that
it still comes through in the finished product, so that all those wildly
committed creators out there feel as though we’ve shown LBP the love
and respect it truly deserves.
It probably would have made the Vita cost a lot more too.
Yeah, it absolutely would. Even the 3G version of the Vita cost more
because the hardware involved is quite expensive. It was a great time
though. Working with the (Studio Liverpool) guys, particularly the
vehicle guys, their attention to detail was absolutely second to none.
They had technical schematics for all the vehicles. They knew where
the fuel tanks were and where the fuel pipes would go, they wouldn’t
go past any parts of the exhaust systems and all sorts of crazy under
the hood deep thought on the shape and design for each of WipEout
ship. They weren’t just there to look sexy. They spent a lot of time
figuring out the rules of each of the ships, which was really cool.
So for you guys as a studio, what was more exciting at the time:
developing the next game in the WipEout series or developing a
game for Sony’s latest handheld?
For me personally it was working on a WipEout game but I’m pretty
sure for a lot of the guys, and the guys that ran the studio, the big
focus was on delivering on-time something beautiful that played well
for the launch of the new hardware. We were all invested in the success
of it (the Vita). So I’d say on a personal level, I was like a giddy kid to
get to make a WipEout game. The pressures I got from above were very
How difficult did you guys find it to develop for the Vita?
You know what, it wasn’t bad at all. The guys that wrote all the
previous WipEout engines, some of them were still in the studio. So
they had written rendering tech across all the different PlayStation
platforms. They were very experienced at working with Sony hardware.
One of the things Sony had learnt from the PS2 and PS3 was that they
wanted to make their consoles easier to work with. Vita was the first
step in that direction and the PS4 took another step further along.
We had better tools and better manuals (from Sony) on how the chips
worked so that we could get up and running a bit quicker. I wouldn’t
say it was a walk in the park because these are super brainy guys and
they worked really hard to get the game to where it needed to be. We
eventually decided to run the game at 30 (frames per second) rather
than 60, which was a hotly debated point during development. 60
is silky smooth, it’s what you want, but we weren’t 100% sure we’d
get it looking as great as we wanted it to if it ran at twice the frame
rate. The game was actually up and running pretty early, it was there
or there about even before the hardware was final. It was generally a
good system to work with. It was the only Vita game I worked on and
I’m not sure what the other teams would say and whether they would
agree, but my boys said they found it easier than previous PlayStation
hardware.
It was dead exciting in the office whenever new hardware came in.
We would get these mystery boxes. You opened it up and you didn’t
always know what was going to come out. Sometimes it’s just some
naked circuit boards with stuff wired on and chips hanging off and an
HDMI port at the back. Towards the end, we started getting packages
that were like the real hardware. We started getting the systems that
would boot up into the proper operating system with the circular
buttons. It was very exciting. It was almost like a little Christmas
present every few months. There would never be enough for everyone.
It would go on someone’s desk and everyone would crowd around and
we’d all watch it be unboxed and booted up. Usually then we’d spend 2
or 3 days trying to get the game to run on it.
We were all really positive on the future of it (the Vita). I remember
at the time there was a lot of talk in the press about whether there was
room in people’s life for a handheld gaming device, because everyone
was playing on their phones. I was in the other camp. Maybe I’m a
game geek but I would always take it (the Vita) away with me and I still
do from time to time. Although less so now because I take my Switch
with me. It’s a bit of a badge of honour when you saw anyone on a
The game did look so impressive on the Vita. It really stood out in
the launch line-up for how good it looked.
Thank you. The guys wouldn’t have it any other way. Lee Carus, the art
director, and who was art director on previous WipEout games, he’s a
real stickler for detail. Rob Sutton, who was the vehicle artist, wouldn’t
We had cross-play with PS3 and that was a really really big deal. We
had some right fun with that. I remember at Gamescom, it was possibly
the first time that we were demonstrating cross-play. We were in a
nearby hotel and we were going to be demonstrating to press. So we
had some PS3s in one room and Vitas in another room. We were going
to connect them all together and they were going to play against each
other and be wowed by it. We rocked up the day before, as you normally
do, to do the technical set up and it just was not working. I knew our
code worked. Basically, what it turned out to be was: because we were
going through PlayStation’s in-development, if you like, secret network
area, what we didn’t know at the time was that we needed to whitelist
the IP ranges for the hotel that we were in. It was only whitelisted
for the network in the Gamescom arena. We didn’t realise that, so we
were there until 6am on the phone to people in Japan and the hotel IT
people getting all these IP ranges listed, calling people to get out of bed
all over the planet. Then at about 6.00 or 6.30am we got it working and
we went to have one hours sleep and then back for the 9.00am start
of the presentations and the shows. It was proper seat of the pants
stuff. We enjoyed our Stein’s beer that night! That’s just one of the
trials and tribulations of online play. When it worked it was really good
actually. That particular feature was featured quite a lot at CES (the
Can you go over the journey for Evolution Studios from making
the 3D Motorstorm games to arriving at the concept for
Motorstorm RC, a top down racer, for the Vita?
MotorStorm RC was born out of one man’s passion for the world of RC
racing. Paul Frewin, an extremely active member in the real world RC
scene, had always dreamt of making an RC game and when we learned
of the PlayStation Vita we thought that an RC game would be a perfect
fit for the platform. From there we threw together a quick prototype on
PS3 using the MotorStorm Apocalypse engine, realised it was a great
deal of fun immediately, so we showed it to management and before
you knew it we were in full production.
We threw together a
prototype on PS3, showed
it to management, and
before you knew it we
were in full production
How difficult was it to develop the game for the Vita? Were any
compromises needed compared to developing on PS3?
There was no compromise, which I was really pleased with. There was
a lot of effort by the team to achieve this, as the Vita was obviously not
as powerful as the PS3, but it was helped massively by the improved
development tools and easy to use architecture of the Vita.
Do you remember the first time you saw the Vita? What were
your thoughts on the device?
We had pre-release hardware during development, and even in its not
Motorstorm RC was well received by fans and critics. How did the
fan reception make you guys feel?
I was thrilled. It’s still a game I look back on fondly, and I’m so proud
of what such a small team achieved in less than 12 months. All of the
guys were superstars and there’s nothing more pleasing than when
both critics and fans love it.
Sony showcased the Vita and it’s games at all the main
gaming conferences (E3, Gamescom, etc.) leading up to its
launch. How did you find fans and critics response to
Motorstorm RC pre-release?
It such a difficult area to gauge, we had some MotorStorm fans
who felt it was an odd direction to take but conversely lots of RC
racing fans who loved the idea. On the whole I remember the
reception being positive, but not without a few people being on the
fence. Luckily I think we managed to convert most people who
played it.
109
RETROSPECTIVE GRAVITY DAZE WAS RELEASED IN
Japan in February 2012. It was renamed
Gravity to Gravity Rush for its Western release
MotorStorm RC 115
track that represented your friends, your
previous best time and also of the gold,
silver and bronze medal challenge times.
It gave players a clear target of how they
needed to drive to better their time.
Over time, MotorStorm RC had 2
expansion packs with extra tracks and
dozens of cars that could each be bought
for less than a dollar. The expansion
packs were available within a couple
of months of the game release, giving
players an incentive to keep the game
on their Vita and continue to play it.
The additional vehicles were in no way
essential and some were quite random.
Sony also offered micro-transactions in
the form of time saver packs that allowed
users to unlock all tracks and vehicles.
They weren’t particularly expensive but
the idea of paying to unlock levels rather
than just playing the game drew some partnership with Scion) and gave players
negativity. hours of game time. The main criticism
The game reviewed well, with critics of the game was a lack of multiplayer.
citing the fast, fun gameplay and also As it was a downloadable game there are
the fact that it was cheap. At $10 or £6 no available sales numbers, however as a
it was a fraction of the cost of some of rough comparison, looking at psnprofiles.
the other launch releases for Vita (US com shows that it had the 4th highest
Vita owners were actually able to claim number of owners compared to the Vita’s
the game for free for the first two weeks other launch games. This was likely
of its launch as part of a promotional helped by the Scion promotion in the US.
After Evolution released MotorStorm
RC, their next game was DriveClub on
the Playstation 4. Originally planned for
The game reviewed the PS4’s launch, the game was released
more than a year late and suffered from
well, with critics citing many bugs. Although the game was
the fast, fun gameplay patched and eventually ran smoothly,
the unsuccessful launch of the game
and also the fact that resulted in the studio being shut down
it was cheap in 2016. As a result, MotorStorm RC was
unfortunately the last MotorStorm game
in the series.
Unit 13 151
the next high value target mission.
Achieving a perfect performance on a
level with minimal enemy detection and Unit 13 took advantage
only stealth kills took time and practice
but was incredibly satisfying.
of the Vita’s features
Different mission types required without compromising
different play styles and so six different
operatives were available to choose
gameplay
for each mission, each with different
weapons, strengths and secondary
items. For example the marksman used
a sniper rifle to eliminate enemies from hand gun to avoid detection and the
a distance, the infiltrator used a silenced pointman had the most health and used
a shotgun to take on enemies at close
range. Each soldier could be levelled
up based on completing missions and
earning points. Levelling up unlocked
new weapons and secondary items that
were essential for the more difficult
missions. The points were awarded
differently for each operative, depending
on their strengths and the best way to
play the character – the infiltrator would
get more points for stealth kills compared
to the pointman for example.
Unit 13 had all the features gamers
would expect from a third-person
shooter on consoles. Players could take
cover behind walls and around corners,
grenades and explosives could be thrown
at enemies, close up melee attacks were
available to instantly and silently kill
enemies and multiple weapons were
available to use at any time. Auto aim
helped a great deal in targeting enemies
but timing and precision was still
required for headshots. The controls and
the feel of the game were set up to be
immediately familiar to fans of console
shooters.
Zipper made use of the Vita’s social
connectivity features to implement
Unit 13 153
RETROSPECTIVE THE VIRTUA TENNIS SERIES WAS
one of many forays by SEGA into licensed
Virtua sports game development. It released in
LIBRARY
Physical releases
Hot Shots Golf ModNation Racers: BlazBlue: Continuum Ben 10: Galactic FIFA Soccer
World Invitational Road Trip Shift EXTEND Racing
Ultimate Marvel Lumines: Electronic Dungeon Hunter: Asphalt: Injection Rayman Origins
vs. Capcom 3 Symphony Alliance
Dynasty Warriors Unit 13 MLB 12: The Show LEGO Harry Potter: Ridge Racer
NEXT Years 5-7
Metal Gear Solid Gravity Rush LEGO Batman 2: Madden NFL 13 LittleBigPlanet
HD Collection DC Super Heroes PS Vita
Library 177
FIFA Soccer 13 New Little Spy Hunter Silent Hill: Book Zero Escape:
King’s Story of Memories Virtue’s Last Reward
Super Monkey Ball: Smart as... Street Fighter Need for Speed: LEGO The Lord
Banana Splitz X Tekken Most Wanted of the Rings
Ragnarok Assassin’s Creed III: Call of Duty: Black PlayStation All-Stars Persona 4
Odyssey Liberation Ops: Declassified Battle Royale Golden
Digital releases
Escape Plan
Super Stardust Hustle Kings Tales From Space: Plants vs. Zombies Top Darts
Delta Mutant Blobs Attack
StarDrone Extreme MotorStorm RC Sumioni Demon Arts The Pinball Arcade Pure Chess
When Vikings Sine Mora Jet Set Radio Uncharted: Fight Lemmings Touch
Attack! for Fortune
Library 179
INVENTORY
Vita island
There were seven
variant models 1
of the Vita 1000
produced before it
was discontinued
in 2013
2
1 Black
2 Hatsune Miku White
Limited Edition
3 Cosmic Red
4 Sapphire Blue
5 Crystal White
6 Toukiden Onigara
Limited Edition 3
7 Soul Sacrifice
Limited Edition
Gear up
At launch, Sony 1
released a variety of
accessories for the
Vita, including this
selection of items
1 Memory cards: in
4GB, 8GB, 16GB,
and 32GB
2 Portable charger
3 Pre-order pack:
limited edition
blue PlayStation
earphones, and an
exclusive digital
2 3
content bundle
4 Starter kit: pouch,
case, games case,
screen protector,
wrist strap, and
cleaning cloth
5 Travel kit: case,
12v car charger,
games case,
screen protector,
wrist strap, and
cleaning cloth
6 Travel case
4 5
Inventory 181
YEAR ONE
Timeline
From its successful announcement to
the mishandling of the memory card
pricing, the Vita had a turbulent launch
and first year – here are some of the 2011
key events that marked the system’s
first 365 days Jan
NGP revealed.
Uncharted,
Call of Duty,
LittleBigPlanet,
and Wipeout
announced.
2012
Timeline 183
Thank you to all the Kickstarter backers
who made this book possible
Cristian Gerhardt Verdasco • joenemesis • Alicia Pamperin • Vernon Joseph III • Christoph Adams
Corey M Lunchuck • Don Lucas • Daniel “TootsieRoll” Davies • Patrick Oakes • Ricardo S.V • Sean Chandler
Lee Sanderson • Britta @Food4Dogs • Francisco Martinez Jr. • Kyle Collins • Greg Middleton • Ronald Lust
Lindsy Cucura • Aedanski • Vi Hoa PHUNG • Glenn Allen • Richard Pisters • Chris Millar • Philip Wyatt
Angel D. Melendez • Brandt Gold • Karbunos • Alexander Tolentino • Romain Oger • Dennis Leusink
Andrew J Dickinson • Hugo “Huggies” Sánchez • ROADKILL_101 • Julien Tetart / LtGlloq
Leszek ‘leafnode’ Krupiński • MatrixMorpher • Jay Shy • Jacob Kristof • Stefan Rotermund • Ryan J Porava
Michael Nacarato (NacsGaming) • Matthew Whitaker • Carlos M. & Chris S. • George Nash • Jamie Quinterno
Julio Tain Sueiras • Boghos Avetikian • Wing See Li • Geoffrey Pernin • Monsieur Sushi • Joshua Michael French
darkcp3 • Johan Johnsson • Andy Prince • Christian Eriksson • Yanislav Atanasov • Allen Ewasiuk
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Second edition
PlayStation
Vita: Year Two
187
The PlayStation Vita
was labelled a failure
within weeks of its launch,
and there were many
reasons for this. Even
before it was released,
the gaming media’s
expectation was doom
and gloom for Sony’s
second handheld system.