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PS Vita general advice thread, part 3 | Veni, vidi, Vita

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Oh my goodness, I was so mad watching this guy try to play. It's like he hasn't used a single modern handheld device in the last five years! He couldn't get the tilt right. He couldn't get much of the touch stuff right. And then trying to play that level where it was clear (at least to me, even having not played the game) to use the back touch panel, and he just quit the level because nothing was working (even though you could see where his finger was accidentally touching the back panel).

ARGH.

Game looks amazing, though.

i couldnt make it 5 minutes. I think he has chosen the wrong career path
 
I liked it as well. But I kind of swore I wouldn't buy another non-native game so soon after Uncharted. Hope Sony's first parties realize it isn’t an acceptable showcase for the system.

Missing a great game because it doesn't have a certain number of pixels? Okay...
 
Nope, Sony is getting there with the big releases, but its missing some...I want Phantasy Star Portable 2 and the first Coded Arms damn it.

Coded Arms works (I'm in the US). I transferred it through PS3, but you could try looking for it in your download list, it should hopefully show up.
 
At least give a reason why?

I thought there wasn't a need to elaborate, as it's what I consider to be typical LBP faults.

The first of which is the slow floaty movement, which doesn't get better by integrating Vita touchscreen gimmicks in the design. Secondly, they are using 2.5D perspective and if you wanna go somewhere with that, you have exploit the .5D part of it by having level design that takes advantage of the perspective. Having levels rotate, focus on background/foreground interaction and stuff like that. It won't be as precise as a regular 2D platformer - 2.5D never is - but at least you're getting something out of it that couldn't be done in 2D and you need that, to replace the precision lost by going 2.5D.

What LBP Vita did, in what little I saw of it, was use 2.5D but keeping it static like a regular 2D game. Losing the precision and gaining (little/)nothing (worthwhile).

And to top it off the leveldesign was simply uninspired. That might have come from it being user-created content(didn't see that much, so not sure), but it still didn't inspire confidence. What makes for interesting platform game design is not set in stone, but I'll give a few examples:

Take Super Mario 3D land and notice how something like tightrope walking is integrated into the game. First you encounter it and it's just a rope. Then it becomes a rope with a slow moving enemy later on and still further on two moving enemies or faster ones. That's a typical layered structure. Introduce something simple and add an extra layer to the same thing later on.

You can do cinematic platforming where the controls and obstacles are made in such a way, as to make certain that failing is quite difficult. The intent here is not to challenge a player in the same way as a Mario game, but to define, to visualize or to build up the narrative or coming/current events.

Another thing could be small mechanical twists in player perception or orientation. Rocket Knight Adventures lava level where you have to navigate platforms reflected in the lava is one such example. Or you could require the player to put himself in danger to hurt an enemy. Sonic & Knuckles Flying Battery Zone boss would be an example of that.

The point being that there are many different ways to create interesting mechanics and LBP Vita didn't show any of them a few touchscreen gimmicks notwithstanding.

All this might change in the final game or in other parts of the movie, but what little I saw had floaty movement, used the perspective for little interesting and didn't exhibit any exciting mechanics. It didn't look fun playing.
 
Gravity Rush is on my buy list now after trying the demo.

It evokes a certain inventiveness and quirky attitude that brings me back to the Dreamcast days. I'm a fan.
 
I thought there wasn't a need to elaborate, as it's what I consider to be typical LBP faults.

The first of which is the slow floaty movement, which doesn't get better by integrating Vita touchscreen gimmicks in the design. Secondly, they are using 2.5D perspective and if you wanna go somewhere with that, you have exploit the .5D part of it by having level design that takes advantage of the perspective. Having levels rotate, focus on background/foreground interaction and stuff like that. It won't be as precise as a regular 2D platformer - 2.5D never is - but at least you're getting something out of it that couldn't be done in 2D and you need that, to replace the precision lost by going 2.5D.

What LBP Vita did, in what little I saw of it, was use 2.5D but keeping it static like a regular 2D game. Losing the precision and gaining (little/)nothing (worthwhile).

And to top it off the leveldesign was simply uninspired. That might have come from it being user-created content(didn't see that much, so not sure), but it still didn't inspire confidence. What makes for interesting platform game design is not set in stone, but I'll give a few examples:

Take Super Mario 3D land and notice how something like tightrope walking is integrated into the game. First you encounter it and it's just a rope. Then it becomes a rope with a slow moving enemy later on and still further on two moving enemies or faster ones. That's a typical layered structure. Introduce something simple and add an extra layer to the same thing later on.

You can do cinematic platforming where the controls and obstacles are made in such a way, as to make certain that failing is quite difficult. The intent here is not to challenge a player in the same way as a Mario game, but to define, to visualize or to build up the narrative or coming/current events.

Another thing could be small mechanical twists in player perception or orientation. Rocket Knight Adventures lava level where you have to navigate platforms reflected in the lava is one such example. Or you could require the player to put himself in danger to hurt an enemy. Sonic & Knuckles Flying Battery Zone boss would be an example of that.

The point being that there are many different ways to create interesting mechanics and LBP Vita didn't show any of them a few touchscreen gimmicks notwithstanding.

All this might change in the final game or in other parts of the movie, but what little I saw had floaty movement, used the perspective for little interesting and didn't exhibit any exciting mechanics. It didn't look fun playing.

I read all that and still don't really know what your complaint is, about from "teh controls r floaty" which i've never really understood.
 
Really happy to see so many positive impressions from fresh eyes re: Gravity Rush. Played through the game in Japanese and loved it.

One of the games I feel deserves to be successful. I hope you guys really latch onto it in the US.
 
Dissapointed that the GR demo was the exact same one that was in the GameStop booths, but at least it re-solidified my purchase.

On the other hand, the NicoNico app is pretty cool; you can even take snapshots of the stream. Try and geuss this game from a stream I randomly watced:

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I thought there wasn't a need to elaborate, as it's what I consider to be typical LBP faults.

...

Take Super Mario 3D land and notice how something like tightrope walking is integrated into the game.

...

The basic problem seems to be you have misunderstood LBP. You can't take a simple mechanic in Super Mario 3D land and say LBP is inferior. Other than the basic controls, you should be able to find many many more levels that do things SM3DL doesn't do. It is a platform, not just a game.

The premise is the developer and userbase will expand on the platform and user levels over time whereas the Mario game is a one-off, albeit a great title.
 
Did anyone else get a headache after playing the Gravity Rush demo? I loved the game otherwise, will buy it even if it kills me.
 
I have a question about Unit 13. I've played the demos for Unit 13 and Resistance, and what I disliked about the Resistance is the linear level design with set encounters. It's kind of boring just mowing down waves of enemies. What I liked about Unit 13 is the more open level design. You can monitor enemy patterns and approach each encounter in a variety of ways. But is the rest of the game like that?
 
I have a question about Unit 13. I've played the demos for Unit 13 and Resistance, and what I disliked about the Resistance is the linear level design with set encounters. It's kind of boring just mowing down waves of enemies. What I liked about Unit 13 is the more open level design. You can monitor enemy patterns and approach each encounter in a variety of ways. But is the rest of the game like that?

Yes.
 
Anyone's had experience sending playstation products for repair/replacement with sony? I just called sony and told me they would send me a coffin for my vita via fedex. How long has it taken for some of you to get your ps product back? I'm asking because Gravity Rush comes out on June 12 and I liked the the demo ALOT :)
 
Anyone's had experience sending playstation products for repair/replacement with sony? I just called sony and told me they would send me a coffin for my vita via fedex. How long has it taken for some of you to get your ps product back? I'm asking because Gravity Rush comes out on June 12 and I liked the the demo ALOT :)

I've had to replace two ps3s. It's taken about 10 to 12 days from the moment I've ordered the replacement to when the new systems showed up on my door.
 
Anyone's had experience sending playstation products for repair/replacement with sony? I just called sony and told me they would send me a coffin for my vita via fedex. How long has it taken for some of you to get your ps product back? I'm asking because Gravity Rush comes out on June 12 and I liked the the demo ALOT :)

Im waiting on a coffin as well. They told me ill have it back in about 10days after I send it. Or sutting like that so im hoping(if i get it tomorrow) that ill have it back by MGSqHD and Gravity rush.

Beaten but good to know that 10 days is about right
 
Why is it that when the vita loses a connection when downloading something it doesn't just resume? I'm at a hotel currently and it timed out my gravity rush demo at ~400mb's. Slow as fuck connection too!
 
Anyone's had experience sending playstation products for repair/replacement with sony? I just called sony and told me they would send me a coffin for my vita via fedex. How long has it taken for some of you to get your ps product back? I'm asking because Gravity Rush comes out on June 12 and I liked the the demo ALOT :)

2 weeks.
 
The Gravity Rush demo was too short, but I liked it. The art style, the soundtrack and the mind bending gameplay are all very fresh and unique. I look forward to playing something that's not just another sequel or a rehash of an established genre, glad it's only two weeks away.
 
Did anyone else get a headache after playing the Gravity Rush demo? I loved the game otherwise, will buy it even if it kills me.

No, but certain games do that to me like Minecraft 360 and The Sly Collection. I think it might be because my TV is too large for the size of the room and how close I'm forced to sit.
 
You can't take a simple mechanic in Super Mario 3D land and say LBP is inferior.

I didn't. I gave examples of what constitutes interesting mechanics.

It is a platform, not just a game.

So it's okay it's not mechanically sound out-of-box, because the community will fix it? That's lowering the standard and with no real reason for it. Besides if the mechanics aren't as good as needed in a platformer, the community will have a hard time fixing anything..

The premise is the developer and userbase will expand on the platform and user levels over time whereas the Mario game is a one-off, albeit a great title.

I wasn't comparing it to Mario, as much as comparing/showing mechanics in different games and it's not enough to leave those kind of things in the hands of the community. It it was, every FPS with mod/editor tools would be the same. This is even more important in a game like LBP, where there are limits to how much the community can fix, even if they wanna dedicate the time.
 
How are you guys feeling about Vita before going into E3? I think it will have a great showing. There are already a couple games announced that I really want, and I'm sure there will be even more at the show.

Of the games I really, really want, is a GTA game (chinatown wars style or IV, I don't mind), a new MediEvil, some kind of co-op online game, and a new Ratchet and Clank.
 
I wrote up some impressions of the Resistance demo and the Gravity Rush demo... not very exciting, I know, being that everyone can just download them and decide for themselves. But I had to talk myself down off a ledge last night and today as the really poor resistance scores poured in - and sony started off without a discount for the game - so writing this helped me get my head straight.


I need to stop thinking about the vita so much. I guess part of the problem is that my site relies on the Vita doing well, so i'm actually invested in it. I don't like being invested in it. :(


Anyway, here: http://foryourvitahype.com/2012/05/...ce-impressions-gravity-rush-demo-impressions/
 
I wrote up some impressions of the Resistance demo and the Gravity Rush demo... not very exciting, I know, being that everyone can just download them and decide for themselves. But I had to talk myself down off a ledge last night and today as the really poor resistance scores poured in - and sony started off without a discount for the game - so writing this helped me get my head straight.


I need to stop thinking about the vita so much. I guess part of the problem is that my site relies on the Vita doing well, so i'm actually invested in it. I don't like being invested in it. :(


Anyway, here: http://foryourvitahype.com/2012/05/...ce-impressions-gravity-rush-demo-impressions/


I'll give you some clicks. That is what you guys use for metrics right?
 
I didn't. I gave examples of what constitutes interesting mechanics.



So it's okay it's not mechanically sound out-of-box, because the community will fix it? That's lowering the standard and with no real reason for it. Besides if the mechanics aren't as good as needed in a platformer, the community will have a hard time fixing anything..



I wasn't comparing it to Mario, as much as comparing/showing mechanics in different games and it's not enough to leave those kind of things in the hands of the community. It it was, every FPS with mod/editor tools would be the same. This is even more important in a game like LBP, where there are limits to how much the community can fix, even if they wanna dedicate the time.

This isn't your X game. it's LBP. This is the same complaints during LBP beta, launch, LBP2 beta, launch, LBP psp? lulz, and now LBP Vita beta. If it was an issue they'd would have fixed it. but they opted to give the players the option to fix the mechanic with the gravity option (introduced in LBP2). this is what makes LBP unique for platformers and other genre they want to make. Sackboy is a light weight character in a big world. I doubt he'd be heavy in weight when he moves around if anything unless he's made of different stuffing.
 
I wrote up some impressions of the Resistance demo and the Gravity Rush demo... not very exciting, I know, being that everyone can just download them and decide for themselves. But I had to talk myself down off a ledge last night and today as the really poor resistance scores poured in - and sony started off without a discount for the game - so writing this helped me get my head straight.


I need to stop thinking about the vita so much. I guess part of the problem is that my site relies on the Vita doing well, so i'm actually invested in it. I don't like being invested in it. :(


Anyway, here: http://foryourvitahype.com/2012/05/...ce-impressions-gravity-rush-demo-impressions/

I check out you site all the time since the guys at player one mentioned it.
 
Finished the Gravity Rush demo.
It was way too short, but I think I liked the mechanics [the music was really nice... it had this adventure feeling]. Will probably get!
 
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