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Vita PSN Game & Service Thread | April 2013 | Sacrifice your Independent Soul

I don't mind PSN being down as long as it means that I'll be able to download the Soul Sacrifice demo without a hitch tomorrow, preferably earlier than later.
 
I don't mind PSN being down as long as it means that I'll be able to download the Soul Sacrifice demo without a hitch tomorrow, preferably earlier than later.

Oooooooh. I am probably late to the party but oooooh.
 
Sidejob? It seems more like a joke and then later they'll come out and say "Hey, we offered it guys! Demand wasnt big enough! *shrug*"

The fact that IOS version cost more than the 3DS & WiiU is extremely weird.

also this

i8OPy8Z.png


They haven't even met the goals for these.
 
Here's a good laugh:


It always rubs me the wrong way when a kickstarter game has such excessive stretch goals before it's even reached funding.

Edit: They're begging for 3DS/WiiU dev kits already? That PSV "goal" is pretty much there to goad people into backing it.
 
I think they simply didnt add it as a reward because... ITS A JOKE. 200k for a Vita version of a game they wanted 35k for. Seriously. Man. I mean even if you ONLY consider the last jump towards the Vita tier, its 50k. The highest jump in the entire Kickstarter, so the development for Vita costs 15k MORE than designing and making the original game?

-.-

they must hate Sony somehow.. ><

for the new page
any interesting things I should try with the Vita for AR?
 
@James We don't know about PSN… the dev kits is super expensive yet inaccessible in China [import policy shit, we can almost do nothing about it]. Nintendo is our focused console platform right now.
 
AR on the Vita is pointless IMO, especially since it has such an awful camera.

The desktop Hatsune Miku performance is kind of amusing.

It's weird; they have this awesome tech for doing good AR without cards by scanning the scene but the only game that uses it is Project Diva. And that game's AR is the best I've ever seen, in terms of how well the model stays put even as I move the device.
 
It's weird; they have this awesome tech for doing good AR without cards by scanning the scene but the only game that uses it is Project Diva. And that game's AR is the best I've ever seen, in terms of how well the model stays put even as I move the device.
I remember that you do need the AR card to begin the performance, but you can freely move the Vita after that even if the card gets out of view. I wonder if that Open Me game uses AR cards.

Edit: Yes, it does.
 
Here's a good laugh:


I'm happy they consider the Vita at all, anywho, because I watched the vid over the Vita, and this is a game that could benefit from it's touch controls well, and the game itself looks quite fun. (Anyone ever play "Battle Hunter" on PS1? Makes me think about that a bit, too!)

At any rate, it's not like the goals are linear. Or like the money they're asking for is "all they need to make the game". They're a small studio, who obviously has a vision on what they want / can develop on easiest first, and what will bring them the most money.

I'd love to see this get the kind of attention that Shovel Knight's KS just did, going from "just enough to fund what's needed!" to "Blazing past stretch goals, and turning into a much bigger game than initially pitched!", in a matter of a month's time.

And as far as not having reached the stretch goals for 3DS / Wii U, but talking of dev kits... they even mentioned in their pitch vid that they'd like to put it on those systems, after the PC release. They seem to want to port it anywho, the additional money would just change it from a "we hope the PC sells well so we can expand!" goal, to a " we can surely do it, with this extra money!" situation.
 
Table Top Tanks, and PuzlAR are pretty fun AR games.



Well, death by numbers is a good fit for this situation, but you're right.

guess I can only download FireWorks and Clive Diving as free ones.
hmm. I'll be demonstrating both the Vita and 3DS XL..
for now the 3DS XL (default) app seems more fun ><

(gah. I hope Sony gets on with Google Glass or Occulus Rift for the PS4/Vita)
 
AR on the Vita is pointless IMO, especially since it has such an awful camera.

I dunno, camera is fine for what it is in most situations provided you have ample light. If not it's pretty bad, yeah.
 
Wait, wtf. Super Monkey Ball has a platinum?! I thought it didn't o_o Time to rethink getting that game~

Platinum is way hard. You have to do everything without using continues in each mode such as advanced and master, but also have to do beginner through advance with the motion controls which almost made me lose my mind.
 
Platinum is way hard. You have to do everything without using continues in each mode such as advanced and master, but also have to do beginner through advance with the motion controls which almost made me lose my mind.

Welp, not getting Super Monkey Ball. Thanks for saving me the time and money.

Camera is terrible quality which is VERY unfortunate,

It's no where near Digital camera quality in the past... 15 years or so, but it's better than most cellphone cameras. At least the ones I've had anyway.

The quality is a bit below the PSEye/PS3's webcam though.
 
Welp, not getting Super Monkey Ball. Thanks for saving me the time and money.



It's no where near Digital camera quality in the past... 15 years or so, but it's better than most cellphone cameras. At least the ones I've had anyway.

The quality is a bit below the PSEye/PS3's webcam though.

It's probably at 2005 to 2006 mobile phone quality (unless you go with reeeeeaaly low end phones from modern era), but has the advantage of 60fps which helps with AR. The quality is exactly very close to the PS Eye on PS3 which is also bad, but hey, what can ya do.
 
I saw an old thread from May 2012 here with a Gravity Rush interview and new (at the time) screenshots, and it made me wonder if the game was at one point native resolution. It looks incredible, and ALMOST too good, but I do see some aliasing on it. Could be bullshots, but maybe the game was native res and they couldn't get the performance the wanted by release and had to cut the resolution (edit: actually, for some reason I was thinking May 2011. So yeah these were bullshots, but still).

Regardless, look how amazing the game would have looked in native resolution:

DDfdM.jpg


YNHBB.jpg


There are more at that page. Makes me sooooo sad. Maybe if there's a sequel it will be in native res :(
 
Damn, that looks way better.

It's odd how LBP is a sub-native game that manages to look very impressive. I still think it's one of the more graphically impressive Vita games.
 
It really is strange/disappointing that so many of Sony's first-party games are in sub-native resolution. Gravity Rush and Uncharted sequels would benefit greatly from native res.
 
It really is strange/disappointing that so many of Sony's first-party games are in sub-native resolution. Gravity Rush and Uncharted sequels would benefit greatly from native res.

Many of Sony's games weren't developed on Vita hardware initially. That was the case with Uncharted, Gravity Rush, Resistance (lol), etc.
 
WHY is it that the Vita is getting the same treatment console games do? I do not remember a single PSP game that was sub-480x272. Did Sony gimp on the GPU?
 
Many of Sony's games weren't developed on Vita hardware initially. That was the case with Uncharted, Gravity Rush, Resistance (lol), etc.

Yup. We can only hope that future games from Bend and Japan Studio are native res due to years of additional development on the hardware.
 
They say its because of battery issues. Even in AC3:L interview the developer said they didn't have full access to all of the Vita power.
 
They say its because of battery issues. Even in AC3:L interview the developer said they didn't have full access to all of the Vita power.

IT is more because the developers prioritise graphical effects rather than resolution. If they want to, they can always scale back the visuals to maintain 60fps and native res, but they don't.
 
Oh man you guys...look at this...:( Everything seems to be the same except the resolution, but that makes an ENORMOUS difference.

Sure, but for their first effort, they could not have kept everything else the same while keeping the resolution. That is why they made the choice to dial down the resolution in the first place. To see what uncharted GA looks like in native res, the more appropriate comparison is to scale back all the rest of the effects, but up the resolution.
 
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