I can see it hurting it in the long run, but *shrug*
To be fair, it's named Vita so it's not named that, though that's literally what it is. I think the reason it's selling (apparently? I don't know) poorly is because people aren't as interested because the psp wasn't that great. It is my opinion, having used a PSP that there were far too few "good" games for it, and way too many very poor games for the psp. Quite a few were okay but priced way too high for consumption in the amounts they wanted, for the quality of games provided.
So how long till the CFW 'leaks' and the vita becomes 'homebrewable'?seriously the vita is going to be killed before it even finds it's own ground.Psp had a shitton of support because there were not many options for pubs in the mobile space back then and now everyone who took the wait and see approach will simply ignore it.
Because they began this project before PSV was released when 3DS seemed to have a hard time and the press and some developers were hyping the system as a 3DS killer. They also gave it the benefit of the doubt because it was a new system and not a revision and PSP actually had a good start in USA back in the day. It will be more difficult to convince them for another big push for a PSV relaunch after theses precedent bad performances with PSP+ relaunches when a new system, the PSV, actually reconfirms theses bad precedents.
"The Vita version of Most Wanted, which looks sleek on the Vitas fantastic screen and handles pleasantly well, isnt being outsourced like many other Vita ports. We press Loombe regarding the resources Criterion has allocated Most Wanted on Vita considering theres an argument that, despite the fact its a great device, it may not be worth the investment.
Well, were super excited about the Vita; as you said, were doing it in house and its a direct port of the game, so everything is still the same, the visuals, the open-world, the events, so we're really excited about it coming out, says Loombe. Obviously weve got a dedicated team in house that are dealing with the Vita version but its all the same codebase, so its really easy for us to just port that across. Theres 10 extra events for the Vita as well.
Your progress can be shared across the Vita and PS3 versions too.
Yes, Vita is all run by Speed Points as well, says Loombe, So when youre playing on the PS3 and youre getting Speed Points for that, you can then go onto the Vita version.
"The Vita version of Most Wanted, which looks sleek on the Vitas fantastic screen and handles pleasantly well, isnt being outsourced like many other Vita ports. We press Loombe regarding the resources Criterion has allocated Most Wanted on Vita considering theres an argument that, despite the fact its a great device, it may not be worth the investment.
Well, were super excited about the Vita; as you said, were doing it in house and its a direct port of the game, so everything is still the same, the visuals, the open-world, the events, so we're really excited about it coming out, says Loombe. Obviously weve got a dedicated team in house that are dealing with the Vita version but its all the same codebase, so its really easy for us to just port that across. Theres 10 extra events for the Vita as well.
Your progress can be shared across the Vita and PS3 versions too.
Yes, Vita is all run by Speed Points as well, says Loombe, So when youre playing on the PS3 and youre getting Speed Points for that, you can then go onto the Vita version.
"The Vita version of Most Wanted, which looks sleek on the Vitas fantastic screen and handles pleasantly well, isnt being outsourced like many other Vita ports. We press Loombe regarding the resources Criterion has allocated Most Wanted on Vita considering theres an argument that, despite the fact its a great device, it may not be worth the investment.
Well, were super excited about the Vita; as you said, were doing it in house and its a direct port of the game, so everything is still the same, the visuals, the open-world, the events, so we're really excited about it coming out, says Loombe. Obviously weve got a dedicated team in house that are dealing with the Vita version but its all the same codebase, so its really easy for us to just port that across. Theres 10 extra events for the Vita as well.
Your progress can be shared across the Vita and PS3 versions too.
Yes, Vita is all run by Speed Points as well, says Loombe, So when youre playing on the PS3 and youre getting Speed Points for that, you can then go onto the Vita version.
Because they began this project before PSV was released when 3DS seemed to have a hard time and the press and some developers were hyping the system as a 3DS killer. They also gave it the benefit of the doubt because it was a new system and not a revision and PSP actually had a good start in USA back in the day. It will be more difficult to convince them for another big push for a PSV relaunch after theses precedent bad performances with PSP+ relaunches when a new system, the PSV, actually reconfirms theses bad precedents.
Here's another theory: it's because Ubisoft always supports new consoles at launch, as a strategy to create standout games for new platforms. This has the advantage of both the titles and the publisher to get a lot of attention during the pre-launch phase (look at how well that is working right now with Wii U for instance). The title and the platform will then help each other become a success, and if you have a successful title at the launch of a platform, you can reap the rewards in terms of sales almost throughout the full lifespan of the system (look at top-100s for any platform and notice the overabundance of early titles in there)
It's a strategy they've publicly stated and have been practicing successfully for a while now.
In the case of Assassin's Creed 3: Liberation, if the title is as good as I got the impression it is from playing it at gamescom, I think Ubisoft may well be in a position similar to GTA's releases for the original PSP and do quite well in the long run and get some good sales.
"The Vita version of Most Wanted, which looks sleek on the Vitas fantastic screen and handles pleasantly well, isnt being outsourced like many other Vita ports. We press Loombe regarding the resources Criterion has allocated Most Wanted on Vita considering theres an argument that, despite the fact its a great device, it may not be worth the investment.
Well, were super excited about the Vita; as you said, were doing it in house and its a direct port of the game, so everything is still the same, the visuals, the open-world, the events, so we're really excited about it coming out, says Loombe. Obviously weve got a dedicated team in house that are dealing with the Vita version but its all the same codebase, so its really easy for us to just port that across. Theres 10 extra events for the Vita as well.
Your progress can be shared across the Vita and PS3 versions too.
Yes, Vita is all run by Speed Points as well, says Loombe, So when youre playing on the PS3 and youre getting Speed Points for that, you can then go onto the Vita version.
Yeah its fine. Just nothing amazing. The frame rate is only an issue in multiplayer. Which sucks because if it ran ok and the shot gun wasn't so insane it would be a great online shooter. But those 2 things ruin it for me.
I genuinely liked the single player.... it was just sooo easy even on hard until the final boss.
"The Vita version of Most Wanted, which looks sleek on the Vitas fantastic screen and handles pleasantly well, isnt being outsourced like many other Vita ports. We press Loombe regarding the resources Criterion has allocated Most Wanted on Vita considering theres an argument that, despite the fact its a great device, it may not be worth the investment.
Well, were super excited about the Vita; as you said, were doing it in house and its a direct port of the game, so everything is still the same, the visuals, the open-world, the events, so we're really excited about it coming out, says Loombe. Obviously weve got a dedicated team in house that are dealing with the Vita version but its all the same codebase, so its really easy for us to just port that across. Theres 10 extra events for the Vita as well.
Your progress can be shared across the Vita and PS3 versions too.
Yes, Vita is all run by Speed Points as well, says Loombe, So when youre playing on the PS3 and youre getting Speed Points for that, you can then go onto the Vita version.
Did they ever say whether they're doing cross-buy for the PS3 and Vita versions? I seriously doubt it, being EA and all, but I seem to remember them being asked about it a while ago and saying "no comment" rather than a straight no.
:lol That's pretty much how I hold it and the OG PSP. But the backtouch is always active or nearly active if it's on because of how I hold it and my left middle/bird finger always seems to be touching the backtouch because of Sony's boneheadedness and need to be different. :/
:lol That's pretty much how I hold it and the OG PSP. But the backtouch is always active or nearly active if it's on because of how I hold it and my left middle/bird finger always seems to be touching the backtouch because of Sony's boneheadedness and need to be different. :/
:lol That's pretty much how I hold it and the OG PSP. But the backtouch is always active or nearly active if it's on because of how I hold it and my left middle/bird finger always seems to be touching the backtouch because of Sony's boneheadedness and need to be different. :/
The odd thing is as much as you have people who hate the back touch you have people like me who love it. I think not only does it add new things you can do to interface with games (they are still working it out but escape plan, sound shapes and LBP all do it well) but for scrolling the web browser and facebook apps its awesome.
I have a way of holding it where I only have my two bottom fingers resting at the bottom, my trigger fingers sit on the bumpers and the middle fingers sit at the top ready to press the back touch if needed.
If i try the technique shown in the pic posted I get wrist pain. My way seems to work pretty well for me though to the point I have stopped using my trigger grip.
The backtouch is TOO BIG. There-in the issue. I wouldn't have such a big issue with it if it wasn't in the way/constantly being activated. You guys can say it was implemented "well in LBP" and while I half-agree that the idea of front/back-touch being used to push-in/out respectively is a neat idea, the fact that I CONSTANTLY have the backtouch indication in-game in levels with the backtouch on is annoying. They really needed to make that touchpad smaller for the sake of ergonomics. Again, Sony is bone-headed and had to implement a gimmick but do it poorly. :/
Welcome to the PSN store updates, please go to the PSN store thread and bitch about Sony America's incompetence like some of us (read: ME!) have been doing about timely updates for the past... oh... it's been six years? Huh, time flies!
The backtouch is TOO BIG. There-in the issue. I wouldn't have such a big issue with it if it wasn't in the way/constantly being activated. You guys can say it was implemented "well in LBP" and while I half-agree that the idea of front/back-touch being used to push-in/out respectively is a neat idea, the fact that I CONSTANTLY have the backtouch indication in-game in levels with the backtouch on is annoying. They really needed to make that touchpad smaller for the sake of ergonomics. Again, Sony is bone-headed and had to implement a gimmick but do it poorly. :/
But its only implemented poorly in your perspective. For me its perfect because its close enough to the same size as the front screen that its easy to tap on the back where you want to interact with things. If it was smaller it wouldn't work well for this at all and would only be able to be used as digital buttons / scrolling.
backtouch indication in-game in levels with the backtouch on is annoying. They really needed to make that touchpad smaller for the sake of ergonomics. Again, Sony is bone-headed and had to implement a gimmick but do it poorly. :/
Sony puts out a PSP with no touchscreen or anything when the DS has one and everyone congratulated Nintendo on their gimmick and slams Sony for not having a USP.
Sony adds a backtouch and OMG GIMMICKS, BONEHEADS.
Did everyone see two analogue sticks as a gimmick when Sony first released the DualShock?
But its only implemented poorly in your perspective. For me its perfect because its close enough to the same size as the front screen that its easy to tap on the back where you want to interact with things. If it was smaller it wouldn't work well for this at all and would only be able to be used as digital buttons / scrolling.
One of the problems I have with the back touch is that it's not easy to blindly find where you're tapping in relation to the screen. You need feedback on the screen and games often don't provide it well enough.
Sony puts out a PSP with no touchscreen or anything when the DS has one and everyone congratulated Nintendo on their gimmick and slams Sony for not having a USP.
Sony adds a backtouch and OMG GIMMICKS, BONEHEADS.
Did everyone see two analogue sticks as a gimmick when Sony first released the DualShock?
Sure it is. Two analogue sticks was a new thing and they had to find the right way to implement it. Every game had worked fine before with only one. Did everyone say it was a gimmick in Ape Escape?
Anyway.
Looks like Sony are being idiots and waiting until tomorrow to tell us the Playstation Mobile launch line up *sigh*
Sure it is. Two analogue sticks was a new thing and they had to find the right way to implement it. Every game had worked fine before with only one. Did everyone say it was a gimmick in Ape Escape?
Anyway.
Looks like Sony are being idiots and waiting until tomorrow to tell us the Playstation Mobile launch line up *sigh*
Those FPS games released so far work just fine without the backtouch in terms of using the D-pad. Awkward, yes, but better than attempting to double-tap the back touch-screen to sprint.
Let's not mention that the FPS titles released so far are pale imitations of their console brothers and not worth the time or money invested so far
PSX is another back-touch issue. The L/R2 "triggers" either activate too often and without my wanting them to activate (see SpaceBridge complaining about the back-touch for Vagrant Story) or the touch-areas are too small/non-customizable to where hitting them isn't consistent.
It's a poor gimmick and one that really should've been thought out better
or better yet, left on the cutting room floor
because 1) touch-pad is too big 2) it's awkward to use the touch-pad in addition to controlling the front while using the sticks/buttons and 3) no reasonable "feel" in knowing where you're touching compared to the front-screen (LBP is the only title I've seen that gives a cursor for the backtouch)
No, because that actually was a convincing argument for the thumbsticks. What game has given a convincing argument for the back-touch without a "well, that's nice but it gets in the way" like LBP.
If you have ergonomic issues with the back screen or the Vita in general, get the Nerf armor. It keeps the form factor of the Vita but completely eliminates the awkwardness of holding it. You can basically hold it any way you want without ever touching the back screen inadvertently. I'll take some pictures in a few.
No, because that actually was a convincing argument for the thumbsticks. What game has given a convincing argument for the back-touch without a "well, that's nice but it gets in the way" like LBP.
Those FPS games released so far work just fine without the backtouch in terms of using the D-pad. Awkward, yes, but better than attempting to double-tap the back touch-screen to sprint.
Let's not mention that the FPS titles released so far are pale imitations of their console brothers and not worth the time or money invested so far
PSX is another back-touch issue. The L/R2 "triggers" either activate too often and without my wanting them to activate (see SpaceBridge complaining about the back-touch for Vagrant Story) or the touch-areas are too small/non-customizable to where hitting them isn't consistent.
It's a poor gimmick and one that really should've been thought out better
or better yet, left on the cutting room floor
because 1) touch-pad is too big 2) it's awkward to use the touch-pad in addition to controlling the front while using the sticks/buttons and 3) no reasonable "feel" in knowing where you're touching compared to the front-screen (LBP is the only title I've seen that gives a cursor for the backtouch)
No, because that actually was a convincing argument for the thumbsticks. What game has given a convincing argument for the back-touch without a "well, that's nice but it gets in the way" like LBP.
Again.... your issues are for you personally. There are plenty of people out there who like them. You completely entitled to not like it but it shouldn't have been left off and a lot of us think its great. Sure something don't implement it well at all but its new, and thats bound to happen. In sound shapes the back touch is used really well on the level editor. In escape plan it adds another dimension to the puzzles.
What they need to do on the PSX emulator is allow you to configure where the virtual buttons are. That way you can leave space you commonly touch by accident free.
The console would be worse off without it for the most part.
With resistance it would have been better to just have a button can configure to what ever size you want on the back that you touch once to run. Simple. Double touch doesn't work well for that and like many i just used down on the d-pad.
Most people havn't learned how to integrate it well yet but others have and as time goes on it will be used to greater effect. The whole pinching to pick the people up in everybodies golf is another idea that can be used in the future as well.
edit - if it really is that annoying for you then you should try a grip... they do help quite a bit.
So can someone give me a rundown of what PSM is? Is it like the app store for iOS? I kind of don't like the idea of that if that's the case...But I'm going to have an open mind.
So can someone give me a rundown of what PSM is? Is it like the app store for iOS? I kind of don't like the idea of that if that's the case...But I'm going to have an open mind.
Basically. It's a developer environment for Android first and foremost, but the games will also work on PSVita. Basically it will have lots of indie games. Anyone can make their own game for it.