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Second Analog Stick
Second Analog Stick
ScreenPerhaps one of the most anticipated additions to the design is the second analogue stick, which has huge ramifications regarding the kinds of games that will end up being produced on the Vita. These sticks are symmetrically placed, and feel quite sensitive, in that even the slightest touch shifts them from their default position. Much like the 3DS's implementation, we can see this lack of friction as something that might take a tiny bit of adapting to, and some may prefer a little more resistance to metre out finer movements in first person shooters. But again, they are very well designed overall, and certainly a huge leap ahead of the PSP's textured nub.
Battery LifeThe brightness range of the OLED screen is very good for indoors use, with the maximum brightness setting matching the highest on the 3DS closely. However, both portables suffer from equally poor visibility during outdoors use as a result of their glossy screen coating - particularly in dark scenes in-game. During low-light conditions, however, the colours are vivid and bright, with some impressive black levels being possible as a result of the screen technology being used here; conventional back-lighting is no longer necessary as each diode emits light of its own accord, which in turn saves battery life
Running several stopwatch tests on both Vitas in varying conditions gives us some surprisingly consistent results. From several different playtests, four hours and 10 minutes turns out to be the average number for general gaming use with Wi-Fi and Bluetooth enabled, and with brightness and sound levels each set to 50 per cent. This 'average use' test involves playing a sequence of technically demanding games in 30-45 minutes increments, such as Uncharted: Golden Abyss and WipEout 2048, as well as less taxing titles such as Top Darts and Escape Plan.
GamesThe worst-case scenario test gives us a total of three hours and 40 minutes of play before the Vita conks out, with test conditions in this case involving a non-stop playthrough of Uncharted's earlier levels with all wireless connections enabled, and with maximum brightness and sound set.
Next, up, the final test has us squeezing as much playtime as possible from the console using conservative settings, and results in a comfortable four hours and 50 minutes - no wireless connections, brightness at the lowest level, and sound muted entirely.
UnchartedThe games we have played on Vita so far are without a doubt among the most ambitious and technically accomplished we have seen on any handheld platform - and these are just the launch-window titles.
Gravity DazeThe visuals are particularly striking, with some outstanding water effects and viewing distances being shown off in the earlier chapters as you pass waterfalls on cliff-sides, revealing seemingly miles of jungle terrain below. The overall quality of the character models holds up to close scrutiny too, and are highly reminiscent of the detail level used for those in the very first Uncharted. Alas, much of the good work put into the overall look of the game is impacted slightly by the use of a 'sub-qHD' native resolution. The whole game appears to be rendering with a native framebuffer somewhere in the region of 520x408 (which is 75 per cent of the Vita's maximum 960x544 resolution), meaning the game's image quality isn't quite as exemplary as we'd hoped it would be, and that scaling artifacts are evident.
Media PlaybackGravity Rush is another big-budget title that, after sampling the demo from the Japanese PSN store, we have a vested interest in due to its distinguished cel-shaded visual style. The demo places us in a citadel bustling with NPC activity, with a gravitational dynamic showcasing some incredible draw distances by having you jump downwards from dizzying heights. Much like Uncharted, the game appears to be running at that same sub-qHD resolution that seems to be in the region of 520x408, and the jaggies resulting from the upscale appear to to be masked by an unflattering blur filter. Despite this, the game's art direction and story look like they will shine through regardless, and it can stand proudly alongside a small crowd of purely original titles being released for the Vita's European launch.
ConclusionVita gladly decodes 720p MP4 files and downscales them to suit its resolution without any hassle or noticeable artifacting, although the once-promised 1080p resolution files remain unsupported.
With all its features and control methods, PlayStation Vita is the complete package. In hindsight, additions such as the multi-touch screen controls and a second analogue stick may well have been exactly what the PSP needed to stand out from the crowd, and it's a pleasure to see these ideas finally realised all together on a single handheld platform. From a raw processing standpoint, the hardware is capable of delivering on a graphical standard that lies somewhere between the PS2 and PS3 (although much closer to the latter), while being able to multi-task effortlessly with a range of social apps.
ViaBut let's bring this back to the original question: is it worth the money? If you're buying the Vita as a flexible multimedia device with the added perk of web browsing functionality, then you'll likely be just as well served by the many tablets and smartphones available today. The media apps and web browser are lacking in their current form, but are constantly subject to change through firmware updates so we would hope that Sony improves them over time as it did with the PSP. If it's a pure gaming machine you're after, however, and if you subscribe to Sony's vision of taking the home console experience on the go, PlayStation Vita is precisely catered towards your needs.