Published on January 23rd, 2012 | by Louis Garcia, Contributor
CES 2012: Second Opinion on Vita, Vita and PS3 Game Impressions
A number of games releasing very soon were on hand at the Consumer Electronics Show this year. I was able to play a number of them, and there’s only one thing to say: The PlayStation Vita is a great system… but I won’t get it. Fellow writer and show attendee Greg Bargas had nothing but good to say about his experience with the handheld, and while I agree, the price and a couple key factors will keep me away from the system.
The factors aside from the dollar signs are this: too much of the tech, while better, is too me too feeling as if the system is still trying to follow where Nintendo paves the way. This one can go both ways, but the system is too much like my Wii.
Technology wise I compare it to the Nintendo 3DS in that it offers a touch screen, two cameras, and gryo controls. Yes, there’s another touch pad on the back of the system, and the Vita puts the 3DS to shame with what’s under the hood. It also has a second analog stick, which is a much-needed addition to handhelds.
However, I’m just missing a “new” factor. The system is a joy to play with everything it has, but where’s the innovative next big step? I don’t even care for 3D that much, but you better believe I gave notice to Nintendo’s handheld just because of that little factor. I felt this me too vibe as soon as I played a game included on the system that was exactly like the 3DS’ Face Raiders, and that’s not what the system needs.
The complaint that it’s like the Wii means this: It does a good job of boasting some good games, but I’m not sure I need the gimmicky aspect of a touch screen to throw grenades in my first-person shooter. It feels shoehorned in, and like many Wii games it probably won’t add much if anything to a lot of games. FIFA Soccer was an exception to this, but that too was easier to play with the button setup, and boils down to the exact same game as its console brethren.
Don’t get me wrong — this thing is pretty damn cool. I just won’t be buying it on day one.
Now then, on to game impressions.
Uncharted: Golden Abyss
This is the first Uncharted game I’ve played, so I can’t compare the handheld little brother to the console brethren. I can say that the game looks incredible. It was the most visually stunning game on hand in the Vita section, and it controlled well as I shot at enemies and climbed around the sides of rocky areas like a Mankey. Yes, I meant Mankey, the Pokemon. The climbing controls and camera did seem a little wonky here and there (as in I couldn’t see what the hell I was doing), but there’s still time to iron out the wrinkles.
Resistance: Burning Skies
I’ve played a number of first-person shooters on the PSP. They were a finger-hurting chore, but it was still doable.
The use of two analogs on the Vita for first-person shooters is nearly flawless. The two analogs, though small, work perfectly and accurately. The only qualms I have is that to melée an enemy Chimera, you have to touch a button on the touch screen.
Grenades are also used this way, but it makes sense. Players can touch the button and drag their finger to where they want to fling the grenade.
Graphically the game could look a bit better — I wondered if old PlayStation Portable FPS games looked this good — and wasn’t wowed after playing Uncharted.
The game follows Lt. Tom Riley in the United States as he is thrust into battle with the aliens. There will be 3G and Wi-Fi enabled multiplayer, and the game is being developed by Nihilistic.
This is the Vita game that I liked the least. It was fun, sure, but it was more of a tech demo. A collection of smaller games, Little Deviants is all about using the hardware in fun ways. One game I got to try out is just like the Nintendo 3DS game, Face Raiders. Players use the camera to find little ships flying around to shoot them down.
The other game uses the rear multi-touch pad and was actually quite unique. Touching the pad raises the ground and moves a ball around that needs to be guided by enemies and obstacles to a goal. Below is a video.
I can’t count how many times I’ve yelled at my virtual player in a soccer game because he’s taken a shot, but chosen a spot that is asinine, or just inaccurate compared to where my analog was pointing.
The PlayStation Vita’s version of FIFA actually rectifies that.
You’d be forgiven for mistaking this for a PS3 version of the game.
You see, sports games can get better with new technology. But unlike bigger and better systems that can harness better physics and AI — though the PlayStation Vita is no slouch in the hardware department — handhelds nowadays go different routes as they add more and more pieces of technology to give different experiences.
Case in point: the Vita’s rear multi touch pad.
In FIFA Soccer, players can shoot with a button, but they can also use the rear pad to shoot.
Imagine the pad as a soccer goal. Where you touch it and release at determines which part of the goal the shot is aimed at. A little goal pops up at the bottom of the screen where the pitch’s map usually is to help with placing the shot. Holding the screen longer determines power.
The idea is as brilliant as a Lionel Messi goal.
One problem with the shooting mechanic, however, is that it takes time to get used to. When running clear on goal, with only the keeper to beat, I would find myself having to think about how I had to shoot. By the time that happened I was dispossessed by a defender, blocked by the keeper, or took a quick shot by randomly groping the touch screen.
That seems like something that can, and will, be overcome with more time spent with the game.
What won’t be overcome is the accidental touching of the rear pad.
Too often I’d relax my hands and give the slightest of touches to it, only to suddenly wonder why my striker let out a speculative shot from 40 yards out. It’s something that will be hard to avoid when getting into a good match, and could make the use of the rear pad too annoying.
Even with the gripes, Vita’s game of FIFA offers something different that’s fun to play, looks as good as its console brethren, and makes good use of the handheld’s hardware.
Twisted Metal is back, and as far as I can tell, it’s just what fans remember and love. The vehicles do seem to drive a lot better than in previous iterations, but the destructiveness is just as fun as ever.
I fooled around with multiplayer and Sweet Tooth, and found myself wanting to play until the Sony booth closed.
This is just a pretty game. Like Kellee Santiago (co-founder of developer thatgamecompany) said, some industry journalists have called Journey one of the actual new games of 2012.
What that really means is that this game is different. In a market saturated with me-too FPS games, Journey is different… And good.
Not that I knew why I was doing what I was doing. I just quietly wandered and glided through the desert with an online companion on an adventure, or journey, if you will.
We were interacting with cloth, the only living thing in the world, and wandering even further into the desert as the cloth happily (if cloth can be happy, that is) flew around us.
The game ends with a darkened sky and feeling of forebodement to let players know that things aren’t so happy in this desert.
The short demo of Gravity Rush didn’t have me using any of the hardware features such as the cameras, touch screens, or gyro as much as the other titles — but it would be a day-one purchase for me if I were to get a Vita.
The demo started out with my mysterious girl looking for an even more mysterious black cat. Once found, the world seems to become a dream as you gain the ability to float and control gravity.
Switching gravity is essential to traversing the sides of buildings, (done so with the right bumper) works smoothly. Zipping around this way is interesting, with the demo featuring exploration when trailing another girl with mysterious power, and battling airborne enemies.
What would coax me into buying it, however, is the presentation and story. Beautifully hand drawn close-ups are shown of the characters when they talk, and story cutscenes are presented like a comic — one that can be viewed at different angles by using the Vita’s built-in gyro motion controls.
While I couldn’t peg just exactly what was going on (I was as clueless as my heroine when the world went topsy-turvy and glowing red beasts attacked me), I couldn’t help but dig its surreal vibe and anime inspired visuals.
If the story holds up, and the anti-gravity gameplay presents some unique situations, Gravity Rush could end up being a solid release window launch title.