The post Left 4 Dead running on a PlayStation Vita? Unofficial video shows the potential brilliance of Remote Play. You HAVE to see this appeared first on Game News.
]]>Look at how responsive it is, even when the gyroscope is being used to move the camera by holding down the left bumper to activate it. And the frame-rate even looks reasonably smooth. We are slightly disappointed that such a technical wizard didn’t have an HD camera to hand, as the video is a little pixellated even on 480p. But we’re not complaining too much – we’re too busy being in awe.
If this is an indication of how PS3 Remote Play will look on Vita, we’re sold. However, bear in mind that most PS3 games weren’t programmed to leave some processing space for converting the video output for play on a PS Vita, so it may not be as simple as this PC link.
We always liked the idea of Remote Play on PSP, but it was always too laggy to be enjoyable, in our experience. This looks like… well, it looks exactly like Left 4 Dead. And that means brill.
Source: Joystiq (opens in new tab)
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]]>The post How do the PS Vitas specs stack up against the competition? appeared first on Game News.
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Above: How does Vita stack up against the 3DS, iPhone and PSP? Let’s break it down by specific features
Rather than inundate you with a catalog of message-board-flame-war-ready numbers and stats, we decided to break down some of the Vita’s key hardware specifications and look at how they impact the average player’s use of the machine, as well as compare them to the primary existing handheld competition.
Vita has: Five-inch OLED screen – 960×544 pixels (qHD) @ 220 ppi

The Vita’s big, bright touchscreen offers crisp, colorful visuals that are a far sight better than Sony’s earlier PSP. At 960×544 pixels, the Vita display is considered a qHD, or “quarter HD” screen, since its screen has one-quarter the pixels of a full 1080p display at a 16:9 aspect ratio. The “ppi” spec refers to “pixels per inch,” which has become a popular way to describe how crisp a screen looks in the wake of Apple’s iPhone 4 and 4S Retina displays putting up a remarkable 326 ppi. More pixels per inch means less pixelization or fuzziness, and more cleanly rendered text and visuals.
Comparatively, the Vita display weighs in at just 220 ppi (though we’ve seen some Android displays with higher ppi stats put up slightly more pixelated-looking text and images than what we’ve witnessed thus far on the Vita). Either way, the Vita is still notably sharper than the last-gen PSP, the standard model of which boasted a 4.3-inch display running at 480×272 for a ppi of 128, while the smaller PSPgo screen, at the same resolution, squeezed 145 ppi into a 3.8-inch display.

Above: To compare those resolutions directly, here’s a screen from Lumines: Electronic Symphony for Vita at top (scaled down from 960px to 620px to fit our column width), with a screen from the PSP Lumines at bottom (scaled from 480 px to 310 px to maintain size ratio)
Directly comparing the Vita and Nintendo 3DS screens is a trickier proposition. The 3.53-inch top screen of the Nintendo 3DS runs at 800×240 for a listed ppi of 237, purportedly topping the Vita in 2D. However, with the 3D effect, the screen splits that resolution between each eye, effectively becoming a 400×240 image (132 ppi) for each. Meanwhile, the lower screen runs at a rather paltry 320×240 pixels across 3.02 inches, for a 2D ppi of 132 that matches the top screen’s 3D number. But we don’t have to tell 3DS owners that the bottom screen is a fuzzy, dated little thing.
Vita has: Quad-core ARM Cortex-A9 MPCore processor w/ quad-core SGX543MP4+ GPU; 512MB RAM with 128MB VRAM

Above: Uncharted: Golden Abyss is one of the Vita’s more visually impressive launch titles
The PlayStation Vita pumps out the most impressive visuals we’ve seen to date on a handheld, with characters, environments, and effects that nearly approach the levels of early PlayStation 3 titles – and it’s sure to improve over the coming years. The handheld’s quad-core processor reportedly runs at upwards of 1.5Ghz, compared to the 1Ghz dual-core A5 processor seen in the iPhone 4S and iPad 2. Similarly, the Vita, iPhone 4S and iPad 2 all utilize similar PowerVR GPUs (graphics processing units), though the Vita’s is a quad-core, while Apple’s devices run dual-cores.

Above: Meanwhile, Infinity Blade II is generally seen as the high-water mark for iOS visuals
Additional processing cores and a higher overall processing speed mean much more processing muscle to handle detailed visuals at higher frame rates. Both the iPhone 4S and Vita have 512MB of core system RAM, while the Vita adds an extra 128MB of VRAM specifically for the graphics. In total, the Vita has more total RAM available than the PlayStation 3, which offers 256MB each for both general RAM and VRAM. The additional RAM helps explain why the Vita offers cross-game chat, while the feature remains MIA on PS3.
Lining up official specs for the 3DS proved mostly fruitless, as Nintendo’s handheld uses a proprietary processor along with a single-core PICA200 GPU, plus 128MB of system RAM. Meanwhile, the PSP utilizes a pair of 333 Mhz processors along with a 166Mhz GPU, which utilizes just 2MB of VRAM alongside a paltry 32MB of system RAM and an extra 4MB of dynamic RAM.
Next page: Controls, battery, storage and more
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]]>The post EA Sports FIFA Soccer review appeared first on Game News.
]]>FIFA for Vita offers a gorgeous experience that capitalizes on the elements that defined the series on consoles this generation—the practice arena menus, Be a Pro, Manager Mode—and converts them to the new handheld. The transition, button-wise, feels well-adapted. If you’re on the face buttons, it won’t feel dramatically different from the PS3 or PSP games. If you’re looking for massive revamps, they’re not in this version.
Also, if you’ve mentally moved on from the moves and tactics that defined FIFA 11 and are deeply ensconced within FIFA 12’s numerous nuances, FIFA Soccer is going to feel a bit behind. That means you won’t have the “stop on a dime” dribbles, and your defensive tactics are moving back to the team’s “heat-seeking missiles.” Again, if you’re someone who looks at the new FIFA engine with some disdain, you’ll love the fact that this game retains FIFA 11’s style, if only for another year or less. Love or hate the step back, it’s still a sound translation of a 16 month-old game, and the excellent gameplay of FIFA 11 drives this experience.
The touchscreen controls feel like a test run more than a useful game mechanic. You can tap the touchscreen to pass the ball, but odds are, teammate AI is not going to be in the place where you need it when you want to thread a ball past defenders. Also, in the middle of a fast-paced game, the action of tapping a touchscreen and the unintended consequences—blocking your view of the opposition’s backline, for example—is tactically counterproductive. It works somewhat well for throw-ins and free kicks, but you’ll be more effective with buttons.

The rear touchpad shooting mechanic, when it works, is a fantastic addition, especially in one-on-ones during Be a Pro and training arena. However, it’s too sensitive, so if your hands normally rest on the back of the machine, you’ll accidentally trigger shots on goal. In future iterations, it’ll be great if there’s a way to rest your hands, but also indicate to the game that you’re ready to take a shot. Keep in mind that these are optional mechanics, and if you can turn them off, if you desire.
Mode-wise, FIFA Soccer is rather spartan. You’ll have the series staples—practice arena, Be a Pro, Manager Mode—but few of the quirks that define current FIFA games, from popular modes like Ultimate Team and EA Sports Football Club to small features like custom soundtracks. The online is a simple 2 player head-to-head. None of the features are dysfunctional, but keep your expectations subdued.
FIFA Soccer occupies a strange place in the series canon. Without making any unfair judgment calls on the development time, it feels like last year’s game translated wonderfully to fledgling hardware. That’s a good thing if you really hate FIFA 12’s engine reboot, but stale if you’re in love with the latest console experience. It’s got enough content for you to get through a few career mode seasons while you wait for a likely iteration timed for the 2013 season that’s loaded with features. But make no mistake, it’s not FIFA 12, and despite the cover athletes, you’ll be disappointed if you dive into this one with expectations of the latest console experience.
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]]>The post Super Stardust Delta review appeared first on Game News.
]]>For the uninitiated, Super Stardust is a shoot-em-up in which you move a spaceship along the spherical surfaces of several planets and blast through waves of missiles, asteroids, and whatever other debris and threating items come your way. You fight through wave after wave until you encounter a massive level boss, then conquer each planet. It’s a twin-stick game—on the PS3, you steer with the left and fire with the right; the PSP game suffered from using the face buttons to shoot—that forces you to think fast and depend on your shields and a dash function to evade danger. It’s a proven formula that works exceptionally well.

Delta adds several new wrinkles to Housemarque’s popular mechanics. Many of them center around the Vita’s hardware capabilities, but unlike so many launch games, they blend in naturally and give the game a sense of uniqueness that’s missing from several other titles. Aside from full twin-stick support, Delta allows you to tap on the touchscreen and rear touchpad to unleash massive missile attacks and devastating black holes, respectively.
Delta also takes wonderful advantage of the Vita’s accelerometer to allow you to not only emit a massive pulsewave that clears out legions of enemies, but lets you tilt the screen to get different angles on the enemies you battle. It’s invaluable in boss fights, as it lets you get a better angle on each level boss and strategize your attack effectively. Also, if you’re inclined to play in a more traditional style, the game also offers a “Pure” mode, that gets rid of certain enhancements and touchscreen functions.

One of the reasons that the game functions so well as a proper handheld shooter is the nature of the gameplay. It’s highly conducive to being picked up for 15 to 20 minute bursts on a bus or subway, and it’s easy to lose track of time, as we discovered when we missed a subway stop while trying to crack a level boss. Upon beating each planet, you’ll also unlock some brief, but fun minigames. Delta takes advantage of the Vita’s social features. If you’ve got the Wi-Fi + 3G system, you’ll be able to see how you fare against your friends in a matter of seconds thanks to the game’s leaderboards.
Overall, Super Stardust Delta offers a great deal of engaging and entertaining gameplay in a tiny package. Although you may be deliberating over several other PlayStation Vita launch titles, there’s no reason not to add this game to your collection. Even if it weren’t lower-priced in comparison to other games in the lineup, there’s enough here to make it far more intriguing of a game to add to your collection. Don’t hesitate to pick this one up.
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]]>The post GameStop drops 3DS price to $150 right before Vita launch, is this going to happen everywhere? appeared first on Game News.
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(opens in new tab)
Currently on GameStop’s website (opens in new tab) you can buy a new 3DS system for $149.99, $20 less than the current price elsewhere. It’s listed like a sale price by Stop, but GameStop basically NEVER cuts prices on new hardware, and Nintendo stuff besides. More often this type of thing happens as part of an industry wide price drop. Is this the case?
Our brief research has proven that competing mega-retailers like Amazon, Best Buy and Wal-Mart are still charging $169.99 for a new unit. Recently Nintendo has given GameStop US-exclusive retail items, like the 3DS Circle Pad Pro (opens in new tab) and Xenoblade Chronicles (opens in new tab). It’s possible that this is another Nintendo favor, but it’d be a pretty big one.
In the US Nintendo is launching a new pink unbundled 3DS system in three days, which would be a great time to reveal a shocking, last minute price cut. Perhaps The N is letting Stop in on the new MSRP a little early, but we bet it’s only a matter of time before every US store will reflect that price. Nintendo is playing hardball with Sony and this clearly appears to be a big move to overshadow the Vita’s upcoming launch that begins with early bundles on 2/15 and a full launch on 2/22.
How long before Nintendo makes this price cut official for everyone? Will UK/EU/Japan get similar reductions? And will this move allow Nintendo to dominate in the US like it does in Japan? We’ll keep you posted.
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Box Score is a weekly column that offers a look at sports games and the athletic side of the industry from the perspective of veteran reviewer and sports fan Richard Grisham.
This is the third of a 3-part series examining how FIFA for the Vita went from conception to completion. To read Part 1, click here; Part 2 is here.
“This is where a little piece of you dies.”
So laments Matt Prior, producer of FIFA for Sony’s new Vita handheld. The final months of a game’s development cycle are when the toughest, most painful decisions are made. After a year and a half of planning, designing, building, and testing, Prior and his team must look at each other and kill one or more features they’d desperately hoped would make it into the hands of the players.

“As a producer, you want to make the best possible product you can,” explains Prior. “All producers are gamers; we’ve sat there and criticized other products, but the reality is every team is working its hardest. You have to make those sacrifices and decisions.”
Sometimes those decisions can be taken personally. Each major aspect of a game has an individual producer associated with it; cuts to that mode can make that person feel as if their work has been compromised or, even worse, eliminated altogether. No one said the business of building videogames was easy, after all. It’s a simple, cold calculation. “You’re up against time and budget,” says Prior. “That’s the most brutal, from a producer’s standpoint.”
The last few weeks of a game’s development are frantic. When things are going well, that’s when the daily builds start to reveal the essence of what it will be. “You’re up against the time limit and it’s kind of a critical phase. (That’s your) chance to put the polish on it; hopefully time allows it,” says Prior. “It’s where you do the final bit of tuning. You say ‘oh, we must do this, because it makes it better.’ The game really comes into its own that last little bit where it all gets polished.”
Then, of course, there are the bugs.

“No game in the history of gaming has ever gone out without bugs,” continues Prior. “Bugs do get shipped; they have to if you want a game on time. As a producer, your role is to make sure those bugs that are shipped aren’t detrimental to the overall quality. You hope it doesn’t really affect the consumer experience. At the end of the day, that’s the paramount thing. We want to make the best possible game.”
While Prior and his team are making the tough calls on last-minute adjustments and frantically prioritizing the issues to tackle, he’s also taking his game and putting it in the hands of the general public and press for the first time. It’s one thing to do this on a platform people are comfortable with; quite another to do so on something so different and innovative as the PlayStation Vita.
“You’d be amazed at how many thousands of ways people could hold the device; it’s one of those things you never really think of when designing it,” laughs Prior as he describes the initial ‘game-ops’ sessions with people the team invites to the studio to play-test the title. “We love watching people pick it up and hold it. Almost no one holds it the same way, so we have to kind of say ‘We’ve got to adapt to this.’”
Almost immediately, Prior and his team discovered that they’d need to provide several options for control. In particular, the presence of a rear-touch pad on the Vita presented a challenge. While FIFA takes advantage of the screen for passing and shooting, the team realized they’d need to give users the ability to toggle its use on and off – at least until the person got a handle on how to best play using the screen.

“Rear shooting is off if you desire,” explains Prior. “You can’t design for everyone. There is no best practice in how to hold it even though the device has got the grooves on the back. Clearly you’re meant to hold it with your fingers bent, but very few people actually do that off the bat. We sat and looked at people and how they held it and we said ‘we’ve got to be kind of clever.’”
As Sony has begun holding events promoting the Vita (at both invite-only sessions and its Vita Social Clubs), FIFA has been one of the showcase titles. As a title with wide appeal, terrific visuals, and unique control offerings, it’s easy to see why Sony would choose to show off the power of their new handheld with such a big, deep game.
Even so, the newness of the machine, coupled with its unique rear touchscreen has many people talking. On his influential show Weekend Confirmed from January 20, host Garnett Lee voiced a combination of optimism and concern based upon his initial experience.
“I’m sort of torn,” said Lee, explaining his first go with the game and, in particular, the rear touchscreen. “You can do what you couldn’t do before in FIFA, which is shoot a low hard ball into a corner. [However,] my fingers are so long that I have a hard time holding the thing and not having them touch the back touch[screen], which defeats the purpose.”
As with any new hardware, it will take time for players to get familiar with, and ultimately comfortable using, all the features the Vita offers. FIFA has clearly been built with a tremendous amount of passion, which reflects in the conversations I’ve had with Prior. Whether or not FIFA ultimately succeeds when it’s released next month depends on many things, not least of which is the reception the Vita gets from the North American market. One thing is clear, above all: Matt Prior has poured his heart and soul into it being something to be proud of.
Richard Grisham has been obesessed with sports and video games since childhood, when he’d routinely create and track MicroLeague Baseball seasons on paper. He currently lives in New Jersey with his wife and four-year old son, who he’ll soon be training to be an NFL placekicker. As a freelance journalist and writer, his work has appeared in GamesRadar, NGamer, and 1UP.
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]]>The post PlayStation Vita launch coverage blowout appeared first on Game News.
]]>PlayStation Vita unboxing video
PlayStation Vita Startup Walkthrough
Walkthrough the PlayStation Vita Welcome Park
PlayStation Vita Twitter app walkthrough
PlayStation Vita Japanese PS Store walkthrough
PlayStation Vita Nico Nico Douga App Walkthrough
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Dynasty Warriors Next PS Vita video walkthrough
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BlazBlue: Continuum Shift Extend PS Vita video walkthrough
Ultimate Marvel vs Capcom 3 PS Vita video walkthrough
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