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PlayStation Vita Japanese Launch Thread. "APOCALYPTIC!" says concerned Nuclear Muffin

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dallow_bg

nods at old men
The game card capacity for this initial wave of games is small. The ones that require a separate memory card probably got too big to save it on the game card.

I thought it wasn't that the saves needed to be on the memory card, but that they needed to store extra data, such as a cache on the memory card to run.

For example, Uncharted stores some texture cache on the memory card that wouldn't fit uncompressed on the game card.
 
Gravity Daze/Rush preview from IGN (was this posted?)

Gravity Rush: Not Your Average RPG, Running on walls sure beats level-grinding

As it turns out, Gravity Rush had several surprises tucked into its Vita-powered sleeve. While the gravity-defying platforming still dominates the experience, this beautiful experience packs tons of RPG goodies. With abilities to level up, side-quests to complete, villains to best, and worlds to explore, Gravity Rush has much more to offer than it first let on.
...

The world of Gravity Rush, accessible through a detailed world map, comes divided into several sections or towns. NPCs occupy these towns and issue side-quests and story missions with ease. Kat can always retire to her small hideaway in the city's sewer system, however, if you feel the need to save your progress.
...

One mission Syd offers Kat involves swapping out a town relic with a fake, in order to "keep it safe." Ulterior motives aside, this launches Kat into a stealth mission which requires her to stay out of the police's sight. An easy task, if you can manipulate the laws of gravity to get around.
...

These gravity-bending techniques play an important role in battle as well. Kat can slide along the ground at any time as if sliding down a slope, making a quick escape much easier.

The more I read about this game the better it looks. I'm glad it seems more "open world" then was first let on

h3q9S.jpg
 

dallow_bg

nods at old men
6505722939_0cddf61bb7_b.jpg


3rd party items on sale today - snagged two 5 card/2 mem card holders and a leash thing so i can avoid any unwanted disconnects

Oooh, I like those card holders, though I don't really need 2 mem card slots for every unit.
They remind ome of some DS/3DS game cases I have.

http://ec2.images-amazon.com/images/I/81N7BaWC8pL.jpg

I have questions if you don't mind. ;)

I'd wish they were aluminum, but I'm guessing plastic?
And doesn't Sony have their own official game case holder?
 

Ravage

Member

Gustav

Banned
Do we know if the X and O buttons can be switched by changing the location/language of the system or would importers have to deal with some kind of hardware/firmware level button swap?
 

DCharlie

Banned
I'd wish they were aluminum, but I'm guessing plastic?

nope - they are aluminium :O


And doesn't Sony have their own official game case holder?

they do - but it looked like a longish plastic thing where as this one looks quite nice and comes in 5 natty colours - but went for two blacks

here you go :

6505959743_5a1dbc8e3b_b.jpg

6505961747_0ccf4b5ba5_b.jpg
 

dallow_bg

nods at old men
nope - they are aluminium :O




they do - but it looked like a longish plastic thing where as this one looks quite nice and comes in 5 natty colours - but went for two blacks

here you go :

http://farm8.staticflickr.com/7172/6505959743_5a1dbc8e3b_b.jpg[IMG]
[IMG]http://farm8.staticflickr.com/7009/6505961747_0ccf4b5ba5_b.jpg[IMG][/QUOTE]
Thanks so much, I love them!
Yeah, just saw the colors on Amazon jp. I see black, red, blue, and either a gray or silver.
Gonna have to find someone to import for me.


[quote="Takao, post: 33430181"][url=http://www.jp.playstation.com/psvita/peripheral/pchj15002.html]Yes, they do[/url]. You could've seen them in the [url=http://www.neogaf.com/forum/showpost.php?p=33402348&postcount=41]OP[/url]. ;P[/QUOTE]erm, ::blushes::
 

Akkad

Banned
Sony really makes great looking hardware, while other companies continue to live in the ugly ass design ghetto.
 

Hasemo

(;・∀・)ハッ?
The fights are likely boring as heck.
To tell the truth, when I tried it it was much faster than I expected. Didn't seem that boring, but I guess the system is much more shallow than in BlazBlue, UMVC3 or any other fighting game. Still, was expecting something much worse.
They are.
This really shouldn't be a full-priced release.
That too.
 

patsu

Member
It was silly fun because of the weapons and face capture. Fighting is so-so, somewhat laggy. AR works really well and surprised my wife. That's it.

How come no Gundam Extreme Vs for Vita ? 8^P
 

hertog

Member
Ok I was not buying a tablet, because I have an iphone, and I'd have a Vita pretty soon.

Hopefully the browser is good, but what's this not supporting flash apple nonsense. I thought only apple was this moronic!
 

Binabik15

Member
I want a Vita. EU launch is so far away.

You guys will have to tell me excactly how bad aliasing is on each game, don't want to buy anything that can cut my eyes. They're still sore from the PSP.
 

Zoibie

Member
Gravity Rush features (Good Trailer)

http://www.youtube.com/watch?v=Ecp-RTtmtX8&list=PL75BC806E519D5886&index=2&feature=plpp_video

Hot Shots Golf

http://www.youtube.com/watch?v=uKhl...t=PL75BC806E519D5886&lf=plpp_video&playnext=1



As far as I know there will Day one DLC so why not make it required, it might also be the way the game is designed too.

In the EU version, there's a PS Store icon at the end of the trailer, just like for the other download game (Escape Plan). Does that mean Gravity Rush will be a download only game?
 

mrklaw

MrArseFace
I thought it wasn't that the saves needed to be on the memory card, but that they needed to store extra data, such as a cache on the memory card to run.

For example, Uncharted stores some texture cache on the memory card that wouldn't fit uncompressed on the game card.

I hope not. I was assuming saves would be very small, and most of the memory card space would be free for downloaded games. If they start caching/installing to the memory card that could be a bad precedent to set.


The memory card can also be used for DLCs.

surely DLC is on the original cart?
 
New Powers in Gravity Rush

Kat keeps adding new gravity-defying skills as she explores this upside-down world, and today we introduced two useful new powers for the first time. One is called “Gravity Slide.” If you hold left and right corners of the PS Vita’s 5’’ OLED screen at the same time, Kat will start sliding as if she’s on a skateboard. Then you can tilt PS Vita to turn left or right. If you run into an enemy while gravity sliding, you will automatically attack the enemy with greater force.

The other skill is called “Stasis Field,” and it allows Kat to levitate objects and hurl them in any direction. You can use this skill to defeat flying enemies or to move objects and people during missions. As you enhance it, you will be able to grab more and more objects at the same time.

These two skills will come in handy during side missions where you need to defeat as many enemies as possible within the time limit, or when you need to pass through every checkpoint to complete a race. Use every gravity skill and trick at your disposal to enjoy this game to the fullest!

http://blog.us.playstation.com/2011...-francisco-10-new-gameplay-trailers-released/
 

patsu

Member
Ok I was not buying a tablet, because I have an iphone, and I'd have a Vita pretty soon.

Hopefully the browser is good, but what's this not supporting flash apple nonsense. I thought only apple was this moronic!

According to an andriasang article, it's Adobe who didn't want to support mobile Flash. They canned the project for all mobile devices. Sony is still talking to them to look for alternatives.
 

patsu

Member
surely DLC is on the original cart?

From what I understand (and I could very well be wrong), the game card has 5-10% space allocated for DLCs and saves. But if the devs go beyond the limit, they can use the memory card. Probably something like MMO would make sense. A huge car collection + tracks may make sense too. And user generated content.
 
I don't know about dodging but the gyro is optional. I think dodging is touch only though.

Bummer.

Unit 13: How 3G Expands Social Combat
We have made a lot of progress over the past few weeks, so jumped at the chance to travel from Seattle to San Francisco to show off the latest for Unit 13. If you aren’t up to speed, Unit 13 is a modern-day third person military shooter designed exclusively for PS Vita. As a member of the highly specialized military and intelligence group known as Unit 13, you’ll choose one of six operatives to master 45 challenging, action-packed missions while unlocking new gear, skills, mods, and guns. Each mission is pick up and play and can last anywhere from five to 30 minutes depending on how you decide to play. All missions can be played solo or via online two-player co-op.
We also had Unit 13 connected via 3G to show off the extensive social and competitive features. The in-game notification center is a hub that provides real-time alerts on status updates, leaderboard positions, and Daily Challenges. Get a high score, post, and see how you are doing against your friends and those Near you, both regionally and globally. You can access all these features via Wi-Fi, but the 3G connectivity allows you access to the information almost anytime and anywhere. This comes in handy when competing for rare “High Value Targets,” which are accessible for scoring high in different missions. High Value Targets unlock at 20 stars and go all the way up to 180 stars. One cool thing about HVTs: if you are on my PSN friends list or available via Near and I defeat a High Value Target, you get a notification to play – even if you haven’t unlocked the mission! It lasts for a finite time, so let’s hope you’re ready for that one shot!
We’re very excited about the positive feedback we’ve received on the game, and how it’s naturally an engaging and competitive social experience with lots of ways to play. Stay tuned to the PlayStation.Blog for more news and updates.

Showing off the Sixeye in Resistance: Burning Skies
It’s exciting to roll out a little bit more about the settings and story for Resistance: Burning Skies! Today we showed off a new mission that takes place on the George Washington Bridge during the first day of the Chimeran assault on the US eastern seaboard. The surprise attack has created a massive refugee crisis, with hordes of people jamming Manhattan’s bridges and tunnels only to be cut down by the relentless Chimeran forces (There’s more to that story, but we can save it for another day).
We also showed off some new weapons for the first time, including my personal favorite: the Sixeye. The Sixeye is a sniper rifle of Chimeran manufacture, and like the fan-favorite Bullseye, it features a tagging mode. But there’s a catch: Sixeye tags are timed proximity explosive devices that the player can implant either into enemies or into the world itself using the highly accurate scope. Old-fashioned grenades are handy, too, especially now that you simply touch PS Vita’s screen to accurately toss one and rid yourself of a few more Chimera.
The game is shaping up great, and we’re pleased to see how true to the experience of the original Resistance franchise we have gotten on PS Vita. After a few minutes of hands-on time, it’s easy to forget you’re even playing on a portable device!

Introducing Intu-Aim to UNCHARTED: Golden Abyss
We started playing with the PS Vita’s hardware features very early in development of UNCHARTED: Golden Abyss. One of our earliest demos involved the player moving and rotating PS Vita to simulate an SLR camera viewfinder and, soon after, a sniper rifle’s scope. PS Vita’s sensitive and accurate motion sensors surprised us, making even the most subtle control adjustments a breeze.
Because the PS Vita is the first device that combines two analog sticks, a Sixaxis motion sensor and a touchscreen, we realized we could create a universal aiming system with fine-tuned controls that would be impossible on any other system. Core aiming still works best on the analog sticks: in over-the-shoulder mode, players still use the left stick to adjust Drake’s position and the right stick to adjust his aiming reticule – just as you would expect in any modern console game. But PS Vita adds a third input: you can can rotate your hands to subtly fine tune the reticule’s placement. Having everything on the same controller creates a synergy between your eyes, your thumbs and your hands that feels natural: use the sticks to aim at an enemy, use the motion sensor to aim at his head.
We’ve talked to focus testers who’ve spent hours with the game and didn’t even realize they were using the motion controls – it’s that subtle and intuitive. We call it Intu-aim, as opposed to auto-aim, because the player is in complete control. In fact, the player has more control than he’s ever had before. We think this mechanic will change the way shooters are played.
 
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