R
Rodin
Unconfirmed Member
Short answer: software and marketing. Ridiculously expensive, proprietary memory cards didn't help either.
It was expensive and there were very few exclusives worth buying one for.
The memory cards were a big factor. I know a few people who that turned off from buying one.
I realise the Vita was expensive, especially compared to its main (or maybe only?) competitor the 3DS, but at the same time with the Vita you could tell where the money had gone. You paid more but you felt like you got more, I never felt that I hadn't got my moneys worth from the hardware and the performance that it gave me.
Tell that to the million buyers of Smash 3DS.
Japan: no MH, no third-party support comparable to what PSP got from the likes of Konami and SE
Everywhere else: designed for a market that no longer existed (specifically, the Western PSP market circa 2007-8)
"Console quality on the go" was the wrong approach and doomed it from the start. It set expectations that were too lofty, and that's not the type of experience that is best suited for the handheld anyway. (Even if we got a few good games out of that approach.)
The Bioshock SRPG that never got off the ground sounds like the type of game that the system should have focused on. Franchises you know but experiences built from the ground-up for the platform.
(I don't think it's as big of a factor in the Vita's doom as it's made out to be, but the price of the proprietary memory cards is definitely a bummer. I've bought a lot of Vita games, but I would have bought even more if I had a 64gb card in it.)
I see "console on the go" used as a negative, but what else was Vita suppose to do?
.
Cause Vita means Life, and life isn't always fair.
The memory cards were a big factor. I know a few people who that turned off from buying one.
3DS also had to deal with this
No MonHun and expensive ass memory cards probably a bigger deal.
In Japan, the vita is generally outselling the new3DS on a weekly basis at this point.