Look familiar? It should: that's the PlayStation Vita, Sony's up-and-coming challenger to the mobile gaming throne. It's made the rounds a few times before, from E3, to Tokyo Game Show, to San Francisco's Vita Hill Social Club, and it even took an early pass through Engadget's review gauntlet -- courtesy of the Land of the Rising Sun, of course. After a strong start in its homeland (followed by a quick holiday slump), the budding portable hit the books, brushed up on its English and barreled its way back into Engadget's game room,
demanding another review. And why not? We're happy to oblige.
And
here it is, an extremely familiar looking slab of plastic, glass and
electronics that calls itself the North American 3G / WiFi PlayStation
Vita. Sony's new region-free tradition ensures that it won't be
too
different than Japan's native model, but we're diving in for a more
detailed look anyway. Read on for a peek at its content management
system, backward compatibility, the particulars of its fancy new
thumbsticks, the latest firmware update's contribution to the platform and much more.
Hardware
The PlayStation Vita's face is dominated by its luxuriously large 5-inch
OLED display, and with good reason: this touchscreen not only pops with
rich colors, crisp textures and deep blacks, but it's also the user's
primary method of input outside of games. Yes, this gorgeous display is
capacitive, and is responsive enough to make the 3DS' resistive screen
feel decidedly dated. The 960 x 544 panel boasts some fantastically
wide viewing angles, to boot. We did encounter a hiccup or two with the
touchscreen, though. After sucking the battery dry during Engadget's
requisite endurance tests, the rebooted handheld failed to respond to
finger input. Things were right as rain after a hard reset, but we
braced ourselves anyway -- the US release may have to ride the same bumps
its Japanese counterpart hit late last year. (Note: shortly after the
incident, our Vita was updated to system firmware 1.60, and as of this
writing, the issue hasn't returned.) Flanking either side of the screen
are the unit's primary physical controls, with a classic D-pad on the
left, and the traditional PlayStation triangle, circle, square and X
buttons on the right. Each side also has its very own miniature
thumbstick, situated above the port side's PlayStation "home" button and
the starboard's start and select buttons.
PSP veterans will find the Vita's face buttons and directional pad a bit
smaller than those of their old mashing grounds, though they don't feel
too petite. The tiny set of user-facing toggles favor the
"clicky" depression style Nintendo integrated into the 3DS, rather than
the poppy, soft-bottomed buttons found in Sony's
last-generation handheld, as well as the DualShock 3, Xbox 360 controller and classic gaming consoles of yore.
Although we personally favor the slight mushiness of the classic
controllers we were brought up with, the Vita's buttons respond to a
comfortably light touch, and are plenty responsive. The D-pad is
different as well, joining the four islands of Sony's traditional
directional offering to form a single unified joypad. It's smaller, and a
little different than the PlayStation norm, but it's also less stiff
than the PSP's old D-pad, and rolls easily under the thumb.
Both
the face buttons and directional pad are conveniently located just
north and to the outside of the handheld's dual-analog thumbsticks --
that's right, there's two of them. Rather than simply adding one later
or mimicking the original PSP's layout, the Vita simply includes both
analog sticks up front, giving the handheld controls reminiscent of its
big brother, the PS3. The sticks have been shrunken significantly,
however, and don't have quite as much play as the joysticks that inspire
them. Compared to a DualShock 3, these petite sticks don't tilt as far
from their center, but because they still offer an appropriate level of
resistance to their size, it's still possible to execute delicate
maneuvers. The twin sticks also have a smaller turning radius than the
3DS' solitary circle pad, but their height lends them a feeling of
leverage that Nintendo's handheld simply can't emulate. Unfortunately,
that height also makes them stick out of the handheld's surface somewhat
oddly, which returns us to an issue haunting the original PSP:
portability.
Measuring 182.0 x 18.6 x 83.5mm (7.1 x .73 x 3.3
inches), the Vita's pushing the edge of pocket-friendly gaming. We
haven't had so much trouble getting a portable gaming system into our
pants since the Sega Game Gear,
though the Vita is of course smaller. A pair of large, "only around the
house" cargo pants held the Vita just fine, but any pair of trousers
worthy of wearing public will hug the handheld with an awkward and
uncomfortable firmness. This is a portable console, not a pocketable
one, and prospective owners should plan on keeping it in their
backpacks, suit jacket pockets or at home, on the nightstand. The 3G /
WiFi version of the handheld logs a respectable 9.8 ounces (279g), but
it
seems lighter. The same wide, long body that makes the Vita look heavy at first glance
also distributes its weight evenly, creating the illusion of a featherlight handheld. Yes, it's a hair heavier than the PSP 3000 and Nintendo's latest, but not by enough that you're likely notice the difference.
The Vita's perimeter is laden with ports, slots and even
more
buttons. The handheld's topmost edge is home to power buttons and
volume controls, an unmarked accessory port and the PS Vita game card
slot. Rounding out the top edges are the console's left and right
shoulder buttons, which complete the handheld's oval curvature and mold
to the insides of your index fingers. On the 3G model, a SIM card slot
adorns the Vita's left side, made flush by a small, attached door. The
handheld's south edge houses its proprietary goods: a combination data /
charging port, and a slot for Sony's new (and unofficially required)
PlayStation Vita memory card. The card looks remarkably similar to a
MicroSD card, although it's a bit wider, a bit thicker and
significantly
more expensive -- a 32 GB MicroSD card will set you back about $30,
versus the $100 you'll spend on Sony's equivalent storage media.
Thankfully, the Vita's south side isn't a completely Sony exclusive zone
--the headphone jack supports the 3.5mm standard.
The console's
backside is painted with hundreds of Sony-styled triangles, circles,
squares and crosses, highlighting the console's rear touchpad in between
a pair of matte black grips. This new piece of hardware hopes to give
players a smartphone-like interaction without crowding the screen with
fingers -- an admirable goal, considering how well the Vita's glossy
exterior collects fingerprints. In our time with the handheld, we didn't
stray too far from our microfiber cloth; the console's smooth surface
is a magnet for oil, dust and assorted fibers just begging to be wiped
away. The edges collect minor scratches quite easily, and proved
vulnerable to scuffs even when we casually placed it on a wooden table.
We'd definitely recommend a case for the exacting perfectionists out
there. Meanwhile, the handheld's back is headlined by the VGA
rear-facing camera, but we'll get to that (and its front-facing
companion) later. Now that we've got a good feel for the machine, let's
see what it can do.
Software
The Vita's smartphone-esque user interface hasn't changed one bit since we first smudged it
at San Francisco's Vita Hill Social Club. Its staggered icons are still
accounted for, as are the intuitive touch controls. And touch is indeed
the name of the game; the menu won't accept any input, save that of
your capacitive-friendly digits. Blowing off the buttons is a bit of a
bold move, but when the touch controls work this well, we
really don't mind. Navigation is simple and intuitive -- flicking north
or south brings you through as many as ten pages of staggered icons,
each representing an app, game or feature. Tapping an icon opens up a
starboard path, allowing up to five open apps to trail to the home
screen's right. Scrolling horizontally allows you to mange these
applications through their "LiveArea" screens. Here you'll find a
centered launch button, as well as various shortcuts peppering the
screen -- these might take you to the camera's photo album, for
instance, or perhaps to a featured movie available for rent in the
PlayStation store. A diagonal swipe closes a LiveArea tile with an
animated flourish, "peeling" the program off of the Vita's screen and
effectively terminating the program.
Open applications headline the status bar at the top of the screen, and
can be viewed in a cascading file view with a quick click of the
PlayStation button. Holding the button down produces a quick menu,
allowing the user to adjust the screen's brightness, manage music
playback and fiddle with the chat and microphone settings. A long press
on any of the Vita's home screens will allow you to rearrange the icons,
delete programs and customize any specific page's background with a new
color scheme or an image from your photo gallery.
The
Vita comes equipped with a small suite of apps, and most of them are
pretty straightforward. Through Photos you can manage your images and
control the Vita's cameras (more on that below), while the Music and
Videos apps allow you to organize and -- you guessed it -- play your
music and videos. These three media applications all share the same
general layout: categories, artists or items flow in a vertical list.
We've seen prettier media apps, but these get the job done just fine.
There are also a few applications pertaining to PlayStation Network that
do the obvious. Group Messaging, Friends and Trophies all do exactly
what you think -- that is, send PSN messages, organize your buddies and
manage your Trophy data, respectively. The other shortcuts peppering the
home screens are a bit more unique. Party, for instance, brings
cross-game voice chat to the Vita, allowing friends to catch up using
the Vita's internal microphone and send each other chat messages and
game invitations (you can thank the Vita's extra RAM for that). Parties also monitor a user's status, letting your pals know if you've started a game or left the room.
The
Near app also hopes to strengthen social ties between Vita owners,
although the execution is less intuitive than we'd hoped. Diving into
the Vita's online manual tells us that Near finds players in your area
and exchanges play history data, in-game items and, if you allow it,
usernames with local gamers. In practice, however, this is a bit more
confusing; the app's "out and about" menu does indeed find a smattering
of local Vita owners, shown on a friendly looking radar-screen. From
here we were able to view expanded information on a recently played
game, including a "buzz rating," the number of people playing and a map
of emoticons detailing how players felt about the game. The application
is interesting, to be sure, but far from straightforward; even after
thumbing through the Near portion of the Vita's manual, we found
ourselves stumbling through the program, unsure what, exactly, to do
with it. It seems like a more robust (or maybe just complicated) version
of Street Pass on the 3DS, but in the end we just found it to be the
Vita's most muddled feature. We're hoping it'll make more sense as our
local userbase fills out.
Sadly, the Vita's web browser hasn't
improved one iota since we reviewed the Japanese model. It remains
shockingly slow, struggling to render most websites at a respectable
clip. It's not that it doesn't load pages fast -- it does -- it just
doesn't tolerate much navigation. Even after fully loading a page,
scrolling and zooming in feels painful, if not stunted, and that's true
even if you're returning to an area of the screen that had previously
been drawn. Some pages fared better than others, however. Google, for
instance, didn't suffer any of the above maladies, nor did the mobile
versions of Engadget, Facebook or any other watered-down site, really.
In a pinch, the Vita's web browser is serviceable, but any modern
smartphone simply crushes it in terms of usability -- which is
surprising, considering how smoothly the rest of the Vita's applications
run. Hopefully future updates will make up for the PSV's clunky
introduction to the world wide web.
Our
review unit didn't have Google Maps in tow when we first unboxed it,
but firmware update 1.60 handily tacked it on. The Vita's map app is
relatively simple, tapping Google's servers for traffic data, directions
and satellite imagery. Zooming in and out or panning to a new section
of the map usually causes the app to stutter, though it recovers faster
than the web browser. It won't replace your GPS, or even your PC's
Google Maps bookmark, but it's a nice feature to have if you're lugging
around a 3G-enabled games console.
Content Management and backwards compatibility
The
Vita's proprietary memory card won't play nice with your laptop's
multi-card reader, so you'll be loading media and backing up games with
the help of Sony's Content Manager Assistant, a piece of desktop
software designed to help you, well, manage content. This is no iTunes,
however: the PC GUI does little more than tell the Vita what folders it
has permission to play with (the Vita itself browses the file system,
selects content and initiates the data transfer). Cutting out the
necessity of learning a separate desktop interface for data management
keeps things easy, and creates a uniform experience that doesn't change
regardless of platform. In other words, backing up files and
transferring data works exactly the same way with a PC / Vita pairing as
it does with a PS3 / Vita setup. It keeps thing simple, with just two
menus: copy content, or backup utility. The copy content section lets
you pick and choose the files you copy from your handheld to your host
device or visa versa, and the backup utility lets you backup your Vita,
restore it from a backup, or delete your previously saved backup files
altogether.
While the device-controlled environment is easy to
use and refreshingly uniform, it has some drawbacks, mainly stemming
from the very
strengths we just mentioned. Ease of use comes
with a consequence. By making the PC syncing experience identical to the
one you'll enjoy on the PS3, Sony abandoned the opportunity to build a
more robust file management system on the desktop end. The Vita will
only browse files located in a handful of pre-specified folders -- if
the Content Manager Assistant isn't assigned to the folder that contains
the particular picture or video you want to transfer, your Vita isn't
going to find it.
Even then the Vita is only looking at certain
types of files. It favors MP3, MP4 and WAVE audio files, likes its films
in MPEG-4: SP (Level 3) and H.264 and plays nice most major image
formats, including JPEG, TIFF, GIF, BMP and PNG. Knowing exactly what
kind of game data will transfer, on the other hand, is a little less
straightforward. Yes, the Vita has a degree of backward compatibility
with its father handheld, but its love of last-generation games isn't
universal. Be it licensing issues or a fault of the Vita's PSP
emulation, a chunk of the PlayStation Store's PSP library, such as
LittleBigPlanet and
Killzone: Liberation,
simply won't run on the next-generation portable. These games won't
appear in the PlayStation store when you're browsing from the device
itself, but you can still download them through the PS3. And in case you
were wondering, no, the Content Manger isn't a loophole to
compatibility. Purchase with care, or live with the consequences.
When
the stars (or licensing agreements, or emulation compatibility or
whatever) are aligned, PSP gameplay on the Vita's gorgeous OLED display
is a sight to behold. The colors are brighter and more vibrant, and have
shed the washed-out look that the PSP's LCD screen sometimes produced.
It's bigger, too, making full use of the Vita's 5-inch display --
although this can make the stretched classics look a bit more jaggy than
they might have on Sony's last-gen hardware. We could live with this
caveat, and probably
would without much question if we didn't
read the Vita's online manual. As it turns out, momentarily holding the
touchscreen while playing a PSP game brings up a settings menu, offering
players a handful of tweaks.
Not a fan of jaggies? Bi-linear
filtering should smooth out those rough edges. Nostalgic for your PSP's
LCD? Switch on the Vita's color space mode to give the handheld's bright
screen the appropriate muting. The menu even has camera options for
scant few PSP games that pulled the augmented reality
trick. If all this wasn't enough, the Vita's secondary thumbstick can
be given the power to emulate the D-pad, face buttons or left analog
stick. Bilinear filtering won't make every game look better -- in fact,
as far as we can tell it didn't make any difference at all when applied
to Mega Man Maverick Hunter X -- but it adds a caring touch to a
passable PSP emulator.
Games
Despite its modest collection of multimedia apps, the PlayStation Vita is, first and foremost, a
PlayStation.
A portable games console, out to claim its place as king among handheld
gaming beasts. It would stand to reason, then, that the PlayStation
Vita has games. It does.
Perhaps in response to the mistakes its competitors made, the Vita is
hurtling towards launch day with a strong library of diverse launch
titles.
Even Engadget's resident Nintendo fanboys had to give
Sony's new portable props: these are by far the finest handheld console
graphics we've ever seen. Still, it's not perfect -- close ups of Nathan
Drake's shirt in
Uncharted: Golden Abyss betrayed the games
low-res textures, and a careful eye can see that some edges just aren't
as smooth as they would be on a home console. We didn't expect anything
else, of course. You aren't going to give up your PS3 for the sake of
the Vita's graphical chops, but they're still darn impressive.
PlayStation Store
Although gamers around the world breathed a collective sigh of relief when Sony backed away from the PSP Go's digital
exclusivity, Sony is still gunning for a future of games untethered by
physical media. Getting there will mean making digital purchases more
convenient
and more appealing than the alternative.
The Vita's PlayStation store isn't the solution, but it's a start. The
handheld shop's main page is headlined with a rotating banner of
featured content and four categories: featured, new releases, top
downloads and all. Sony told us that more options are on the way, noting
that game demos will start showing up after February 14th and that Netflix
is due to arrive on the 21st. The default view, "All," offers the
choice of PS Vita games, PSP games, minis, media as well as the chance
to search by genre.
Jumping in is a fairly smooth, if somewhat
basic, experience -- we easily hopped into the Vita category to see a
short, alphabetized list of titles available for download. The PSP and
Minis sections didn't stray too far from the formula, though here, the
larger lists are further split various categories, arranged in
alphabetical order. The Vita's online shop suffers the same faults as
its PS3 counterpart: it's well organized, but no fun to use. While
alphabetized games and clearly marked categories may make it easy to
find the specific game you're looking for, but it doesn't make us want
to just "look for games." The over-organized structure makes it
difficult to browse, and the scarcity of gameplay screenshots put casual
shopping out of the question. The aforementioned "Near" app seems to
lean heavily on discovering new games that are being played in your
local area, but users (this reviewer included) who find the location
based social sharing application confusing won't find refuge here. The
Vita's incarnation of the PlayStation store is no more engaging or
creative than its big brother's online shop, but at the very least it's
easier to navigate than its PS3 compadre, and for now, simpler as well.
Camera
Much like the Vita's web browser, not much has changed about the
handheld's camera since its Japanese launch. Its rear-facing camera
still whimpers with a maximum resolution of 640 x 480, often producing
noisy images that skimp on detail. Swapping to the front-facing camera
will frame the player's mug at the very same resolution, though its
lens' off-center positing ensures they won't be looking at the birdie.
These shooters work well enough for games like
Little Deviants
to use for augmented reality mini-games, but the Vita won't make you
consider leaving your point-and-shoot camera (or even your cell phone
camera) at home.
Still, firmware update 1.60 gave the camera a
small kick in the pants, tacking video recording to the end of the list
of things that the handheld's camera is "sort of okay" at. Videos adopt
the camera's native resolution, keeping the same noisy grain and washed
out colors that plague stills. It isn't any worse off than the 3DS' offering,
but the Vita's camera simply doesn't measure up to the standard the
rest of its hardware sets. A turn of the century camera phone, on the
other hand, might be able to give it a run for its money.
Battery life
We already know better
than to expect the Vita to pack enough juice to get us through an
international (or even domestic) flight, but we couldn't resist running
it through a handful of battery tests anyway. Our first few power drains
matched our review of the Japanese unit almost exactly -- three hours
of dedicated gaming on the console's default settings left our handheld
dead. Dragging the Vita's brightness slider down to its dimmest setting
scored us another hour of playtime, and kicking the console into flight
mode seemed to buy it another twenty minutes. We were able to game for a
little longer in PSP mode, stretching the battery to nearly six hours
of gameplay on the minimum brightness level with WiFi and audio
disabled. We were hoping to drag the handheld's longevity out a bit
further than this, but were unable to get the Vita off of the company
line -- our game-heavy battery tests match the Vita's official battery
life estimates almost blow-for-blow. Three to five hours of gameplay --
it's what Sony promised, and it's what we got.
Sony seems to
have made looser estimates for media playback, however. Although audio
playback fell just a few minutes shy of the rated nine hours, our video
test eclipsed the expected five-hour runtime by a full hour. Although
the Vita's six hours of video playback isn't enough to make up for its
other electrical shortcomings, we have to respect a device that can
handle Gone with the Wind, complete with overture and
intermissions, and still have enough juice left over for some light
gaming. That's an inflight experience we could get behind. Despite our
love of Rhett Butler, though, we still feel a bit let down by the Vita's
longevity. At the very least, Sony's aware of this shortcoming, and has
already announced an external battery pack.
3G connectivity and remote play
When
we reviewed the Japanese PlayStation Vita 3G / WiFi, we were at a
slight disadvantage, being several thousand miles outside of the
handheld's chosen cellular network. The stubborn console simply wouldn't
accept a foreign substitute. In the US, of course, it tapped into
AT&T's 3G network without any fuss. Unfortunately, rumors of its limitations
haven't been exaggerated. The cellular connection will get the Vita
logged into the PlayStation network, browsing the web and even using Twitter
on the go, but a 20-megabyte download restriction keeps the PlayStation
store from using the connectivity to its fullest potential. Gamers on
the go jonesing for something new to play will either have to settle for
a PlayStation mini with a small data footprint, or return to the warm
embrace of WiFi. Users can still "Party" over 3G, albeit without
cross-game voice chat, as well as view their friends list, update their
trophy data and check in with Near. Games will still let players check
their leaderboard ranking over 3G, but won't let them climb any higher
-- mobile multiplayer will have for Sony to build an LTE PSV.
Sony's
Remote Play magic won't work over 3G either, though we were able pipe a
PSone game through our local network just fine. The Vita currently
supports the same list of Remote Play capable titles as the PSP, which
mostly consists of simple PSN games, the home console's music, photo and
video menus, and the aforementioned PSone games. We tried to recreate
Sony's TGS Killzone 3 demo, but the Vita wouldn't have it.
Right now, it's up to developers to activate Remote Play for their
titles, and unless Sony decides to tweak the PS3's firmware to say otherwise, that's the way it's going to stay. In the meantime, Bionic Commando Rearmed and Gran Turismo numero uno will have to do.
Wrap-up
Sony's latest contender is a little late to the game, nearly a year following the 3DS' debut. Still, the Vita is technically
a stronger player. Sony's new portable eclipses Nintendo's latest on
more battlefields than ever before, outclassing it not only in graphical
output, but in touchscreen technology, controls and button layout, user
interface design and, perhaps most importantly, game selection at
launch. So is that enough for it to pull ahead of the competition? We
can't be sure.
We will say, however, that the PlayStation Vita
triumphs where it counts. It has its hiccups and blemishes, sure, but
web browsers can be updated, as can the PS3's remote play limitations.
Still, no amount of software updates can undo that disappointing
runtime. Without performance-enhancing peripherals,
the PlayStation Vita won't be getting you through long flights or
cross-country road trips. For gamers spoiled by the endurance of the
original PSP and DS systems, it's a tough sell. In fact, the WiFi
edition's $250 price tag might give gamers burned by the 3DS' price-drop pause, to say nothing of the $50 premium they'll pay for the 3G model.
Still,
it's hard to shake the Vita's siren call: adopt early, it says, I'm
worth it. As seductive as that call from the souped-up PSP successor is,
its real song is its games -- if none of them resonate for you, you'd
better stay bound to your mast through these Uncharted waters.