Vita Means Life – Looking Back on a PlayStation Vita

Play games prolonged enough, and chances are you’ll have a favorite console. Maybe, for you, it was a Super Nintendo – for someone else, a PlayStation 2 or a Dreamcast. Perhaps your favorite console isn’t even a “console” during all – though rather a handheld, like a Game Boy Advance, a PlayStation Portable, a Nintendo DS, or maybe even a TurboGrafx Express or Neo-Geo Pocket.

For me, my favorite “console” is – and competence always be – a PlayStation Vita.

Without any doubt, by Sony’s metrics, a complement was a failure. Selling hardly some-more than 10 million units worldwide, in perfect contrariety to a competition’s – a Nintendo 3DS line of handhelds – 75 million sole to date. A sum bomb, and confidently distant from a lifetime sales that Sony had dictated for a system, following a PSP’s 76 million sold.

The Vita itself was dropped in 2019, and a prolongation for earthy diversion cards was halted for North America and Europe shortly after. Although some few games continued to recover for a complement past a settled death date – with NIS America’s recover of Utawarerumono: Prelude to a Fallen, we competence really good have seen a final “major” recover to strike a platform. The capstone on a grave for a complement that persisted good past a prime, and managed to leave a surprisingly low symbol on a attention as a whole – notwithstanding a scanty sales, and skip of first-party support.

As an RPG fan, we feel that it’s wholly too easy to demeanour behind on a system’s library and to skip a perfect extent and accumulation of releases that finished adult on that small handheld that could – it’s generally considerable to see usually how many “major” games from a possess small territory of a attention started out life on a platform. Persona 4: Golden is a apparent instance – a diversion that RPG fans were expected to buy a Vita for, and as of this post has nonetheless to find a approach to other platforms – though titles like Digimon Story: Cyber Sleuth, Ys VIII: Lacrimosa of Dana, and Labyrinth of Refrain: Coven of Dusk all started off as full Vita exclusives – usually receiving ports to other systems after down a line.

Taking a demeanour during a RPG of a Year deliberations for a final year – SaGa Scarlet Grace: Ambitions was itself an upgraded recover of what was primarily a Vita disdainful in Japan, while Dragon Quest Builders 2 followed adult on a grounds that Dragon Quest Builders – a pretension with PlayStation Vita as one of a primarily upheld platforms – laid for a sub-series. A surprisingly vast array of critically acclaimed RPGs got their start on a platform, and even now games continue to recover on other platforms after carrying successfully launched on a aging Vita, such as Gnosia – a vaunted Japan-exclusive Visual Novel/RPG hybrid which IGN Japan gave a intense 10/10 rating.

It’s not usually that a complement fostered a singular array of truly good exclusives, possibly – though rather a considerable extent and accumulation of titles that graced a height is simply zero to sneer at. Did we know that a whole Atelier Arland and Atelier Dusk Trilogies expelled on Vita? Or that it wasn’t until Atelier Lulua that a array stopped receiving Vita versions altogether?

For Dungeon RPG fans, a Vita was zero if not a breakwater for new games, outward of a consistent Etrian Odyssey releases on a 3DS. Companies like Aquaplus, Nippon-Ichi Software, and a ever-present Experience Inc. upheld a complement with a far-reaching accumulation of titles regulating a Dungeon RPG format. Some of these titles, like a aft-mentioned Labyrinth of Refrain, or a bodacious Dungeon Travelers 2 are classics within a genre in their possess rights – not to discuss a many, many some-more DRPGs that called a complement home.

Similarly, Tactical RPGs confirmed a healthy participation on Vita. Both Disgaea 3 and 4 perceived updated versions with both Quality of Life updates as good as new calm on a platform, and titles like Trillion: God of Destruction and a Utawarerumono trilogy offering practice you’d be hard-pressed to find anywhere else, nonetheless Utawarerumono did launch on Sony home consoles during a same time. Even some Japan-only releases, such as Luminous Arc Infinity, managed to leave their symbol – even if a wider Vita assembly in a west competence have never been means to see it.

Vanillaware, ever vaunted for their pleasing hand-drawn visuals in their games, upheld a Vita good – with both Dragon’s Crown and Odin Sphere: Leifthrasir rising on a height alongside home console counterparts. Muramasa: Rebirth, with a several upgrades and changes, is still disdainful to a height alongside a DLC scenarios. Perhaps due to an bid to fill a opening on Monster Hunter’s depart to Nintendo platforms, a Vita was home to many franchises that had hoped to constraint some of Capcom’s success. Some titles had some-more success than other – Sony’s first-party offerings with Soul Sacrifice and Freedom Wars come to mind – though franchises like God Eater and Toukiden, if maybe they didn’t get their start on a system, did prosper; alongside a preference of other Action RPGs, such as remakes for Tales of Heart, and a Japan-only Tales of Innocence.

The Vita was a breakwater for many niche genres – if we could speak about a widespread of Visual Novels accessible for a system, or stroke games, I’d substantially have an essay that would never finish – though even usually looking during a impact that a complement had on a RPG landscape goes a prolonged approach in display usually how a complement punched good above a weight in sales figures. For an RPG fanatic, a Vita some-more than lived adult to a name – as cheesy as it competence sound, a Vita’s was a life well-lived.

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