The Vita comes with a front- and a rear-facing camera, both of which feature lowly 0.3-megapixel (VGA) sensors.
The photo quality isn’t great, and most smartphones these days snap much better shots. The lack of a flash also means that the images taken are limited to well-lit areas. Video recordings are passable, but again, most smartphones do it better.
There are two main benefits to the cameras, even though they are weak: First, the cameras can be used with games. There are already a few instances where the Vita uses augmented reality, and you can expect more in the future. The second good argument for the cameras is the inclusion of Skype, which is due on launch.
The Vita will launch with two models, a $250 Wi-Fi-only unit, and a $299 Wi-Fi/3G model that will use AT&T’s network (data plans may vary in cost, but should range between $15 and $30 per month). At the time of this review, the 3G SIM cards were not available for testing. We’ll update the review when they are and make any necessary changes.
Wi-Fi connectivity on the built-in 802.11b/g/n card was surprisingly solid, and I had very few issues with dropped signals. Gaming while using the Wi-Fi was also respectable, and while lag was an occasional issue, it was a minor one. The Vita also features Bluetooth support, which makes chatting through a headset while gaming simple.
The Vita has an undisclosed amount of internal memory at its disposal, but it is relatively small and requires you to use proprietary Vita memory cards for any information that needs to be saved, which are sold separately. These seem to be standard microSD cards — with the exception of the price. Sony offers four sizes: 4GB for $24.99, 8GB card for $34.99, 16GB card for $59.99, and 32GB card for $99.99. To put that pricing in perspective, you can find standard 32GB microSD cards for as little as $30. The memory is overpriced, but at the moment there is no alternative, and you need the memory to really use your Vita properly.
Oddly, there is no video output either. This was likely a sacrifice to keep the Vita lightweight and avoid another bulky port.
Putting aside the interface, the programs, and all the other bells and whistles the Vita offers, the device is made for handheld gaming first and foremost. In this, it succeeds.
Like with any new piece of gaming hardware, a launch is only as good as the games that go with it — a lesson Nintendo learned to its chagrin with the poor launch window of the 3DS. With over 25 games due out now and in the first few weeks of the Vita’s launch (many of them being franchise titles), the Vita should have more than enough to offer right out of the gate. And like any new gaming hardware launch, the early games only hint at the potential of the device. That potential is high.
There has been a lot of talk over the nature of the Vita’s connection to the PS3. Some games will allow you to play on your PS3, then switch to your Vita. These games will need to specifically feature that ability. There are also some ports of existing PS3 games which are fairly faithfully transferred to the Vita. The games are not at the graphical or technical level of the PS3, but they’re impressively close. In fact, some of the graphics appear to be close to early PS3 titles.
It will probably take about a year before we begin to see the true potential of the Vita’s hardware, as developers learn the new system and find ways to squeeze the most out of the device. We are more than five years into the life cycle of the PS3, and developers are still finding ways to improve the efficiency of their games, so the Vita will take a while to hit its stride. And what a stride it will be.
While the Vita isn’t quite at the PS3 level, it’s well past the PS2, and can handle more than you would expect from a slim, lightweight device. Everything else included in the Vita is merely an excuse to make it appeal to as wide an audience as possible. This is a gaming device made for hardcore gamers.
The games themselves come on “PlayStation Vita cards,” which are similar to flash memory cards, but unique to the Vita. You simply insert them in a slot at the top, located under a (annoyingly difficult to open) cover. The main reason for this move to physical media is to combat piracy. The UMDs of the PSP are long gone, but there will be backwards compatibility, and most PSP games can be downloaded to the Vita through the PS Store.
The games look crisp and clean. Ported games like Rayman Origins and Ultimate Marvel vs. Capcom 3 both look incredibly close to their console counterparts. The frame rate is good, and the CPU can handle a lot of action. The loading is still fairly long, since it is coming from flash memory, but that should improve.
Some games take more advantage of things like the touchscreen and rear trackpad, while others are still trying to figure out what to make of it. That’s not a reflection of the hardware, though. Given time, developers will certainly think of clever ways to make the most of all the Vita has to offer.
Dual analog sticks were important additions that give the Vita a sizeable advantage over all other portable gaming devices. The range of motion and location of the sticks won’t give you quite as much flexibility as a standard controller, but they remain a huge plus. Despite my own occasional hand cramps, the device responds well and feels good.
The Vita also contains the same six-axis technology found in a DualShock controller, as well as a three-axis electronic compass.
In terms of gaming, the Vita is a beast. Nothing handheld even comes remotely close.
Check out our individual reviews of the vita launch title games, which will be posted separately.
When it comes to handheld devices, one of the biggest issues these days is without question the battery life. It has gotten to the point where a strong battery is a selling point on its own. The iPad’s reported 10-hour battery life is an advantage that Apple has leveraged extremely well, and that fact alone is enough for people to choose the Apple tablet over competitors. Battery life is a big deal, and the Vita’s battery life is an issue.
The standby mode keeps the battery respectably fresh, but playing a game with the Wi-Fi on will drain the battery dry in around four hours. Watching a movie will allow you to squeeze out a bit more life, but if you are running an app, the Vita will probably max out at around five hours. You can turn the brightness down, the volume low, the Wi-Fi off, and so on to keep things going a bit longer, but the battery is a downside.
Fortunately for Sony, a lot of high-tech hardware share the same issue. Consumers are used to a poor battery, which should give Sony a bit of a pass. It is still painfully short, though. The battery is also built into the Vita, meaning that users can’t remove it (another anti-piracy measure). The device charges quickly enough using a USB or AC adapter, but for long trips it will only get you a bit of the way.
If your primary reason for considering the PlayStation Vita is for games, you won’t be disappointed. All my main issues with the Vita were all unrelated to the gaming.
The Vita is the next big gaming device, but it is not the next big gadget for a few reasons. The price is already on the high side, but adding in the hidden costs of things like the proprietary memory cards makes the Vita tough to justify if you are on a strict budget. The weak cameras and lack of Flash or HTML5 also hold the device back, as do the limitations on the video files.
You need to consider all of these issues when looking at the Vita. It is like a tablet, but it is not one. It is similar to a smartphone, but in a different class. If, however, you are looking for a gaming system that towers over the rest, Sony’s PlayStation Vita is the device for you.
- Beautiful OLED display
- Responsive touchscreen
- Dual analog sticks
- Powerful hardware means huge potential
- Weak battery life
- Browser lacks Flash or HTML support
- Hidden costs boost the price